TheSubstitute
TheSubstitute
About
- Username
- TheSubstitute
- Joined
- Visits
- 6,661
- Last Active
Comments
-
@Vampirox said:
why so you can properly run Ruin+undying+Brine+overcharge.
i bet that is what your killer mind is thinking
Your comment is non-sensical once you understand game mechanics.
-
@Regulus47 said:
I don't agree. Ruin was hella annoying to verse every game, required next to no skill to use, works completely passively - just play the game and you'll get ruin value - stacked horribly with nurse, blight, spirit, pinhead, etc, and worse of all decimated solo q while barely touching people playing with friends. Bring old ruin back and enjoy even longer killer queues, and probably loads of killer nerfs when the kill rates rise to 75%.
Besides, there's a bunch of other slowdowns if you need them. Isn't COB, DMS, Corrupt, Deadlock, PGTW, Pentimento, Pain Res, Gift of Pain, Jolt, Overcharge and E-Crutch-On enough, especially with the base gen time increase and mini PGTW added to base along with the rest of the killer buffs?
I think you're overlooking the deactivate upon death part. Ruin can't be used with CoB, Overcharge, Pop, or Eruption. Deadlock and Dead Man's Switch stop regression while active.
It can be used with Pain Resonance, Jolt and percentage slowdown perks but I have to ask what seems to be more fun. Facing a Killer who loses gen slowdown when they kill a Survivor or facing a Killer with CoB, Overcharge and Eruption where they lose nothing and only gain when they kill a Survivor?
I find games where I stick around for longer and the Killer pressures gens, leaves the hook, and spreads around hook states to be more fun than games where the Killer hard camps and tunnels out a survivor. A Ruin with a buffed regression speed encourages the Killer to leave and spread hooks while there is little incentive for a Killer with CoB, Overcharge, and Eruption to leave.
-
@DoctorMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/3258714#Comment_3258714
Ok then go do it against a good nurse, Wesker doesn't blink through walls nor flick like nurse when she finishes blinks which makes dodging her harder since wesker cant really flick that much, Also wesker doesn't travel the same as nurse since nurse has addons to let her blink through half the map, Wesker is literally what if nurse couldn't blink through walls and had actual counterplay in chase.
Okay, you don't know how to play against Nurse. That's fine. We'll agree to disagree.
-
@DoctorMadness said:
https://forum.deadbydaylight.com/en/discussion/comment/3257495#Comment_3257495
No dont ever compare wesker with nurse lol last time i checked the ######### that works against wesker doesn't work against nurse
But yet it does work.
-
@VaporLion said:
I thought it would be kinda interesting to see what Killers are the most fun to play against.
Here is my tierlist:
https://us.v-cdn.net/6030815/uploads/G020R29ONPK7/funtoplayagainst.png
What are your favorite Killers to play against ?
I'd move every Killer below mostly fun except for Ghostface and Pinhead up to mostly fun. Ghostface annoys me not because of the character but because of how 90% of the Ghostfaces I encounter play. Pinhead is annoying just because I'm going to lose my item no matter what and they didn't even to use up a perk slot for that to happen.
If I could do the box and Pinhead would have to equip Franklin's to make me drop my item I wouldn't be annoyed as Franklin's means one less gen slowdown or info perk. If the Ghostfaces I run into would stop believing that if they venture more than 10 metres from the hook a puppy dies then they would be a lot less annoying. It's a very boring game.
-
If there is a Killer incentive that means less than 20% of the queued players are queuing as Killer. I do see that on the weekends mainly during the evening. The Survivor BP bonus being on most of the time means nothing by itself other than it's easier to fill the role that only 20% of the queued players need to queue for.
-
I'd like either:
(a) serial DCers only get queued with other DCers, hackers, cheaters and other terrible players like that
(b) DC penalties get tripled and it becomes easier to get banned from constant DCs
Either works for me.
-
For Killers: Susie as long it was Susie of the 'I don't really want to hurt anyone' lore and not the 'Susie kills everyone' of cosmetic descriptions.
For Survivors: Anyone except Yun-Jin who seems like she would be insufferable. I'd prefer Mikaela or Kate but Yun-Jin is the only one I would say no to.
-
@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3257367#Comment_3257367
You know, not everyone is a godlike player like you with around 120% escape rate in SoloQ. (Or something similar you have bragged about...)
But nope, there are some things which clearly need changes. Nurse is one of them. Stacked Slowdown another, because there is nothing fun nor skillful about stacking 4 Slowdown-Perks to let the game last 30 minutes so that you end up with a Map without Pallets.
This is the only real solution, to remove as many things as reasonable which make people DC. You will always have people who DC because they are found first, but the number can 100% be lowered if reasonable things get nerfed/removed.
Like, I have almost 8k hours in the game, this is more than many other players. And even I am tired of facing Nurse with stacked Slowdown, they are using the strongest thing in the game (Nurse) and prolong the game to such an extend that there is not really any chance for escaping. (Unless you are in a highly coordinated 4 man-SWF)
My most recent games that had DCs and ragequitting on hook were against M1 killers on the Game, Lery's, Coldwind and the Swamp. How does your theory that DCs would decrease if they nerfed Nurse and Alchemist's Ring match that? How would your proposed changes reduce that?
Crybabies gonna crybaby. The game would be better and healthier if they were all banned.
-
Camping would be a very inefficient way to play Nurse and Nurse is reliant on her power to even catch up to survivors.
Hiding in a nearby locker and getting a surprise hook grab as Dredge would not have realistic counterplay and be completely op levels of efficient.
That's the reason. Dredge can also pre charge their power and teleport to a locker the second an unhook occurs.
-
@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3257291#Comment_3257291
“If a killer has counterplay, that killer is fun to face.” is the weirdest and just outright worst argument I’ve ever heard in defense of zoning killers being fun.
There can be a whole myriad of reasonings and justifications why a low-tier killer isn’t fun to face, but for the sake of simplicity let’s look at Knight in particular. Let’s look at why I, as well as many and even most people, are going to levy complaints against facing him.
Take Wesker as an example. When Wesker pulls out his tentacle at a loop, it is up to you as a survivor to predict where he is going to go and place yourself in a position where he cannot use his dash to hit you. This requires the ability to outsmart the Wesker player’s positioning using your own predictive skills and a reasonably thorough understanding of how to path within and around the tile in question. Even if you cannot put yourself in a position where he cannot line up a dash, you can try to move in a way that messes up his prediction and causes him to dash in the wrong direction, or at the very least force him to throw you into an area where you won’t be damaged by an object. Wesker’s counterplay is intuitive, skillful, and interesting. Wesker’s counterplay is fun.
Now let’s look at Knight. If you see or hear a Knight pull out a guard, you… hold down a button on your keyboard. That is it. By summoning his guard, Knight shuts down the loop entirely. There is no outsmarting him, there is no superior knowledge, there is no test of skill. You either stay at the loop and get hit, or you press W on your keyboard and win the chase. It is a binary. It has the same depth as choosing between the good or bad ending of a story game, without the benefit of a plot making me care about what’s happening on screen.
Knight pulls out his power at a loop. You hold W. Congratulations, you countered the Knight. But it was not intuitive, it was not interesting, and for those reasons, it was not fun. Knight’s counterplay is not fun because it is extremely bland and shallow. You’re barely even playing a video game at that point. Knight’s counterplay is closer to watching a cutscene than actual gameplay.
Understanding the counterplay also makes a Killer more fun if the counterplay is fun. For example, those who understand Nurse's power will describe it the same way as you describe Wesker's power. I think versusing both are fun but their powers take more time to fully understand.
I have not tried the PTB but what you described for Knight is the opposite. It does not sound fun although it is very easy to grasp. I hope there's more intricacy to the power when it hits live.
-
Resistance is futile. You too will be absorbed.
-
The largest problem solo queue has and why kill rates should have a 60% goal is the people who are entitled and selfish. I had a rough batch of games today simply because people would DC and kill themselves on hook when anything bad happened. Ghostface? DC. Mikey? DC. Plague without Thanatophobia? DC. First downed or second or occasionally third downed? DC?
None of these DCs were against strong Killers and I was playing map offerings today so we played on Lery's, the Game, Coldwind Ranch and the Swamp.
So, the strongest Killer by far was a Plague who didn't have Thanatophobia and was friendly anyway (or took mercy on us after two people DC'ed at 5 gens) and all the maps were good maps for survivors.
So, if somebody wants to defend DCers, please explain how DCing especially against M1 Killers on the Game, Lery's and Coldwind, is anything but petulant childishness .
However, with people being childish and killing themselves on hook, kill rates need to be higher than 60% so that the Killer has roughly equal odds of winning if all four survivors stick around.
Other than solo needing information buffs, I don't blame the issues with solo queue on strawmen like the 6.1 patch, Nurse, Blight, etc. I blame the issues on where the largest blame resides; on players who intentionally DC or kill themselves on hook.
-
But they are rewarding tunneling and camping by DCing. Not rewarding would be making the Killer waste every possible second to increase the chances of survivors escaping.
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3255825#Comment_3255825
Your comment is pathetic.
I myself have done a 700 win streak with the Nemesis ...
Ok, it was against my own zombies .... SO WHAT, IT COUNTS, RIGHT? 🤣🤣🤣
Definitely
-
@LiveBritishReaction said:
https://forum.deadbydaylight.com/en/discussion/comment/3255487#Comment_3255487
The only skill ceiling Nurse has to master is basic Survivor movement prediction. You know, the same thing every killer has to master, except with the added restraints of not ignoring literally everything that isn't basic Survivor movement. She's got the predictive skill curve of an M1 killer but the skill curves of tile and map knowledge are almost entirely nullified for her. She is one of the easiest killers in the game because she has some of the fewest things to learn.
Looking forward to that stream of your 100 win streak then.
-
@FreddyVoorhees said:
https://forum.deadbydaylight.com/en/discussion/comment/3255703#Comment_3255703
They should not punish the player for lying down being forgotten by the killer. They should heal rather then suicide. If the killer leaves them like that than the killer should accept the risk for it. The person might get up and escape or heal themselves. The killer profits/is rewarded for skilled downing by hooking them. If he choses not to , than he loses his privilege for being skilled enough to down that player and the player should have the next move. Even when downed the player is still an active player in the match , they should not be held hostage on the ground so the killer can max the points. The killer abuses the hatch system by bypassing it completely if one player is slugged. Just hook the player and play the hatch game with the remaining person. It is not the end of the world if one manages to find the hatch first. It literally the next stage of the match that is meant to happen.
No, they should bleed themselves out. It's a better option than killing UB and Deliverance plays which would negatively affect more people.
-
I alternate hooks, don't camp, and won't kill a Survivor before the 5th to 7th hook unless BMed; preferably the 9th hook. I also won't kill any survivors if BPS or flans are brought (by the survivors) and, even in end game, I play for hooks, not kills.
On a couple Killers (such as Artist for example) I can, but not always, still get exactly what you're describing as stressful games but not sweating for kills and avoiding camping prevents my MMR from rising too much and keeps my games more manageable. I get less stress and the Survivors get to play the game more which is more fun. It's pretty much a win win scenario in my opinion.
-
@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3255683#Comment_3255683
Like I said, it kills survivors in situations they could have or would have lived, it weakens killers who were already in a bad spot (Myers and Twins), it makes bully squads virtually uncounterable because slugging was the only way to handle them, it sucks all the fun out of Devour Hope and kills Rancor, and it actually encourages slugging in some cases (such as speedrunning Nurses) because you can end the game super early without anyone being able to do anything with perks or broken hooks.
And the point of it wasn't to give infinite Unbreakable. The point of it was to add in the cinematic mori cutscene. They added in the Unbreakable when they realized their parameters would encourage mass slugging.
Literally the only good thing that comes out of this is not letting killers bleed out survivors for no reason, and that could have been solved far less disruptively by just letting survivors in that situation kill themselves.
I've said as well that letting survivors bleed themselves out would be a better solution to the 'two survivors left, keep one slugged to prevent Hatch'. I even have a build I meme around to mess up that strategy or any 4 person slug strategies (Low Profile, Unbreakable, WGLF) which would be pointless with the new changes and Deliverance has helped me turn a 4 survivor down situation to a 1 to 3E in different matches.
Sure, they're rare but it's kind of like getting a halfway across map down with Huntress. It doesn't happen often but it's so much fun when it does. The proposed change to Moris stops that and encourages more no hook playstyles most likely involving Starstruck and any Killer with high mobility and/or a large TR.
In a situation where there is only one person standing (or no people) just give the slugged survivors the option to bleed themselves out and there is no need for a Last Man Standing/basekit UB system.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3254703#Comment_3254703
(e) Be able to ban nurse🙂
I'd quite happily support players being able to ban a Killer if it meant I didn't have to deal with ragequitters. I'd ban Ghostface for myself though. He's not a strong Killer but the players I encounter seem to feel that everytime a Ghostface goes more than 10 metres away from a hooked survivor a puppy dies so it's very boring games.
-
I think some of the best solo survivor buffs would be:
(a) Status icons
(b) Basekit aura reading of survivor auras when a survivor is hooked (Kindred lite)
(c) Double or triple DC penalties
(d) Put people who progress through second stage quickly often (suicide on hook) in a low priority queue where they primarily play with each other
-
@_VTK_ said:
The secret to soloQ is to become a killer-main. All Killer-mains claim to have 110% soloQ escape rate and have "a LoT oF FuN" (probably without even playing survivor, but who cares).
I think there's a lot more gaslighting from proclaimed solo survivor mains telling other people who play a lot of solo survivor and say they're having fun that they're supposedly Killer mains instead of examining why other people are having more fun and possibly success.
-
@almofan1001 said:
https://forum.deadbydaylight.com/en/discussion/comment/3254676#Comment_3254676
The pick rate massively suggests otherwise, friend. It's much more used than other exhaustion perks.
So what's the next angle? Why is the community using this perk overwhelmingly even though all other exhaustion perks are just as good now?
What is your source for the stats? The last ones I saw DH had a high pick rate but still at roughly the 25% pick mark instead of the 70 to 75% it was prior to 6.1. It is a strong perk still but it takes skill to use. The Endurance part can make somebody feel like they were denied a hit but, with Sprint Burst, BL, and/or Lithe, the Killer wouldn't have gotten the hit to begin with.
At the pick rates I saw and my experience with it I interpreted it as a perk that's strong but not OP. Have the pick rates changed substantially? If not, we may just have a difference of opinion on what constitutes substantial usage.
-
Whenever 6.1 came out. That's the date it was properly nerfed and brought into line with other exhaustion perks.
-
If you think back to March to May of 2020 Dwight's outfit confirms that he is the most evil survivor. That much toilet paper is either an arrogant flex or a taunt. Dwight is pure evil either way.
-
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3252220#Comment_3252220
You can't see the difference between nurse and swf? Sigh..
People don't have their blinders on when talking about swf. Everyone can agree swf gives way too much of an advantage.
Enter the issue: people with either no understanding of game balance or people deliberately trying to keep their OP character too strong try their best on these forums to convince themselves and everyone else that the nurse shouldn't be changed.
If there was any actual discussion with people saying swf is fine (which there isn't) I would be one of the first to call them out. There isn't, because everyone can easily admit the fact. The same fact, that nurse is OP, has too many people acting in bad faith. It is not okay.
There were a couple of threads recently about SWF. I didn't see you post there.
SWF doesn't give too much of an advantage either; pvp games that have more than one participant have comms. It's expected. Being in a SWF doesn't make perks or items more powerful. They can coordinate and share information more effectively and that's the only advantage.
You seem to selectively ignore aspects of contemporary video game play if it doesn't suit your bias.
However, if you do feel SWF is too strong what is your opinion on how to rectify this?
-
@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3252220#Comment_3252220
Concerning Starstruck, you just have to play on the nurse's terror ray; you don't even have to touch the perk. It's actually very simple to prevent her from using it.
Concerning SWF ... actually, when people "complain" about it, they talk about the overpowered SWF, of course but ...
Actually, what is the real problem? Because an overpowered SWF is simply 4 players who know each other, get along well, know how to play in a coordinated and efficient way ...
So ... can we really blame them ? ... I'm not being ironic, I'm really asking the question ...
There is no problem. It's the same thing with Nurse. A few players are going to be really, really good and there's no need to penalize everyone else just because a few people are really good.
-
@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3246696#Comment_3246696
"I I beg you all to only play Nurse from now on when you want to be killer and abuse the **** out of her. Bring the strongest addons, bring the strongest Perks, Tunnel, slug and Camp how you want. Do everything to win the round and the next and the next.
Upload Videos of high win streaks, of disconnects and first hook kills."
Its clear the OP wants to craft a narrative though and that's kinda gross from an unbiased change perspective.
Unfortunately, I haven't seen any evidence that any of the strident 'Nerf Nurse' posters are actually looking for unbiased changes.
-
@Bella_Boo said:
https://forum.deadbydaylight.com/en/discussion/comment/3251982#Comment_3251982
I agree. I believe it impossible altering her to a level that will please both sides and not kill the Nurse's fundamental mechanics. It's a very rocky slope which is why I am encouraging staying civil and just engaging in discussion rather than criticizing each other or chest pumping about who knows better. Nurse is played in all tiers of skill play and everyone is entitled to have a say on what concerns them.
If I could upvote this multiple times I would.
-
-
@Katzengott said:
Maybe because a good nurse equals good SWFs?
The only difference is, nurse already got changed / nerfed a few times while SWFs are untouched since they were introduced.
I agree and also state that's because many of the people who complain about Nurse also say they think SWFs are overpowered but are suspiciously absent from every thread about SWFs while very noticeably present in multiple threads about Nurse. It's fairly hypocritical. Good Nurses and Blights do equal good SWFs and it's self serving to advocate for Nurse nerfs but not for SWF nerfs.
Nerfing any of those pose significant ramifications for game design as, with Nurse for Starstruck, the question first arises is Starstruck giving disproportionate value as shown by kill rates or pick rates and how to change that without gutting the usage of Sloppy Butcher, etc especially given the vast majority of Nurse players don't have disproportionate kill rates? And you also can't punish players for playing with friends without crippling your business model.
Personally, I think a two pronged approach based on buffing solo queue and also the weaker Killers would be a better use of time and resources for BHVR.
-
I thought this was about Maurice
-
@hiken said:
people wont stay to play against killers who lack counterplay and are unfun, is normal they will leave. if they leave for whatever other reason is what it is just suck it and call the killer to also kill you is what i do.
That's a very selfish attitude
-
The Killers I play the most are Artist, Dredge and Huntress with a honorable mention to Trapper. Artist and Huntress can get off amazing ranged shots and Dredge's Nightfall and locker teleports are so much fun. I do play quite a few games of Trapper as watching an overconfident survivor vault right into a trap is so rewarding.
-
@AssortedSorting said:
https://forum.deadbydaylight.com/en/discussion/comment/3245917#Comment_3245917
Franklin's is literally one of the best perks in the game. It dumpsters Med-kits/Flashlights, and if survivors take the time to go pickup their items it's time spent not working on gens.
I do not know why people don't use it more. But I know that Survivors typically find it uninteresting to have their items constantly knocked from their hands the first time they're hit in chase (plus the charge decay).
Franklin's is amazing. Why do I bring items? Because they noticeably increase my chance of escaping. What does Franklin's do? It eliminates that increased chance of escaping. If I see a group that looks like it's fully tricked out I bring Franklin's (unless I'm playing Pinhead in which case I always bring Franklin's because it and Hoarder is the best perk combo for him in my opinion).
-
There are head on challenges.
-
@oporopolist said:
@Seraphor Well, I do call it a game issue. And if the point of the free weekend is to get more people playing to cut down on queue times..... It's a FAIL, because these new players are having such a horrid time that they are not going to carry on playing it. So great, reduced the queue times for the veterans this weekend, but none of these new players (that spent this weekend being cannon fodder) are going to stick around to reduce the queue times next week, or the week after..... Remind me again how VHS died? ;)
VHS is suffering because the Monster experience, especially as a new player, is terrible and nobody would stick around. This led to so few Monsters in queue that Teen times kept on lengthening and, once the queue times became too long Teen players also started dropping out.
What you're describing is on the flip side and while it won't hurt DbD that much as DbD has a stable player base and, in a asymm, losing some players from the many won't kill a game like not having enough for the one will it is an issue that will limit game growth.
I don't have any solutions other than KYF but, if you want to get your nephew into DbD and you can't SWF with him on comms getting him to start out as Killer and then branch into survivor later is probably a better route. He'll probably get teabagged and harassed by survivors but he'll stand a better chance of getting some success and learning the maps.
At low MMR, his chances of finding a Killer that will take it easier since he's new is extremely low because low MMR Killers get teabagged and harassed so much by experienced survivors they're probably developing a pathological hatred of survivors from being bullied so much and a team of low MMR survivors is pretty much a shooting fish in a barrel situation if the Killer has more than 10 hours of experience.
In short, the realistic options I see are KYF, play survivor with him on comms, or have him start out as Killer. Since the Killer can't be killed that takes some of the sting of losing out of it and gives him more time to learn game mechanics. What you described is an issue for new players but there's not really anything else you can do about it.
-
@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/3246060#Comment_3246060
I know pigs will fly before you do but I hope to see you make a similar post when someone rushes to the forums and complains about facing a strong “edge case” Nurse they just lost to.
I would like to see any of the supposedly 'high MMR/tournament players' that say they complain about Nurse 'but that's okay because they also feel SWF is broken' actually post in any of the threads about SWF instead of just incessantly complaining about Nurse in every thread they write in (regardless of if the thread topic even has anything to do with Nurse).
-
Sadako probably won't see any changes until the no hook Condemned strategy is nerfed.
-
What you're stating is nothing but the equivalent of 'hey but me and my 5 online buddies think this do it's a great idea'. And, yes, I am putting more faith in the idea that the BHVR design team can balance the game better than you.
By the way, I don't see you posting non-stop on threads complaining about SWFs or bringing up SWFs in threads that have nothing to do about SWFs but I do see you non-stop mentioning Nurse in almost every thread. If you have stated in the past that SWF is a problem my apologies for assuming otherwise but I haven't seen any posts by you stating SWFs should be nerfed.
By the way, I don't think SWFs should be nerfed. Games should not be balanced around an echo chamber such as your talk of high level tournament players and how they supposedly know better how to balance a game for all MMR levels. They don't know better by the way and while they should be included in balancing considerations balancing solely around any one group kills a game.
By the way, Nurse and Blight are the most talked about but you're being highly selective in what you see if you think they're the only ones.
Other than hey me and some other people who constitute a tiny percentage of the player base know better how to balance the game than everyone else including the people who actually have the data and only our opinions are valid but who still can't see how that position is mistaken, elitist and condescending you haven't brought up any evidence. If you are such a great Nurse, feel free to upload games. Until then, I don't believe you. And until you can provide evidence and/or game footage just please stop claiming your opinion is correct when it's just an opinion with no factual basis.
-
No, you have attempted multiple times to say they don't matter and to claim you have non-existent evidence showing Nurse is an issue while simultaneously not being able to explain your position that Nurse but not survivors should be balanced on the top percentile or less of players.
The devs stated that the Kill rates are not the whole picture, which of course they aren't, but they are the only evidence we have.
So, once again, please explain to me how if Nurse is an auto-win why Nurse starts with the lowest kill rates and only ends up with good kill rates that are still not out of line with other Killers in the top 5% of MMR?
If you can do so without referring to these mythical hordes of players whose MMR is so high that their Nurse, whom they allegedly never played before and would start with a lower MMR as per the devs, is also somehow on the top 5% of MMR and somehow constitute enough people they lower the kill rates drastically that would be great as they don't exist.
If you could provide footage of your incredibly long win streaks with Nurse against top tier survivor players as you claim it is so easy that would be helpful as well. I have a suspicion, however, that the reason you refuse to provide this is because it doesn't exist and the reason why you don't provide your survivor footage is because people legitimately pointed out mistakes you were making and things you could have improved on when you did but you don't want to acknowledge that you made mistakes.
I get that you don't like Nurse and have problems against Nurse. However, that does not constitute a reason to make changes to the game. If there are any issues with Nurse that have to be changed then I'm sure BHVR has the data and will put it in its appropriate spot for list prioritization. However, we don't and you still have not provided any evidence for Nurse being an issue for all but the top percentile of players or less nor any reason to suggest that balancing should be done solely on that group while ignoring the enjoyment of everyone else in the game. Nor have you stated why balancing Nurse around the top percentile or less but not survivors is anything but a double standard.
-
@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/3246577#Comment_3246577
While i agree the game was probably 100% unwinnable it relies on a god tier Nurse, Purple addons, a map offering, and good RNG for full effect. Due to how infrequently this would come up in public matches, I don't see it constituting a priority.
I 100% agree that it shouldn't apply to a top tier Nurse either. You seem, understandably of course as you can't know everyone's, quite unfamiliar with my posting history.
-
@GannTM said:
The average age of these forums is over 18 right?
I admire your optimism.
-
While I agree the game was probably 100% unwinnable it relies on a 4 man SWF, 4 purple toolboxes, 4 red add-ons, a map offering and spawn offerings for full effect. Due to how infrequently this would come up in public matches, I don't see it constituting a priority.
-
@drsoontm said:
It would certainly drop her kill rate a lot.
That's what I was thinking too. It could lead to Nurse buffs. However, I am honestly very interested in all the people saying that Nurse is an insta-win to show footage of their next 500 games and 'win streaks' using Nurse.
-
@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3235929#Comment_3235929
At high MMR her killrate is above 60%. No other killer comes close to Nurse.
She is still by far the most lethal killer in tournaments too, the only one coming close is Twins due to Twins being able to slow down the game massively through slugging.
The biggest reason why Nurse gets dealed with in the top 5% MMR is due to tournament SWFs and Nurse not having prepared a tournament build.
Seriously, every single high mmr survivor and killer would agree that Nurse is the strongest killer in the game. Plague makes an edge due to 3 man swfs and 1 random high mmr survivor, just a slight edge in comms. Thats not due to strength. Add comms to the game as a baseline, and Plague will drop. Same with Dredge and Wesker. 3 killers where not being able to share info between teammates that benefit heavily from it.
Whether she's the strongest Killer or not, her kill rates are not out of line for over 95% of players and lags behind many Killers for a significant percentage of the player base. To resummarize my arguments, balancing solely around the top less than one percent of the playerbase is a terrible idea as all ranges of player skill have to be able to have fun.
-
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3245917#Comment_3245917
Franklins is so good, though. Its not only that it disables an item for a time, it also leads to confusion, sadness and severe misplays on the survivors side. Mans survivors are grubbly little Goblins for their items and can't stand the thought that they are lying there on the floor, their charges ticking away, soon to be lost to the entity, and even if you down and hook a survivor, you can be sure that they will bee-line in the vast majority of the cases back to their item in order to pick it up. Sometimes they will even try to do this during looping, giving you a good opportunity to down them.
Many survivors entire gameplan hinges on the item they bring to the table, and if you take that away, their resolve crumbles from the getgo. I love Franklins just for this psychological warfare factor :D
In addition, when Otz did his experiment about survivors without items and with the strongest items he had about a 20% difference in escape rates if I remember correctly (about 54% escape rate to 74% escape rate). Franklins is a hard counter to that. It's situational but how many other single perks can shift the odds like that back to the Killer?
-
@Kosturko92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3241175#Comment_3241175
Did you know that many kill rates are
A) against low skilled players that are easy to kill
B) From killers that face camp
C) From killers that face camp and turn 1 kill into 3 or 4
Not at the top 5% of MMR players it isn't and the kill rate there is also 60%.
-
From the title I honestly thought this was going to be a post about how Flashbang is a weak perk that's outclassed by so many perks you really only take it for funzies and asking for a buff to it. At least I can start my day with a surprise.
-
Shouldn't BHVR wait a bit to see what the actual effect on the Kill rate is before buffing Killers? While I'm a big fan of the status icons the crouch walkers and self carers against Sloppy still gonna crouch walk and self care. There's a differential between having the information and actually using the information.