WaveyTrey
WaveyTrey
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@landromat said:
We need casual mode without ranking where SWF is allowed. And give monthly rank rewards for players to promote people to play solo
I feel that every month during the rank reset you get bonus BPs based on your combined survivor/killer rank. Meaning if you play a lot of both sides and are good enough to stay red you get points to invest.
The grind is becoming real now. It takes days to get certain moves on killers now.
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@RoboMojo said:
That would legit cull a decent amount of players from the community. Especially since if I'm not mistaken, according to stats from Behaviour themselves, the vast majority of games have at least a duo. I'm not gonna go as far as to say removing swf would kill the game but it would drastically reduce the game's lifespan. After all, if people are only playing this game to have some fun with mates then removing the option to swf then they're just gonna stop playing altogether. I don't think Keeping swfs in customs wouldn't solve the problem you'd have created by removing swfs. You don't gain bp in customs so you lose that sense of progression that's present in the regular game.
But if the devs keep adding powers that beef up SWFs while nerfing killers... Then the killers will stop playing. I’m not playing as killer after the new DLC comes out. DS, Flip Flop, Unbreakable, and Power Struggle.
Survivors are becoming way too powerful. I like playing survivor more than killer now, but is just ridiculous at this point. How easier can it be for coordinated teams to win?
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Freddy is broken because his power works in reverse. As in putting you to sleep when he hits you. Freddy rework should be:
Everyone starts off asleep, and in the nightmare at the beginning of the trial.
Only players that are awake can wake up sleeping players.
Sleeping players are affected by Freddy’s add ons and dream powers.
The pain from Freddy striking a survivor wakes the character up from the dream as opposed to the pain somehow putting them into the dream.
Awakened characters will see Freddy phasing in and out intermediately even during a chase.
Bursting gens on purpose wakes the character up.
Each time a character wakes up the timer in which it takes to fall back asleep becomes shorter until all you do is fall back asleep immediately after being woken up. (Because that’s what happens when you are completely deprived of sleep).
Meaning the more you constantly wake up due to failing skill checks or being struck by Freddy... The quicker you are back to sleep. The more often you fall asleep and stay asleep. The more susceptible you are to Freddy. This would also balance Freddy’s OP use of Oblivious for when he strikes someone to make BT useless. I feel that this is his strongest attribute.
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Some perks are good at certain tiers though. Like Surveillance 1 is better than 3. MYC 1 can be good if you catch players in 40 seconds. It resets faster and allows more consistent use. Etc.
I think some perk Tiers should do something different for each tier as opposed to simply being a stronger variant. I miss having a yellow symbol next to my purple ones. Lol
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@daTrueKing86 said:
I believe that exit gates need a small change, this being that the progress of opening the doors should reset when a survivor lets go (similar to totems). I feel that this could lead to a lot of benefit in the game, for one making endgame collapse a more significant game function. As it stands now, the endgame collapse might as well not even exist since survivors can just 99% doors creating no barrier between them and escaping. And even though killers can open doors themselves to force the endgame collapse, its usually a waste of time to do that and giving the survivors even more freedom when you could be chasing down another survivor. Making the door progress reset forces the survivors to make a huge decision for the endgame; either open the doors and force the collapse, or leave the doors closed to go for a last minute save but risk not being able to open the doors in time.
There are also many benefits that this change could have to the game and its meta. For one, it would enhance many perks like blood warden, remember me, wake up, and no one left behind. Blood warden would become better as in the endgame, survivors would be more inclined to open exit gates for not wanting to risk the long opening animation during a vital escape point. Wake up would become more viable as opening the exit gates faster would actually be important especially when going for last minute clutch saves. In addition, the bonus healing and rescue speeds from no one left behind could be more useful as opening the gates would be more incentivized. Remember me would also become better as having the exit gates take longer to open would incentivize the survivors to start the endgame collapse even during a dangerous point in the game.
Overall, making this small change to exit gates, I feel would make a significant impact on the gameplay in DBD. In addition, the only small drawback is that survivors would be forced to open the gates when someone is hooked in order to be able to go for an effective save causing the endgame collapse. However, those clutch saves would still be possible but it would put a lot more pressure on the survivors to make the move if they want the save. I would almost consider that another benefit considering that camping is a problem of its own. Consideration would be appreciated.
Actually that should be a perk on a new killer. Possibly even a Hex that activates at end game like NOED. Combined with NOED, Remember Me, and Bloodwarden. That would be an interesting combination. If you pressure survivors off the gates they’ll be forced to break the totems, which wastes their time. If Remember Me is stacked it’ll take ages to open the door.
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@BigBrainMegMain said:
DS and BT have nothing to do with bloodlust.
It's simply going for someone else, why are you around the hook if you're procing BT?
Why are you going for this specific survivor who was unhooked if you're so phobic about DS? Go for someone else.
Stop proxy camping, stop camping, go for someone else and patrol gens.
The removal of those perks have nothing to do with Bloodlust, and I support Bloodlust as well.
So please, stop making it an Us vs. Them type of deal, because it isn't.
DS allows survivor saves even when the risks are high. Meaning one survivor runs in with BT, and unhooks right in the killers face (The punishment should be everyone gets hit). Instead of being punished the unhooked will sponge an attack with endurance which would’ve downed the unhooker. Then DS denies the killer the unhooked too. Low risk. High reward. That’s why I run STBL to shut that type of nonsense down.
I played enough killer to realize how one sided this game can be when survivors coordinate effectively. BT is fair because there are ways around it. Oblivious, and Undetectable. There is no counter to DS other than to camp on purpose to remove their DS early. They’ll even D/C because I took their DS away too soon. DS simply should not activate after all the generators are powered. It’s designed to keep players in the game during the trial from otherwise being killed too soon. If you play “fair” by leaving them alone they will try to keep DS until end game... Then you can’t kill any of them... 😒
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@Freki said:
https://forum.deadbydaylight.com/en/discussion/comment/1764269#Comment_1764269
though there are interesting ideas in this, currently loosing chase is counted as dropping line of sight from the killer for 5 seconds. this is too short of a period to "LOOSE" bloodlust as well. also "use of killer power makes the killer loose bloodlust" (I understand you said levels of blood lust) makes trapper and hag's power useless to combat loops. same with nurse and ghost face's power... michael's power use also becomes useless ... honestly all killer's powers become useless in a chase at that point. no more shocks for the doctor, no more hatchets for the huntress.... etc. Now maybe doc's aoe static blast could knock him out of blood lust but again it doesn't seem thematically right. Look at most horror movie killers (which is the genre DBD is made upon) and when they hit a person and they keep moving they get angrier and angrier. so any hit to loose tiers of bloodlust isn't thematically right either.
still interesting ideas.
Or for every 5 seconds out of chase you lose a stack. So the bloodlust grows progressively weaker the longer you don’t pursue the person “angering” you. The idea is to tactically take advantage of being stunned in the same way the Enduring Spirit Fury combo works. You purposely take that hit when Spirit Fury is ready to land a decisive blow.
For Myers you usually don’t attack when you stare anyway. You would have to time your stares more carefully, and make sure to build Bloodlust for when you are ready to proc Evil Within III. Normally during EW III players will try to loop and pallet stun you anyway. Doing so would speed Myers up, and combined with PWYF that would make him (And other killers) insanely fast when pursuing the obsession. Meaning you don’t want to ever be the obsession in this case anymore. Nurse uses her power to get around so Bloodlust is nonexistent. Trapper doesn’t need much Bloodlust either since he makes you step on his traps. If you were to purposefully build speed by being stunned the speed boosts could pressure survivors to run into traps more often. The Hag typically uses her traps to teleport around so she’s good without it. Demo can warp. Oni goes berserk. Hillybilly is NASCAR. Huntress and DeathSlinger are ranged killers so there’s not much need.
Bloodlust already has very little use which is why it’s being tested. It would only be viable on killers that already suck at map pressure like Ghost Face (Exposed), Pig, Clown, and Myers (During Evil Within). While you’re chasing people around the gens are getting done. Speeding these killers up allows them to potentially end the chase quicker. Which allows them to check gens sooner. This is all theory though. 😆
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I felt bloodlust should stack whenever survivors do things to the killer that prevents the killer from catching them. To indicate that the survivors are angering the killer for a more realistic feeling. For example stunning the killers, or making their lunges miss on purpose. Each successful attack or use of their power would lower Bloodlust by 1 tier. Losing the chase makes the killer lose Bloodlust altogether.
Meaning when cocky survivors run killers into jungle gyms all day the killer would grow more faster (angry) as you stun them with pallets, and make their lunges miss.
As survivor you want to escape chases. Not purposely have the killer chase after you, or because the SWF seeks to troll/bully the killer. Such toxic behavior should have consequences. The consequence would be giving the killer the speed to catch you unless you can escape the chase.
As survivor this means if you can manage to escape the chase every time AND keep a killer in a particular area then that means you’re actually good at the game. You’re in control as you keep making the killer lose their Bloodlust for you. 🤷🏽♂️
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“Bloodlust” should be associated with the killer growing more angry from being unable to catch the survivors during chases. Meaning it SHOULD build up whenever a survivor does things to the killer that impede on this... Not just tunneling them for 15+ seconds... That’s the reason survivors can loop killers all day despite having Bloodlust. Bloodlust is only good in niche situations because of that. It’s almost non existent on certain killers like Deathslinger, Huntress, etc. Because it’s a stupid feature that needs rework.
New Bloodlust: Whenever a killer lunges, and the attack whiffs. Just barely grazing the survivor (Annoying auto-aim nonsense). Gain a stack. When the killer gets hit by a pallet, but chooses not to break the pallet. Gain a stack. Flashlight stunned? Gain a stack (If you initiate the chase with the survivor that blinded you before they get away). The same with Head On, and Decisive Strike. Each successful attack will lower the Bloodlust 1 tier until it’s all consumed, or if the chase ends at any time.
This would encourage the killer to keep chases going to ensure downs. This would make cocky survivors think twice about toying with the killer all day. Since stunning them and making them miss on purpose (Auto Aim) would make the killer stupid fast. So unless you’re lucky with RNG you will inevitably get downed.
The point of the game is for survivors to escape the chases, and get away so that they can work on totems and gens. Not run to a jungle gym and keep the killer there every time because you know you can’t get caught if RNG was grateful.. As I got more experience in the red ranks I’ve seen such flaws as both survivor and killer. Some set ups and layouts are just too good, and there is no real way around it.
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I learned that to beat SWFs one must use their teamwork against them. SWFs will ALWAYS try to save their friends, and will ALAYS want coordinate together. If you can disrupt their coordination by acting somewhat unpredictable you can hurt them, and then simply start to slug them all. To beat SWFS you must slug to make them sweat. Hooking them grants them all their superpowers like BT, We’ll Make It, DS, etc so don’t be so hasty to hook them. That’s the main thing I learned as killer. Don’t rush hooking survivors! Know WHEN to hook’em.
The second thing is knowing when to disengage a chase. If you know they’re a SWF assume that whenever you engage a chase with ANY one of them they alerted their other buddies, and now they’re off doing objectives in the meantime. If you can’t whack that person after a Bloodlust, or they lure you to a jungle gym just leave them be. They’ll eventually have to do gens by themselves which takes longer. Always stop them from doubling up on the gens.
Some SWFs are just god-tier and they’ll make a fool outta ya. Sometimes they get really lucky with hit detection, or something. I would get as mad as Oni-Chan sometimes, but instead of seeing how they made me mad I started thinking “What did I do wrong?” Did you chase someone too long? Did you leave your totems unattended for too long? Did you not patrol the hooked person long enough? Did you tunnel someone and waste time? Eventually you’ll develop a sorta habit of instinctively knowing what to do as that particular killer the moment you encounter a survivor based on what they’re up to.
Last but not least. Play DIRTY. SWFs will run all over you if you play soft/fair. Soft camp when needed to get a second phase. Leave them downed. Lure them into the basement. Whatever it takes! Nothing beats seeing a whole team of arrogant SWFs D/C.
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The fix to trapper imo is a whole remake.
Make it so that lockers have the bear traps. Allowing Trapper to stockpile 3 traps as base kit, and then maybe 5 with his add ons.
Make it require a skill check to disarm his bear traps. Meaning Trapper can use perks like Huntress Lullaby and Unnerving Presence to increase the odds of players failing to disarm them. This will impose an actual risk on those who seek to disarm them.
Getting caught in the trap doesn’t damage survivors without specific add ons, but instead causes the hindered status effect for an X amount of time. If someone helps you break free the hindered status is reduced by half. Hindered only applies if you’re freed before the trapper gets to you first. Even after taking damage you suffer the hindered status effect until the timer ends, or you get downed.
When you’re caught in a REAL bear trap you just can’t take off all willy nilly. It’s ridiculous how I’ve seen players release themselves and then blast off... Your leg was just CLAMPED!!! IRL you’d be limping afterwards. Not taking off like track runners. Its stupid.
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The Trappers weakness is coms. Literally. It doesn’t matter how good or how bad Trapper is because the moment Trapper initiates a chase or leaves a trap unattended someone says “There’s a trap over there!” so everyone else will disarm all your traps...
That’s why I don’t play Trapper. I leveled him up for his perks and that’s it. The only “viable” Trapper is Basement Trapper. Even then people know what to expect, and how to deal with it. Or they just let that 1 person die.
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Or make it with each skill check it reduces the noises produced by 8 meters until it can’t be heard at all for as long as you stay on the gen. At least by the person working on it with the perk. If someone is helping them that person will still produce noise.
Essentially if you’re lucky enough to get enough skill checks to render noises silent and can remain on it without the killer noticing. Failing a skill check prevents notifications the first time and then has a cooldown.
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I hate it when this happens. This usually happens to me in Springwood because there’s a million places to hide. The only way to mitigate this is to use BBQ and Chili, Iron Maiden, Spies from the Shadows, and other perks that expose survivor locations that are good at hiding all day. Adept players usually don’t hide like this.
End Game Collapse should start the moment all the generators become powered. It doesn’t make sense that it happens after opening the gates because by the time you open a gate you should be out the door. Not running around finding chests, tbagging the killer, and sliding over pallets for 2 minutes.
After powering the gates I don’t feel the sense of urgency. Even after opening the door I don’t feel the sense of urgency. Not as survivor I don’t. I feel more urgency as the killer surprisingly enough.
The devs probably need to add WAY more rituals that affect the map more. Like rituals that produce/reduce pallets. Rituals that produce more crows. Rituals or even a perk that places crows on or around generators. Rituals that produce more totems to break. Rituals that add/reduce the timer of the end game collapse. Rituals that increase/reduce hook times. Rituals that, when survivors combine them, has some wild effect.
This would change the whole game around and give all players more incentives based on the rituals played.
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Aim Assist is weird. Some nights I never see it and others it’s every other swing. For me if it happens 3 consecutive swings in a row and it wasn’t deliberate (Survivor Juking) I immediately leave the match. On those 3 swings the survivor reached a pallet, extended a chase, or possibly escaped the entire chase. All the while objectives are being done. BS. Skip to next game. Don’t feel bad to leave a match as killer if you constantly get crap maps for your killer, or when the game lies. Killer is already a huge chore as is.
To mitigate this nonsense run Unrelenting. So when you do miss you recover fast enough to hit them again before they reach a pallet/vault. That’s the only solution I found. That, and to pray for it not to happen in a critical moment.
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I don’t like playing killer anymore because it’s a big chore. I imagine the killer as an angry parent chasing their spoiled brats for children. It’s found it’s way more thrilling being chased, and with randoms. Rather than a team of SWFs that coordinate to the point that the killer is essentially bullied.
The killer being unable to kill survivors unless they have a Mori is completely stupid. The same way you always need a key for the hatch after it’s closed. Stupid. The Mori should allow the killer to kill much sooner, say after first hook. The key is for when you want to get inside with allies or after it’s been shut.
Hooking should be optional at the expense of displeasing the entity. Just allow killers to kill the survivors after being hooked twice. When they would die after being hooked anyway. In exchange they forfeit any points they would’ve gained, and doing it too much depips you.
The hatch should be able to be picked open after it’s been closed, but you have to pass some insane skill checks. Doing so also alerts the killer. The entity will block it for good if you were to fail said skill checks.
Its clear that this game is in its infancy stages based on the Archives. We’re not even half way through the game since we’re at what? The 4th tome? I expect about twice as many killers and survivors IF DBD lives long enough to deliver all those tomes.
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You have to walk directly into the hook as you press the button. But now survivors body block to take advantage of that fact.
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Dragon’s Grip is broken. They don’t ever scream nor reveal their location for X amount of seconds when the icon flicks. You have to assume they touched it unless you run surveillance. The devs need to fix it so that you know when it’s actually in effect. I’m still putting in on my unstoppable doctor though. Dragons Grip and MYC with Doc. Bahahaha!!
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@[Deleted User] said:
Interesting concept, although you would want to keep the perk at tier 1 as it would restrict Survivor movements significantly more than at tier 3.
Yes, but the trade-off is that the ring doesn’t last as long. Meaning if you want to confide the survivor into a smaller ring then the ring will vanish in a short span of time. That way it wouldn’t be OP for the survivors. It’ll last long enough to get a good lick in. Whereas the bigger ring lasts twice as long. Heck, make the 36m last 30s instead. I considered 10, 20, 30s. Haha!
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1560629#Comment_1560629
But you’re only guaranteed 5 downs if it were used sensibly, and locations that would block survivors in.
Exactly. The idea is to trap as many survivors within the ring or outside the ring to benefit the killer so that they can potentially make up the loss of a gen.
Like trapping survivors in the ring while someone is already on the hook, or in struggle phase. Less survivors, or no survivors can come rescue.
If an injured person is in the ring when a gen completes they can’t leave to heal themselves. Making it easier to down someone.
Say someone abused DS to finish a gen. You down them, they stab you, but now they’re trapped. You can down them, and hook them.
Survivors outside the ring can’t enter the ring either. Meaning no running across the map with sprint burst for flash light rescues, or unless they’re in the ring already. Which may be what you want.
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@timetokill said:
https://forum.deadbydaylight.com/en/discussion/comment/1561648#Comment_1561648
what I mean is, if there's a gen with lots of windows or it's simply a dead zone, this area will be useless to this perk, most likely you will give 1 hit if you are around but windows won't be blocked, that's what I meant, lots of windows, useful, in a dead zone, worthless
Then you would combine it with Bamboozle to block the windows within the ring too.
The ring wouldn’t be overpowered because it only happens 5 times for X amount of time. You can also run Bamboozle to prevent window loops, and even Bitter Mumur to see all the auras. Meaning if you see a lot of people trapped in the ring the killer can decide if it’s worth going over there.
What makes this “rework” potentially good imo is if a survivor chooses to complete a generator while other survivors are on the hook. The person who completed that gen is trapped for 30 seconds. They can’t rescue any survivor hooked outside of the ring. This would mean that someone else, if any, must go for the rescue. If not the survivors are guaranteed to sit on the hook for 30 more seconds.
This would give the killer time to actually set up, and do other things required to win without having to babysit the hooked survivors. As the moment you walk away a SWF will immediately rescue, and get the gens done simultaneously. This could create a potential dissonance in team synergy as survivors might be more careful when to finish gens, and where.
Imagine if they were to run adrenaline only to get within a ring? Lol
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No it’s not. You simply have to bait it out, or use Unrelenting to recover quickly. The only OP move survivors actually have is Decisive Strike, and that’s OP only when 3-4 survivors have it. That’s because of all the time you waste being constantly stunned, and having to chase them again. If you let them escape they heal. It’s in every pub match too. That’s why I run Forced Penance sometimes so even when they get away they cannot heal if they’re broken.
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Nah. Stealth killers ignoring BT is a huge plus to them. Without it killers like Ghostface, Wraith, and Pig can’t punish the altruistic survivors that are overly bold at times. I just picked up GF, and made a Dead Man’s Switch build on PS4. I love downing the rescuer with Furtive Chase, and then activating the switch. The others either stay on a gen to get stalked, or have their gens blocked depending on how fast I get to them. That also prevents their other friends from working on the gen after I chased someone off of it. They’re forced to work on another one. If they go for rescues and a gen turns White I know which direction they’re in for the stalk. So no BT. Lol
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You use the cage on annoying flashlight spammers, when they’re downed on a pallet, or when you feel that they have DS. Because people don’t use DS to escape. They use it to perform miracle stunts. Pyramid Head’ cage renders all of that useless. Then you still get to kill them anyway if you catch them a final time without ever having to hook them. So no body blocking, sabotaging, or flashlights. Essentially PH is kinda meant to be anti-SWF/Coordination. If you despise SWFs PH is the killer for you.
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@Frareid88 said:
Just because you weren't going to win doesn't mean you need to throw your toys out the pram. This game has turned into people saying poor me poor me. It's a game. Your not going to win 100% of games. Instead of DCing just farm some points and get on to the next one
Exactly this! One match I might not catch anyone, and the next is a slaughterhouse. The sheer randomness of the game is why I like it. Yesterday there was no hook by the exit gate so a survivor was able to wiggle free, and escape. As survivor I got a skill check at 99.9% and it exploded. This cost us the entire match. I was so irked. Hahaha
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@xenotimebong said:
https://forum.deadbydaylight.com/en/discussion/168105/where-are-the-cakes
Survivors have decreased chances for cake now since they’re more likely to spawn flashlights and medkits in their blood webs instead. And they might have used the cakes they had already since it took over a week for the stacking issue to be fixed.
On PS4 I see nothing but birthday cake every other round. One match my Clown got 180,000 BP from hooking everyone and stuff. 5 slices of cake + 4 BBQ&C stack. It’s insane right now on console. Today I’m going to start telling survivors BP farm to level up the killers needed for my obsession builds.
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I dunno. It’s different for each character. Some of my killers/survivors never get cakes. Only truck loads of flashlights and health kits. My new Cheryl Mason has 25 slices of cake when I leveled her from 1 to 50 last night on PS4. That’s not including all the cakes she used to accelerate her leveling in one day. She’s my new silent medic. My Clown accumulated about 10 slices. Nurse has around 7. Hmmm.
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Zanshin Tactics should be reworked to trigger Bloodlust immediately every time a survivor interacts what’s whatever’s highlighted yellow for the killer. So if they’re juggling you in a safe spot they’ll be punished as the killer becomes increasingly faster in a shorter amount of time. Instead of using 15 seconds for T1 it would already be BL T2 in 15 seconds. Then when you hit the survivor ZT goes away for a while, and so does Bloodlust. After all this is the Oni. A bloodthirsty demon.
As or rn that move is completely useless on the killer.
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I would’ve laughed. Lol.
People only send hatemail to when they’re salty that they lost, won EZ, or barely made it out alive. They never send it any other time, especially on PS4. I made a Basement Clown on the PS4 on Friday, and he’s been killing Red ranks. Along with MYC Doctor. I get all kinds of hatemail from the clown saying “You’re a b* for that!” “Ducking camping ass b*!” Etc. They act like the killer is supposed to play by these rules while they spam DH, BT, and DS all day until they gen rush for Adrenaline. After I stopped listening to the people that lost I got from Rank 5 to Rank 2 over this weekend.
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@[Deleted User] said:
I'd reduce her base cooldown by a little bit. It's slightly too long. I think they went a little overboard with it. But the biggest thing they could do is fix her ridiculous amount of bugs and poor interaction with dedicated servers. There's absolutely no consistency with her performance from game to game and day to day as far as blink distance and power function around small objects and tiles. Nurse players have to figure out what they can and can't blink through on a daily basis. I've watched better Nurse players than myself fail the same blink twice near a pallet and be absolutely mystified about it. She needs a lot of work on the technical side. That alone would buff her, as it costs me games.
That’s why I stopped playing with her. I couldn’t take it anymore. Lol
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@YaiPa said:
yeah except that using a perk to mitigate a bug in the game it's not healthy. just like running deerstalker because survivors on the ground don't make any sounds (for 6 months now), it's just stupid, they should fix the issue in the first place.
Apparently they think the game is just fine. I’ve seen track marks just vanish sometimes and the player makes no noise. They didn’t have IW, Off the Radar, Poised, or anything that mitigates these things. They just poof. Then they escape the chase. I’m always like WHAT!!
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@Lazerboy88 said:
But.. unrelenting does nothing for nurse if its a miss swing after blink..
That is why I only use Nurse while running Matchbox, Spasmodic, Kavanaughs, and Heavy Panting. Spasmodic is her best add on imo. If other survivors see you moving really fast they’re more worried on getting away from you than figuring out exactly when you can blink again. That’s when you surprise them. Get them to a vault/pallet just before Spasmodic wears off and blink attack during an animation in which they cannot move.
I don’t like running typical corrupt and all that stuff. I like perks that mitigates the killer’s flaws. So for Nurse she has a very hard time hitting moving targets in open spaces. So you need things that make it so players are stationary for longer periods, or placed into locations with limited movement. So if I’m not using perks that makes characters stationary longer like (Anti-Heals) + Nurses Calling I‘ll use Basement Nurse setups. I usually swap to MYC, Agitation, Iron Grasp, and whatever you like. The fourth for me is usually PGTW. Catch one. Take them all the way into the basement. Blink away with distance blink adds to kick gens. In that time survivors almost always rescue, and will proc MYC. Blink back to basement. Slap the exposed person before they exit the basement. Try to catch the injured person too. They can almost never escape this loop if you do it right. No BT for the unhooked either because you were away when they rescued. Hahaha 😂
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Nah. Keys aren’t broken because if there’s 4 people the hatch doesn’t spawn until EVERYTHING is done. At that point you should have the doors opening already, and you want that achievement for everyone escaping via hatch. I feel that keys are for solo players like myself. If the trial turns south I’m escaping one way or another. Bye-bye! It adds realism when you’re the one left behind. I’m always like noooo!!! Sometimes the killer even opens the door because they realize you were abandoned. You should be use to being abandoned almost immediately if you played Left 4 Dead 2. I’d leave you so quick and run entire stage myself. Because of that I always selected the rifle to save people from afar.
Eboni Mori? It needs a rework, not a removal. Make it so that you can only kill your obsession after hooking them, but when you do the obsession changes instead of you just losing your obsession. That way the killer can’t just Mori the first person they find UNLESS they pick Ivory Mori which lets them kill just ONE survivor after hooking them. Either that, or make Eboni kill up to TWO survivors. Killing anyone after a single hook seems a bit extreme, but when you see 2-3 gens done after one good chase because you didn’t run Corrupt Intervention... You’ll want Mori on all the time. Lol
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What about El Verdugo from Resident Evil?
It would moves faster than the average killer. Then there’s nitrogen tanks scattered throughout the map (Not near any pallets) in which players have to tip over to freeze 🥶 it, slowing it down momentarily to give you time to escape the chase. Hitting it with pallets while it’s partially frozen increases the duration of stun. Flashlights blind it a lot quicker since the Las Plagas can’t stand the light. A perfect for for this game.
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They need separate matchmaking.
Ranked Matches: The way we normally play.
Custom Matches: Allows you to assemble whatever perks and killer adds. Then players can matchmake, practice, and experiment. Nothing is lost, but your skills are still evaluated.
The problem is the game is the entire ranking system. It makes people extra sweaty for no reason, and that’s also why everyone complains when killers camp or when survivors gen rush. They get no progress done as an individual, and then they depip which frustrates them. If the sense of “progress” was never there to begin with then we wouldn’t be having these issues. People simply take this game too seriously
Imagine if L4D and L4D2 had a ranking system. The amount of toxicity would be beyond belief, and that game was pretty darn toxic without rank! L4D is my favorite game of all time too.
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Everyone lowkey thinks Candyman because he had a new movie coming out this summer. The background has bee 🐝 colors. Gold like honey, and black. The skull suggests the alters that people would make for candyman as the people in the neighborhood “worshipped” him to a degree. Then the hive comments suggests the bees in his chest cavity. The second theory is it could be referenced to Alien, and that Candyman is a curveball to throw us all off.
If they put Candyman in this game his Mori is going be so satisfying. If they put Alien nothing is really lost as that is just as good.
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The problem is people taking this game WAY too seriously because of the ridiculous ranking system!! Rank is what creates all this toxicity, and it’s ruining this game tbh..! Omg I lost my pip blah blah blah. Just make a separate matchmaking that isn’t rank based to pit players against killers at random like L4D. That way you can learn to play without the feeling of losing any progress.
I learned how to play better going against experienced Purple/Red killers. You gotta challenge yourself to get better. If you place all the newbies survivors with all the newbie killers they ever won’t learn a thing. Then as they rank up anyway they’re tossed into Purple/Red only to get decimated. That’s what happened to me when I first played on PS4.
Think about it. It’s life and death so there aren’t really supposed to be any “rules” as to how any single person should play. Anything goes to get the kill or the escape. When you start thinking that way you’ll get more kills/escapes more often. Like if you’re playing with randoms it’s fine to ditch them after the exit gates open because your objective is for YOU to escape. You don’t HAVE to save them. The same as a killer. You don’t have to kill them all. Just don’t displease the entity. When you fixate on the kills you don’t get them. At least from my experience.
I stopped complaining about SWFs altogether. If I feel they’re SWF I use a Green/Red Mori on whoever has the key, or the flashlights.
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Nurse was my main on PS4; However, she’s just too buggy to deal with anymore. To mitigate her bugs she either has to know exactly she will land for precise blinks as opposed to guesstimating, or move as fast as a normal killer to keep up with survivors (Without requiring add-ons). Her bugs appear the more often she blinks. Like her constantly going “uh-uh-uh-uh-uh!” and automatically failing the next blink (RAGE!!).
Back to what I wrote before... The trick to mastering Nurse imo is reducing the amount of times she has to blink, and forcing players to remain stationary so that her blink attacks will land... Reducing blinks also reduces the odds of bugs. Red Rank survivors just run to the dead zones where it’s hard/impossible for her to blink, and they abuse that until they win. That’s why I switched to the Spirit after reaching Rank 5 as the Nurse.
I only use Nurse when she has lots of Heavy Panting, Kavanaughs, Matchboxes, and Spasmodics on top of Black Wards. Base nurse can’t even blink through half of the stuff in the lower level of the meat plant without her long distance blinks. She is heavily reliant on add-ons, which I noticed why she gets more Black Wards than any of the other killers that I played with. At least that is my experience with her.
Spasmodic is her best add-on imo because it rewards you for landing a blink hit by making her fast as f***. You can outpace survivors for a whole minute, hitting everyone to trigger Thanatophobia. The reason I often switch to a new player after getting Spasmodic is to mind game. A new survivor will notice that you are coming in REALLY fast as opposed to predictable blinking, and they won’t know exactly when you can blink again. So all you have to do is injure them near a pallet/vault just before the Spasmodic wears off. Then you chase them into performing an action. In that moment you blink to land the second hit since they cannot move. This works every time!
Her blinking at you constantly isn’t a real chase. It’s what she is forced to do because of her stupid speed penalties on top of her gasping for breath from using her power. “Oooh she can ignore vaults/pallets”. Well, so can the Spirit! The Spirit can’t phase THROUGH things in a instant, but she moves really fast AROUND things. Spirit is in complete control of her actions unlike the Nurse where you always have to guesstimate. That is why Spirit is superior imo.
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@mottigedel said:
if they say that swf was so small of the player base why not disable it? because they're lying and swf is a big part of the community and therefore a big chunk of their income
Exactly. It’s a horror-like game people c’mon. You’re telling me NONE of these people have cell phones or walkie-talkies?! Which are ALWAYS utilized in horror flicks... Give the communication device battery life where it could run out, disabling comm for the rest of the trial. That’ll be the price for taking too long as a survivor.
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@AlexisFox said:
"...devs should disable comms somehow..." Just how would you propose the devs have any influence what so ever on what other programs you are running in the background on your computer that do not directly interact with their program? Programs on a computer run independent of each other and can only interact if the developer of a specific program creates an application interface to allow another program to interact with it. For example if the devs wanted to stop people from using Discord to voice chat while running DbD then the devs for Discord would have to have an application interface that would have a command that disabled voice chat audio. Then DbD could send that command to your Discord client to disable the voice chat audio when the game starts up and another command as part of the game shutting down would then restore that functionality. There's several problems with this though, the first being that the DbD devs would have to put in the send command scripts for each and EVERY voice chat software in existence no matter how obscure. The second would be what voice chat program developer in their right mind would even make that an option in any api they might ever conceive of making for their application? I'm not even going to delve into the untold numbers of other issues there are with this idea as those 2 are more than enough to demonstrate the ludicrously unrealistic expectations an idea like this is made up of.
Well I guess people are going to complain about comms forever then. I usually just ruin anti-team perks on certain killers that disrupt altruism. If you can prevent that you will most definitely win. I had good results with with Deathslinger and Clown with slug and anti-heal perks.
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@5thPerkSlot said:
distance-based ingame voice chat is something always wanted but devs never
Its like they know what people want and do the exact opposite of that then. Great. Lol
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@Withered8 said:
Having this ability would take all of the skill and fun out of learning and playing her. Thats what alot of people enjoy about nurse, the challenge and the reward which comes with it. As for locations where you can't blink, it could potentially be a bugged spot which was created in the recent patch, however if not you've just gotta learn where you can and can't blink, something which should be natural if you've played and practised her alot.
The point of the Nurse is to bypass walls and obstacles that would slow down a typical killer... Since you have to “guess” where she will land, and learn what she can’t blink through (This contradicts what she is supposed to do as a killer) then she needs a rework. Don’t forget the blink attacks that whiff through stationary survivors.
I just run Matchbox Spasmodic highspeed nurse as the solution. I never have problems with that setup since survivors can’t abuse any of her limitations (Speed, Fatigue, and Blink Blindness). 1 Blink is really all you need to catch someone. If anything give her Matchbox speed as her base speed, and 1 blink. Then give her add ons which add blinks. Even with Matchbox she couldn’t catch survivors unless I bloodlust or blinked. Like I said I couldn’t blink through half the stuff in the Meat Plant because I didn’t put on Kavanaughs, or Heavy Panting that time. With indoor stages she often needs to blink from gen to gen to get the jump on people. She can’t even do that without her add ons. It’s that bad..!
I’m going to start recording all the times her precise blinks whiff too, which ultimately costs you the entire match or a 1K.
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@SmarulKusia said:
https://forum.deadbydaylight.com/en/discussion/comment/1258783#Comment_1258783
shes not a forgotten mess, she was one of the latest killers to get a rework done. She is just a highly demanding killer where you have to learn her mechanics. Which is great when comparing to the other killers, some of which are so brain dead and easy
I just don’t feel rewarded anymore playing as her. Without Spasm or Matchbox for a chase it’s pointless imo. She’s either too slow, can’t blink far enough, or gets too fatigued. I just played some rounds with her in Piggy Plant. Couldn’t blink through all of the walls, and through the floor into basement from the TV room. I had Plaid Flannel this time so I could see. Without her distance blinks she couldn’t blink where she needed to, and the survs took advantage.
Nurse typically needs either a distance blink add ons with recharge or the speed add ons to initiate some kind of chase element.
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@Kakateve said:
https://forum.deadbydaylight.com/en/discussion/comment/1257962#Comment_1257962
Nurse is trash and unplayable without both of her anti cooldown add-ons. Devs did a terribly ######### jop “reworking” her add-ons. But they’d be fine to fork around with if she wouldn’t be so garbage with the cooldown on top of the cooldown they gave her. Littearly they need to trash the fatigue or the cooldowns...They can’t have both.
About seeing where you blink it really has no reason not to be base kit. Especially according to what I just said above.
To me she’s not unplayable because she gets fatigued all the time. It’s because her blink attacks just whiff, and she’s still fatigued. I noticed more you blink, or farther you blink, the more likely a whiff will happen when you finally perform a successful blink attack. It won’t land even if the survivor is sitting in front of you like a sitting duck. She even gets the hiccups sometimes where she keeps going “ugh! ugh! ugh! ugh!”. Then when you do blink she stationary blinks!! I’ve all sorts of nonsense with Nurse when it comes to her blinks. It DOES feel good on days when her blinks perform as they should.
Maybe 3 blinks on Nurse would help. That way if an uncontrollable error happens you can make up for it. Since red add that gives her another blink but reduces a blink to line of sight is just silly. You take away what makes her strong.
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@MadArtillery said:
https://forum.deadbydaylight.com/en/discussion/comment/1259599#Comment_1259599
The only deadzones I've found are the walls of the map. If you run the plaid you'll realize it's pretty easy to replicate blinking in place anywhere at anytime by angling your screen down a little. I think it's from the blink trying to find a floor bellow the map that doesn't exist when angled down too far so it blinks in place. It is something you can do on accident because you are much higher up than the survivors so you'll be angled slightly down just to look at them most of the time. Drift down just a little more and bam, stationary blink and every map feels like it has deadzones. Some areas the angle is not far down at all for some reason so it's definitely something to keep in mind. I've also found some objects blink obstruction is thicker than the model, sometimes by a lot so it could be throwing off muscle memory blinks.
My biggest issue with Nurse is when her blink attacks just whiff. I noticed on PS4 she will swing right through the survivor without making contact even though you blinked right up on them. Then she loses her breath, AND her line of sight. Then the survivors stare at you like “Whaaa??” because they knew they should’ve gotten hit. I’ve even whiffed through stationary targets. What’s the point of blink attack when she won’t even hit the target sometimes. Like I said I often countered that by running the Matchbox and Spasmodic so that she could actually chase after performing successful blink attacks. I wish I had recorded all those times as evidence.
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@ALostPuppy said:
As stated above it's a brown add-on so you can run it indefinitely on her if you wanted lmao. It's not 100% reliable all the time (because this is DbD why wouldn't it be) but it will help you if you're just starting out with her.
Should also note that a lot of geometry is super buggy with her. She can't blink up a lot of the stairs in the game, many of the different rocks and cars have wonky collision so blinking through them can be a pain. The add-on should definitely help though. I personally wouldn't want this to be base kit, the marker is way too distracting for me.
The Nurse is buggy on PS4. Even when you blink attack properly you whiff. It’s like her blink attack goes right through the survivor and she wastes her breath anyway. I remember one time on Haddonfield a blink attack whiffed a David King that slowly crawled out a window... The last time I played with her I got a precise blink into that big shack full of crows on the Backwater Swamp. Had I hit the healing Blendy the match would’ve been over. I swung at her, and because she injured herself while healing that animation somehow allowed her to duck under her blink attack. Then she weaseled away, and in that time the survs turned the match around as I had slugged 2 others. A few more escaped, and I lost my 4k. I often countered that by running Matchboxes as One Blink Nurse. Less blinking means less precise blink attacks just whiffing.
After the Backwater Swamp incident I just got fed up with the Nurse, and started using Spirit. It’s like Nurse without any of her many crippling penalties. Spirit doesn’t whiff her phase strikes either. It’s just not fun learning to play Nurse knowing that I can’t blink through big cars, and that my blink attacks will literally go through stationary targets. It’s mainly that. It drives me insane. So much I wanted to start recording when it happens demand the devs fix it.
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@Sydraen said:
Yep, she has an addon for this!
You’re clearly not reading! I said that seeing the blink location should no longer require such things if it were fully charged... I shouldn’t need an add-on to know exactly where her powers should land. I should be able to see where she is going if I’m going to have to constantly go THROUGH solid things... It’s difficult to pull of PRECISE BLINKS if you’re going to have blink up into a building from afar, or through lots of things to hit someone on a gen. Many times during critical moments the object can’t be fully blinked through like the little hills... That add-on could be something else like Heavy Panting or the tooth/spoon so that I can have an extra perk like Devour.
Long story short that’s why I’m switching to the Spirit, and the Nurse will be played on the low. I love the Nurse design but she’s way too handicapped, especially on PS4. There’s no reason she should be crippled that bad. It’s not that she’s super difficult. It’s just there isn’t much of a reward playing her. I’ve even seen her blink attack miss directly in front of her as if her weapon went straight through the survivor.
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That means I need to finish my doctor then for Monitor and Abuse. I need a good solid 4th perk besides BBQ.
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I like the Clown and the Doctor because they laugh whenever they torment the players. The Clown laughs while being stunned.
I like to use items to help me win. So the killers that utilize actual things. Like tossing bottles, and stuff.
That, or a new killer that generates his/her own chests throughout the map with the real ones. The killer cannot use add ons on its own. Whenever the killer searches a chest they get different “tools” with add-ons that helps to hunt/locate survivors. Then give said killer a perk that rigs the chests so that whenever they’re opened by a survivor something happens. Like the survivors aura is revealed during a chest search, and whoever completes the search itself becomes exposed for 5-10 seconds.
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@ABannedCat said:
Its bad for you, because you will get bullied into obvlivion. Its good for the survivors, because they can show you in their sick Pro 360 MLG juck montage videos on Youtube, Twitch, and other platforms.
For the developers thats a win-win.
My first day with her was me being called trash by low tier players that stated all killers play the same. I was like this game is as toxic DoTP was on the 360 lol. I ignored them and kept practicing. At first I could barely hit anyone, but since I made my Nurse more toxic she gets more kills.
I think the most satisfying thing as a killer is when people bully your killer, but then die in their own arrogance...Instead of just leaving after the doors were opened when they had the chance. When I’m arrogant I typically try to leave so I I don’t have to eat my words. I got some clips of my baby Nurse going from bullied to bully in just a few nights.
Someone told me on console to play Nurse until Red rank, but then let the ranking reset to Purple. Red survivors will give console Nurse nightmares.

