Xxjwaynexx
Xxjwaynexx
About
- Username
- Xxjwaynexx
- Joined
- Visits
- 1,762
- Last Active
Comments
-
@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557738#Comment_3557738
Some people are straight up delusional about how good the average SWF Is. They talk about SWFs like they are gods who are descending from the heavens to crush mere mortals in DBD. If someone is losing more than a few games here and there as Blight/Nurse then it is 100% a skill issue. You've got guys out there with 1000 game nurse streaks and 1500 game Blight streaks for crying out loud.
My brother in Christ you used two players that are in the top1% of their respective mains to justify nurse and blight stomping swfs. It's simply not that easy my guy, if it was blight and nurse would be 1 and 2 in the stats, because atm killer mains for the most part feel snubbed by bhvr for whatever reasons they have. What you should've said is that Alfs nurse and Momo's blight are cordinated swf stompers, I've seen plenty of nurse and blight mains struggle and lose against cordinated swfs.
-
@Rudjohns said:
I think hooks should multiply the points you already have
hook survivor 1: 1000 points
survivor 2 right next: 2000 points
3rd survivor: 4000 points
4th survivor: 8000 points
Any survivor next that is not the 4th: keep the 8000 points
If the same survivor is hooked back to back: no points granted and the streak ends
That concept is not exactly to punish killers that tunnel but instead reward killers that don't
Again, I've said a million times, the game should be balanced around fun, not for sweat winnings. Having a good match with 4 escapes should grant more points (and be considered a win) than a 3 minute match with 1 hook for every survivor and 5 gens up
I mean a 4 escape can happen within 5 minutes as well. I good game is subjective to whose having a good game. To me a good game is playing for about 10 15 minutes, if everyone gets out after that time then good if, I 1-4k good. As of right now I'm tryna to play for Max BP and hooking 1 surv and slugging the remaining 3 at 5 gens isn't gonna cut it. Bp for sure should be way more than it is as well, it'd be different if it were pooled in to one all survs contribute to a pool of BP that they all get equally not split, that way if meg gets camped at 5 gens or tunnel3d her team can still net her plenty of BP. Killer obviously doesn't have this issue.
-
I play 9/10 killer with nurse( perkless and addon less) as my M2 main and Freddy my M1. Killer can be frustrating at times but I still love it. When I do get to surv side its fun as well but I don't go in the match expecting to win out the gate due to my lack of surv knowledge overall. I play surv to have fun and if my team cooks a killer I'll give them a kill to make up for it. Likewise if a surv team is struggling I'll tend to let them escape, hell most times I'll let the best surv escape. I love being a killer main and always have even with the upcoming changes that won't change.
-
Yeah bro I agree with the rest. Most I've played are mid, a few have been really cracked, but most have been fun to interact with after the match. Some get salty and others will cut up with you. As someone who wants to improve after every game the harder the game is the better. I never dodge. You gotta go into those matches with the mindset that even if you get cooked your gonna to walk away with some form of improvement.
-
@Nazzzak said:
Might help to just remind yourself that the game isn't designed for you to win every round. A dev has said before that the point of SBMM is that your strategy will work approx 50% of the time, and that if you're winning every game then something has gone wrong. So as much as you might approach every game with a competitive mindset, it's ultimately pointless because the game *will* give you challenging opponents every now and then because it needs you to lose every now and then in order for others to win every now and then. Likewise, sometimes you'll be the challenging opponent that other players will be matched with. It's just how the game is designed. There's no point getting worked up.
I like this take. When I started I wanted to win every match and if I didn't win it used to make me so mad. The more I played the more I realized that sometimes there's nothing at all you can do to win, and guess what you don't have to win to have a wonderful game.
I also had to come to the realization that I'm not the best player in world or even close it and that there will always be teams that are leagues better than me. As a killer you can only depend on yourself while surv you have multiple team mates. If the surv team is super competent your probably gonna lose if y'all are the same skill level and your playing fairly.
Last this isn't a game where overall skill is a factor you can be amazing and play amazingly against worse survs or killers and still lose due to map rng, perk builds, bhvr bugs, wonky hit hit boxes, or network issues. There's just too much RNG.
-
@BubbaDredge said:
I do it for fun. I've been playing forever, if I just played normally, I'd have lost interest. I don't ever just play a normal game unless a challenge is making me. I always have an alternate goal, I always bring or try something impractical. Now that flashlights are killswitched, I'm bringing Lightbourne just so survivors that notice will be like #########.
There are survivors that are oblivious. If I'm crushing a team for half the game, then I disappear completely or stop hooking at 8, I didn't get amnesia, I'm letting you out because I wanna. If they teabag at the end, they're showing how clueless they are. I don't care. If I had to prove something to them, I would have.
If you read my old posts, I wasn't a fan of friendliness among killers, felt it made the game boring. Then it was my own boredom that made me start doing goofier and goofier things. Convincing survivors you're not up to something is a huge challenge once you've beat on them a lot. Especially as Bubba. Now-I'm-Friendly Bubba is harder than Adept Bubba.
But it's not about fairness. There's nothing unfair about tunneling, keeping the team alive is the team's responsibility, not the killers. Someone should be taking aggro during an unhook, survivors forgot once they started using perks instead, now it's a lost art. Not the killer's job to ignore basics just because the survivors do. The person being unhooked SHOULD NOT be the one that blocks the killer, someone else should. Play like you want to win if you want to win.
I always play fair, I was raised by parents that had high standards, to cheat is to admit I had to cheat. I'd rather lose than play unfairly, because I was taught dignity is more important than any game. Needing or seeking an advantage is for weak people.
That being said, my habit of cycling people through hooks is a flex. It started because I wanted to force myself to pay more attention to which survivor is which, just something I wanted to improve on, who was on death hook, who had which perk, etc. Started going for 8 hooks before killing to learn to keep track, now I do it just to show that I can. Showing survivors I decided who and when, the survivors that get it will get it. I like the idea that it's over some player's heads. I've been eating a sandwich and it still took them this long, and now they're teabagging? Heh.
I play fairly because I would be ashamed not to. Everyone should play fair. Cheating to win doesn't make you smart, it means you know you're likely to lose otherwise.
But I'm sometimes nice because it's often fun. I don't get any joy out of showing new players I'm better than them, it would be sad if I weren't. I love to scare them, but it's often a lot of fun to later welcome them all, show them veteran killers remember how hard it was. Hook them, and then hook them up... with some points and an escape at a time when that might be rare for them.
It seems to make them super-happy, too. Often that makes me feel more powerful than a 4K against new players would. I never cared when mad survivors tried to hurt my feelings in after-chat, but when they shower me with thanks and talk about how amazing I am, turns out I like that pretty good.
People like me in real life, but nobody tells me I'm amazing.
Bro I feel you. I'm not a veteran at all almost at 2k. A personal goal of mine is to p100 nurse with no perks or addons, at first I sweated for 4ks but then I realized it didn't matter how many 4ks I got because that wasn't my goal, my goal was to get as many bp each match and p100 nurse. I quickly learned that playing for kills and not hooks and chases was crazy inefficient for that goal. Fast-forward to now even though I main nurse I get the most wholesome messages sometimes. Its due to just playing normally most teams know by now(P77) I could've wiped them and some are oblivious like you've stated have the GGS ez killer messages and teabag at the gates even though I had down them 6 times in front of a hook and let them get up or wiggle off.
The teabags don't bother me as I know when I've been outplayed which the teabags are deserved and welcomed. They serve as a reminder that I'm not better than everyone and that I still need to improve.
I was raised similar to you as well, in the sense of if you can't put the effort in getting better and you need to cheat to win then you ain't winning, your still a loser.
Nice to know that other killers are giving new players much needed break as well makes me smile.
-
Bro I had a nea bot today on dead dawg against a legion fail a skill check on my 99% water tower gen while meg was looping the killer across the way, of course he instantly drops chase and deep wounds us and kicks my damn gen. She proceeds to body block the window and get me killed later.
-
@ArronSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545519#Comment_3545519
I could for killer, I am saying no more base kit should for either side. It won’t make the game more fun, where the problem is from having a “competitive screen.” I get what you’re saying 💯 by putting in “base-kit stuff” isn’t going help like everyone thinks.
I'm definitely with you on the no more global basekit buffs for either side. although I would love to have trapper start with all his traps ngl.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545496#Comment_3545496
You made it sound as if the Killer would have a problem with slugging Survivors. Because if this would be the case I get very unusual Killers.
And well, Survivors dont like slugging. But Survivors who say they dont like slugging are usually those who dont sabo every Hook nearby. Those are different people. I highly doubt that a Squad who sabotages every Hook would complain about being slugged. And even if they would do, would be new to me that Killers care about complaints.
Well bro they do complain about slugging had a crew the other night sabo squad with one running ftp buckle, the others running boil, Sab, flip flop, one boon expo, others had breakdown and tenacity. Of course they brought Erie ran to the top sabo that hook, then was absolutely unglued that I bled them out. Just because most dont do something doesn't negate the problem, i never experienced the flashlight exploit but yet it was a major issue for others. I was simply stating a hypothetical situation that could happen, I mean at this point all we have are hypotheticals because nothing exist to test, which is why I stated that I would wait to make my decision on it.
-
I mean most of the time the unhooked is using their base kit bt to body block for the unhooker, so I'd be a moron not to go after them right. I wish I was joking but I'm not this happens so often I mean I'll clearly go after the unhooker and lo and behold meg is breathing on my neck as I chase Claude who just unhooked.
-
@JVJoyner said:
Now hear me out before I get bombarded by the "Get good"/"Skill issue" jerks.
Vaulting has been nerfed. I don't care if people say it hasn't or it was OP. It's been NERFed.
I vault with a drop today and an alien's tail goes flying over the vault, after I jumped, and I still get hit even though I'm below the vault?
I vault, land on the other side of the pallet, feet on ground, then get snatched up by the killer like they grabbed me.
I am forced to play anti tunneling perks because you refuse to do anything about tunneling killers.
I am forced to play anti camping perks because you refuse to do anything about camping.
I am forced to play anti slugging perks because you refuse to do anything about slugging.
I am forced to gamble on which killer I'm going to get because the vast majority of them play with one of the above styles.
Killers can pick you up AFTER you exit a locker.
Alien's tail hit one of my team mates through a bloody wall and has a broken cool down. <-- I don't see you removing this like you did flashlights.
Flashlights have been removed from the game because people were exploiting them with a bug. Punish those exploiting the bug, not the entire survivor base. You do nothing to balance this out on the killer side.
I understand why the game is slightly killer favored. I understand the 4 v 1 needs to have it more towards them. But for crying out loud, it's starting to feel like you don't want people to even consider playing survivor.
The "Get good" group can stuff it before you even start. I hit rank 1 every month and do fine in the game. This is a complaint about the game being unbalanced and nothing being done for killer mains that are ruining this game. I appreciate great killers. I love a good chase. I don't even mind losing to good killer, because it's fun. I don't consider being hit as I'm still on the hook removal animation to be fun. I don't find a killer standing in my face while I'm on hook to be fun.
If you don't want people playing survivor, just make them all bots and force us to play killer. Otherwise, how about you fix the damn game? And don't tell me it's balanced well. I also play killer and it's so overly unbalanced that it's not even a challenge anymore.
So as survivor, please fix the things you're not addressing.
As a killer, please make this game more challenging.
Camping and tunneling are valid strats.
Vaults are bugged but give it time they fix it, it's a known issue.
Xeno is still new and just received a slight nerf per say but I'd rather say revert.
Flashlights had to be kill switched because they literally made survs invincible, not the same a wesky grabbing you on the other side of a pallet sometimes.
Point is both sides have balance issues, survs have things that are broken and killers have nurse and blight ( I'm a nurse main the way) lol. Survs have plenty of broken combos that they can bring out to decimate 80 percent of killers tbh.
I play against plenty of survivors that know what they're doing and have no complaints what so ever. When I do dabble in the surviving, I dont have many either. With the spaghetti code, terrible match making, ping issues etc there's too much out of our hands to really pin it on one side or the other.
If you play both sides as much as you say you do I don really see how you can have this perspective, unless your just wanting the game to be balanced in general and bugs and wonky mechanics fixed in which neither side has anything to do with that.
-
@ArronSwarm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545496#Comment_3545496
Yes, but not everyone plays those killers. I think it still be dumb to add this for base kit. Adding things base kit isn’t good for the game honestly.
Bro I think you missed my point, I was responding to a previous guy. As of right this moment I am not for basekit deli or anything of sort as it clearly drives pressure down for the killer, at all stages not just the beginning. Could you imagine basekit corrupt for killers to combat early "gen rushing"
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545469#Comment_3545469
Since when is slugging a problem for Killers?
And only because you throw in some buzzwords like "SWF" does not mean that this will be true. It is clearly stated that if Survivors are near the Hook that the meter will be slower or not progress at all.
If anything, I expect this mechanic to be too mild to actually matter. Because proxycamping will most likely still be possible nad if we are honest, blatant face-camping is not that common. Proxy-camping on the other hand is.
(And even if the Survivor comes off the hook on their own, this does not really mean that they can actually get away. Especially the strong Killers can easily catch up. It only provides a chance. Nothing more.)
I didn't say slugging was a problem for killers, but I bet you can guess whose it is a problem for though. You have perks already available that provide that "chance" . Like I said I'll judge it when it comes out on the ptb. I'm man enough to say I'm wrong if it comes down to it, I don't think I am but we'll see. Swf isn't a buzzword swf is to survs what nurse and blight are to killers, meaning they both ignore most mechanics implemented in game.
-
@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3545367#Comment_3545367
Why should the Killer get some handholding when they are losing the game? They are playing badly, why reward them for playing badly?
And well, perks that stop camping... Which? I did not see any Perk which suddenly teleports the Killer away from the Hook. Currently to counter camping you need two Survivors for the Unhook. One Survivor is a trade, two might not be a trade. Occupying 50% and keeping away from Gens 75% of the enemy team by just standing still is just too much.
Handholding.... my brother in Christ you literally have meter that fills up and (if I hook you by the highest progressed gen and then proceed to defend both) that allows you to literally deli without using deli for both hook stages. Yet you think that camping or proxy camping is hand holding. I won't give my opinions on this mechanic until it's out but I can swf abusing this super hard sabo all hooks except for gen hook then leave area killer has no choice but to either slug or hook and leave and lose pressure on gen or risk a deli play.
-
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3540991#Comment_3540991
I'm a hardcore Freddy main. I play him the most with Myers second.
Freddy's my second bro kudos the trips to the fog are rough on this side.
-
My favorite is nurse, I fell in love with nurse about a few weeks after I picked this game up, she was unlike any killer in this game, and knowing nothing about the game and weeks and weeks of getting my teeth kicked in I finally learned the basics and I could compete, learning the blinks and predicting the survivors movement is what kept me.
Freddy is my favorite M1 killer, at times he can be weak but I still love him idk what is about him. I wish he had another rework or from what I've seen vets talk about even a reversal to his old state. Either way we're stuck in this fog together
-
@egg_ said:
Nurse, lethal pursuer, infectious fright, ultimate weapon, knight's hex, her screaming addon
Have fun
I second this one its so much fun, I usually let everyone escape because come we aren't running this build to sweat. Hopefully there's no calm spirits.
-
Oh wow, yeah that's game breaking for sure. Thanks for the info
-
@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538606#Comment_3538606
You're right about that. But even looking through this thread you can see some different interpretations on what tunneling actually means. This a lot like what I expected. Because from an outside perspective it's hard to tell, if the killer is actually trying to tunnel or just stumbles upon the same survivor multiple times.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538395#Comment_3538395
I agree with this. I don't really consider soft tunneling as tunneling quite yet because to me tunneling always follows the intention to eliminate a survivor early on. But this is just semantics.
Although I would say that a death at 5 hooks can still be tunneling, if as @C3Tooth said, someone takes their hook stage instead. It's also possible to get another hook before the first person is unhooked and then targeting them again.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3538679#Comment_3538679
I play pretty similar to that. If someone demands my attention, then who am I to ignore them?
But that doesn't quite answer the question. Do you consider this to be tunneling? Or do you follow the definition of 3 hooks, 1 death = tunneling?
Oh ok so tunneling to me is 3 hooks, 1 death for sure, or ignoring all other members right in front of you to down someone just unhooked then repeating, until two are left and you can easily cycle them.
-
Wait so what is going on? I have yet to witness this?
-
I think its very subjective, I played as nurse( perkless and no addons) they brought me to the game, i spawn in and see Feng tea bagging me already I down her but don't pick up due to flash light nea makes a mistake and I down her I go back hook Feng and then nea DCs her partner also DCs. There's also a Kate whose stays I play normally and chase whoever I see. I noticed one of the bots haven't been hooked and Kate( suicides on hook) is dead the other bot is dead and Feng is death hook. I purposely tunnel the last bot to give Feng hatch and low and behold in end game nea calls me a trash tunneler and tells me how bad I am at the game, and then comments that I faced camped him and his friend on my steam profile. Point is people see what they want to see.
My rules are if you use bt to body block for the unhooker then it's fair game,
If I let you go because the unhooker disappeared patrol gens and happen upon you again it's just bad luck
-
@KevinK said:
Never chase with Hag, especially with the new survivor perk 'Made For This' as you'll never catch them if they hold W.
Hope you don't play against anyone who uses communications as one or the other will be shouting out your traps.
Apart from that hope you get a map where you can hide your traps and that your MMR doesn't increase
Bro this is so true and sad at the same time
-
Hag is a really weird killer, she isn't really a chase killer until you fully understand her kit and even then you have to have a specific build for it. She's a set up killer, that requires a significant amount of map knowledge to know where to successfully place traps. Negoose is a hag main that I've followed for the past year whose amazing, he post the good the ok and the ugly. I recommend watching a few of his older videos really pre mint rag buff to really understand how to play her and good places to set traps. My hag build right now is stbfl, jolt, monitor and abuse, and sloppy, some times I replace m&a with agi but that's just preference. For add-ons I usually run trap setting speed yellow and tp distance green. I don't like stacking slow down really. I will advise you most of my games start at 4 gens sometimes 3 due to the lack of corrupt and time spent making my web. I used to main hag a while ago a little rusty on her now but hope this helps a little.
-
I'd say a 9/10 but I've only played for a little over 1700k hours starting around this time last year, I missed so much of early DBD that I think my response my be moot, that being said I love the game it's so frustrating sometimes and awesome at others. I can see how people could get burnt out though, the community is rough but coming from other more intense pvp games this is kind of meh. The devs do baffle me from time to time with how they buff nerf certain aspects with no rhyme or reason. The gameplay is what I love though, the whole chase and being chased is just dope to me and never boring or unfun.
-
@rvzrvzrvz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3537886#Comment_3537886
it's very easy to get 3-4k with facecamp bubba even content creators like otz have shown it, run a combination of corrupt-deadlock-pain res-merciless storm- no way out-noed and you'll get 2k minimum if you have half a brain, against solo Q most likely 3-4k
it's by far the worst thing in this game it should be nerfed to oblivion, even tunneling is super fun compared to dying on first hook to a bubba, it will be nerfed end of story, trying to defend it is actually dumb
Bro if you run that combo with 90 percent of the killer roster you're leaving with one or two kills at least if your half decent. That being said face camping only works for the killer against people who don't know how to handle face camping, if a killer face camps you can get 3 separate gens around 50-70 percent done before the the first hook state is up, meaning good survivors will always punish face camping yeah 1 team mate may die but everyone else leaves and the killer loses. Also with bubba most are doing it because they can not because it's beneficial to winning as someone stated earlier.
Proxy camping not face camping builds pressure, for instance if there's a gen that MFT resil Gabe and haddie have at 80% and I down one of them and hook them near the gen it's ideal to stay close to the area and would be crazy to just rush to the other side of map to find Claude hiding in a bush or mikela booning because I don't want to be called a camper. I could chase the Haddie ideally but she's now no where to be found. So instead of aimlessly walking around I know now what person they have to unhook and what gen they want. Smart teams will coordinate a rescue by healing Haddie and safely unhooking healthy, since I can't grab off hook it's not even a trade. On a bad team Haddie will tap the gen and hide behind a rock during my wipe animation and me carrying Gabe to the hook and then as I walk not even 10m she'll unhook unhealthy and then Gabe will use his BT to body block and now the two of them are in shambles and I'm called a tunneler and camper.
Camping does in fact build pressure in certain situations and due to the pip system is sometimes necessary not to depip against a gen goblin team that knocks 2-3 gens out before your first down. Face camping is not beneficial is only done mostly out of spite and sheer just because I can as reinami stated . Lastly let's not forget that most of the player base isnt otz, hens, jrm , dead, or any other content creator level of play, let's be honest the majority is pretty average at best, thus you can't use a 10k hour survivor or killer main to justify a game mechanic that 90% of the player base can't utilise properly. Something needs to be done but it needs to carefully thought out and not abusable by either side. There needs to be a balance and way for the killer to keep pressure for hooking people and not proxy camping, if not people will never hook and just slug and bleed out.
Rant done lol gl in the fog today guys.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3528208#Comment_3528208
There's basically 2 ways you can go about it, in a way that keeps her identity as the killer that "teleports"
- Option 1: You keep her power really strong, but limit it, similar to oni.
- Her movement speed is increased to 4.6
- Her power is locked behind a power gauge that slowly fills up passively.
- Once her power fills up, she gets her power for some number of seconds (maybe 60).
- Survivors are given some kind of thing scattered around the map that they can interact with that will reduce her power gauge by some percentage (but not take her out of it if it is full).
- Survivors are able to see the aura of these interactable objects.
- When the nurses power gauge is filled up, the survivors and the nurse start coughing, giving away their location to the nurse.
- The coughing also causes the nurses location to be revealed periodically to survivors.
- The coughing works similar to screams/clowns gas in terms of revealing locations.
- Survivors are given some kind of mechanic to know how close she is to getting her power, maybe a gauge around their portraits?
- Rework her addons to work with these mechanics.
This would give her some map pressure in that survivors will have a secondary objective to keep her out of her power. But, if she gets her power, she will be EXTREMELY strong for a few seconds, still moving very fast (she stays 4.6), she has her blinks and all that it entails. But the survivors are periodically shown her location, but she also sees their location. Survivors can interact with this map objective that will keep her out of her power, or drastically shorten the duration if she gets into it. So basically, she's a plain m1 killer, but if you don't stop her from getting her power, she is an unstoppable juggernaut.
- Option 2: You weaken her power significantly, but let her use it more often.
- Increase her movement speed to 4.0 m/s (same as survivor)
- Terror radius is reduced to 4 meters (or maybe even 0) (was 32 meters)
- The nurse now has a 24 meter lullaby (did not exist).
- Give her back basic attack on her blink attacks (the lullaby solves the exposed/starstruck problem)
- Blink stays exactly as it is now except for the following changes:
- Maximum Blink range: 10 meters (was 20 meters)
- Maximum chain blink range: 8 meters (was 12 meters) chain blink duration stays the same, this means you can let it go earlier, but if you can still wait a bit longer to guarantee max range for lower skill players.
- Base Fatigue duration: 3 seconds (was 2 seconds)
- Chain blink penalty 0 seconds (was 0.5 seconds)
- Blink attack penalty 0 seconds (was 1 second)
- Hitting a survivor during a blink attack skips the fatigue phase (you still have to go through the 2.7 second wipe animation like normal)
- Hitting a survivor with a blink attack fills her power gauge by some percentage [33%?] (see below)
- Blink no longer has charges (old nurse)
- Blink speed normalized to 10 m/s (used to be based on charge duration from 6-13.3 m/s)
- Nurse gains a secondary ability "Spirit Walk" (or whatever name)
- This ability is activated using the secondary action button.
- Spirit walk slowly charges up over 45 seconds.
- Once fully charged, the nurse can activate it, when activated:
- The nurse charges a special blink that shows an icon similar to "Plaid Flannel" addon currently works.
- The range of this blink is global, meaning she can teleport anywhere on the map.
- The nurse is unable to do a chain blink from this special blink.
- The nurse is unable to do an attack out of this special blink, and will be forced to go into fatigue 1.5 seconds after she arrives at her destination.
- If the nurse collides (or gets within a couple meters) of a survivor during this blink, they scream, and their aura will be revealed for a few seconds [5?].
- The nurse can cancel charging this blink.
- The nurse can cancel the blink while she is teleporting at any time, but still will take the fatigue.
- Rework the 3 blink addon to:
- She now has 0 blinks
- She keeps the special blink
- Hitting with a basic attack now charges her special blink
- Her movement speed is increased to 4.6,
- She permanently sees the aura of all survivors outside of her terror radius.
- Rework other addons as needed to work with new mechnaics.
This list is much longer, but basically. She keeps her blink, but its range is shortened to a maximum of 18 meters for both blinks. Instead of a terror radius, she has a shorter, 24 meter lullaby. This makes it so she is able to blink on you very suddenly and quickly, which is necessary because her movement speed is 4.0 m/s, same speed as a survivor.
If she misses with a blink, the survivor will get a full 12 meters of distance on her, and she won't be able to do a fully charged a blink for 1.5 seconds (current charge) during which the survivor will now be nearly at max range. Making it BARELY possible for the nurse to max range a blink and still be close enough to hit a survivor.
To counteract the fact that she loses mobility and map pressure from the shorter blink distance, she gets a new global blink on a cooldown that she can earn more of by hitting survivors. If her path, or end duration is close to a survivor, she can cancel it early, and see the survivor's aura just long enough to probably hit them with a blink attack after her fatigue.
If she hits a survivor with a blink strike, she doesn't get fatigue, again giving her barely enough time to do a max range blink and hit the survivor a second time (if they let her)
There are many other ways to rework her, but one of these 2 roughly is how i would do it. Basically, she keeps her really strong power, but it is time limited/the survivors can take it away, and outside of that power she is just a standard m1 killer. Or, her power is significantly weakened, but now she can use it much more often and it is a little less punishing to miss with it for newer players. She is given a global blink to allow her some map pressure, and basically she becomes a hit and run killer.
Bro this is dope actually and I would love to see either option implemented, maybe the second one more so. I knew you'd have a awesome take on it, been lurking your comments when they appear for a while now lol. Thanks for the explanation!!!
- Option 1: You keep her power really strong, but limit it, similar to oni.
-
@CatnipLove said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3532868#Comment_3532868
NOED is probably the only perk in the game that can secure kills for a killer that hasn't got a single hook all match. Survivors don't know it's there until someone goes down. Depending on the circumstances, killers can also hook next to the totem to guarantee at least 1K. Who is prepared for a NOED Nurse that runs faster than survivors? Sometimes killers can just cheese wins with the perk. It's not always a skill issue if you lose to it.
I have never seen a noed nurse like never. Is that really a thing or did you create a strawman. I mean if your nurse using 4 perks and add-ons and survs make it to end game then you played terribly, or just not good with nurse. Also as I've never ran noed on any killer does the exposed work for m2 or is it just strictly M1?
-
@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3533819#Comment_3533819
Guess what also, a survivor carries a flamethrower and moves very slowly and that's what? This means that the killer is playing against 3 survivors now
So i wastes 14 seconds just to put a flamethrower (in a good place) and then repeat the process again, but with a longer time, and all of this is just to get him out of his power.
So, will you be rewarded after all these efforts? No, you will be slapped and enter a tunnel, and after 3 or 4 seconds, it will regain its power
So flamethrowers are useless and are a trap to keep you away from generators
I mean as far as watching many survivors gameplay as I don't tend to play survivor myself much, xeno seems to be a noob stomper and he mellows out against good survivors. It takes time to learn to counter a killers power and under a week isn't gonna cut it. As time goes on more and more people will get better at countering xeno, from turret placement to, punishing his tail. I think at the very least unless the killer has game breaking bugs they shouldn't be touched for a month. The unofficial knight light stats show xenos kill rate over like 2000 games at around 57%, at around 4th behind onroyo, skully, and wraith whom are all noob stompers as well. Point is survivors are already starting to learn her counters and it hasn't been a week, wait until the end of the month and see where xeno lands.
-
@GannTM said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3531780#Comment_3531780
And how exactly do you know how the match went? Looking at the score is not a good reason.
I mean it's pretty obvious when your matched with newer players almost immediately, from the way they run loops to not being able to find gens etc. Unless your new yourself or have zero game sense you know when your leagues above the team your facing.
-
Bro have you played other pvp games? They all reward efficient behavior, if there's a best way to win then people are going to do it, there's already instances of this in TCM on both sides. As far toxicity the slurs I've been called as sonny is wild, I mean say what you want about DBD but no one's hurling slurs. That being said why is everyone mentioning TCM as a threat to DBD? Newsflash there different games with different objectives and they can co exist in the same space sue to that.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3527966#Comment_3527966
You missed a key word in my sentence there that i'm not sure if you just missed, or completely ignored deliberately. I said BALANCE the game around hooks instead of kills. This would obviously include other changes to killers as a whole that would preferably bring up the lower tier killers and reworking (not nerfing) nurse, nerfing blight's addons, etc.
Also, i'm a nurse main, and think this game at the highest level heavily favors survivors. So if you think for a second i want the game to be survivor-sided, you are sorely mistaken.
Way off topic but as a fellow nurse main, how would you rework nurse.
-
No dc penalties work in TCM because....... It's a different game with a different play style. I know it's crazy like I mean it's an asymmetrical horror game but the two aren't the same. In TCM if your team mate dcs you can still easily escape through the various methods they've made available, which I'm assuming they took into account. DBD if a surv DCs at the beginning of a match, it literally screws the rest of the team, as bots are easy af to zone and eliminate.
-
@nam said:
The words I can describe my killer experience are, meaningless, annoying, frustrating, low...
It's lonely, and hard to progress, with no teacher guide and 0 positive feedback. I feel like a naturally lower survive player. Why do Survives get all those OP perks?
Even when I uninstall the game, the experience still annoys me, I have to get it out of my mind, I wish I never touched this game
The killer side starting out is an absolute beating with very few pauses in between. Do not play for kills, if you hook someone three times then kudos, you Should be playing for chases. The more you get "looped" the better you get, you'll slowly learn the survivor trends like the fake vaults, when they will greed a pallet, body blocking, where they like to huddle on certain maps etc. DBD is a learning intensive game on both sides, with killer imo being harder because you just have yourself to depend on. It tooke about 200 hours to fully grasp my main killers ability and to start to use it effectively. Your not gonna be pulling 4ks every single match starting out and you will get stomped. Just ignore all the bad manners and don't worry about being bad your gonna be bad it's inevitable everyone was bad at one point. If you want to main a specific killer let me know and I'll help you out anyway I can. I'm a 95% killer main by the way.
-
@TeleportingTurkey said:
bet sadako is going to have one of the highest killrates lmao
What's funny is according to the unofficial stats posted earlier in the thread she does in fact have the highest kill rate
-
@thisislastyearsmodel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523539#Comment_3523539
Could definitely be the case. I don't play her often so I'm sure my MMR for her is comparatively low.
They said that MMR doesn't fluctuate between killers but from my personal experience it does l, i get way more p100 on my nurse than I do on my Freddy
-
@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3523529#Comment_3523529
Seems like a matchmaking problem and not necessarily a nurse problem. Because good survivors give mediocre Nurses a run for the money.
This, that p100 nurse shouldve never been matched with them. It honestly sounds like they probably got their teeth kicked in and took it out on those guys which isn't uncommon. A medicore nurse will get cooked most times by survivors that know how to play against her. Basically you max out efficiency on gens against nurse, try as hard as possible to not group up ever. DBD matchmaking is such crap, a p72 nurse (don't judge I run her perkless and no addons lol) if I load in and notice the team has no experience at dealing with nurse I'll purposely throw the game to try and show them some things to do and not to do.
-
Nurse can be super oppressive at low to med levels and at high levels unless your absolutely cracked the survs will make you pay for the smallest mistakes. 4 matches aren't enough to justify how broken or op she is honestly I usually play around 9 to 15 a night as a p72 nurse I've learned that you'll destroy most survs because they simply DC or have no idea how to play against her. The are squads out there that will cook you though through sheer team work and know how. Against a nurse you can't bs around doing totems or challenges you gotta crank gens separately and spread out. While in chase you have to use a combo of los blockers, double backs, irregular pathing and the environment( trees, hay bales, bushes and rocks f'n suck). Lastly you must pay attention to how many blinks she has at any given moment. If she double blinked and whiffed the cool down is super long. The biggest mistake I see most surv make when I placement blink and enter fatigue theyll just run straight so I can see their scratch marks or feet still instead of moving out of my fov, or just thinking they can hold w in a straight line to escape. Irregular pathing will always cause problems because blinks are usually based off of game sense and prediction of what people usually do. Just a few tips 😁. She is a bit op in the end, and they could make match box basekit as well as not allowing her to blink through floors or certain walls, you want to make her blinks actually require skill and be super high risk and just med high reward.
-
@09SHARKBOSS said:
i love you guys
We love you too lol
-
@solarjin1 said:
https://forums.bhvr.com/dead-by-daylight/discussion/388893/where-did-we-go-wrong
we didn't go wrong no where. DBD still the goat!!!
This man I know most people hate it but I love DBD. It's easily my fav pvp game balance issues and all.
-
@bornagain234 said:
Yeah, I cant quite convey how bored / tired of this game I am. MMR kills any game for me, did it to COD too.
I have been playing TCM all weekend, and its so FUN. Makes me miss old DBD, with the old matchmaking.
I have put more time into TCM in a day and a half than my 2 week average of DBD.
I have 100% achievements, challenges so I am basically in maintenance mode in DBD. I login, do my daily, logout. New tome and or chapter comes out, I login to the challenges / achievements - back to other games.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3521012#Comment_3521012
Quite simple really, hes correct.
Killer MMR is much easier to be put against very good survivors. Survivor MMR is much harder to get out of hell. Its a vicious cycle of being put with trash teammates, you do all the work yet die, MMR goes down. It goes down enough after 3 or 4 deaths you get a trash killer, escape, MMR goes up a bit. Rinse and repeat.
The MMR system is broken, my level 5 new epic account with 0 kills gets put against full teachable teams.
DBD is currently ( Ive owned it since launch ) in one of, if not the worst state right now. Its so SWEATY! but theres no reward for being so, just even sweatier matches.
They MUST bring in a casual / ranked playlist imo.
Having a ranked playlist will not work of course the sweatiest of the sweat lords will play ranked, but the wanna be sweats but aren't really good will still sweat in casuals there's nothing stopping them.
-
@jajay119 said:
TCM has already grown a bit stale for me. Not gonna lie. Every match feels way more samey than DBD surprisingly.
I can relate to this, they shouldve added more maps, once you learn the maps and max out the survivors it gets a bit repetitive, there's no randomness to the maps. The concept of the game is good and it works I think it's the best player with friends when you want to goof off and chill
-
@mizark3 said:
People who are bad need crutches, see Blight/Nurse/Spirit mains. Survivor should get crutches too. That being said it still is overtuned, remove the Endurance and I think its fine for normal matchmaking. You want to troll post ("Discuss."), you get a troll answer.
A bit of a projection, Im a nurse main but I also main Freddy I assure you that I need no crutches as I play Freddy with only one perk and nurse with no perks nor add-ons. I main nurse not because of her "ease" but how she feels to play for me personally. I'm also as equally successful with hag, plague, clown, demo, and Wesker. That being said remove the endurance and its stacking with other haste status and it's fine.
-
@Xernoton said:
The TCM devs know that they can't compete with DBD and so far it seems like they won't try. Which is good. TCM is meant to be a party game where as DBD has become more competitive.
So it absolutely makes sense to play both games. If they ever try go the competitive route though, DBD will crush TCM like it did with all the others.
This they aren't trying to best or even be similar to dbd. They want a simple kfs vs swf and kind of a chill environment. They won't Nerf or buff for efficiency but for qol.
-
You could main trapper or Freddy for a while and then reassess. While I don't think it's absolutely broken but shouldn't stack with hope. Most of my hag games begin at 2 to 3 gens and sometimes rely on end game to secure kills if I'm not hard tunneling and camping.
-
@EternalRique said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3518521#Comment_3518521
The funny part is Nurse is one of the only killers that I don't feel like I'm being hindered by the killer's power, If I make a mistake, I fully own that mistake but with other killers it's like their lunge is weak, they have no anti-loop, they are too perk/add-on reliant, whereas with Nurse it's purely my skill not any limitations.
I don't like playing Nurse online often though cause people give up quick ESPECIALLY if you bring lethal pursuer. - A Nurse main who switched from console to pc and the first thing I wanted to do was learn Nurse on PC hehe
Yeah I feel you I'm p72 on my way to p100 but I haven't used perks or addons and don't plan to until I hit p100. I get DC every once and a while. It really shows your weaknesses as far as prediction, precise blinks, and overall game sense.
-
Bro I'm a super nice nurse main occasionally especially if someone dcs, what's the fun in a one sided match. If there's a DC and your not toxic AF then it's a farming match.
-
Everyone wants to main nurse when they lose, until they main nurse actually lol. The sheer amount of crappy nurses has definitely helped the "she's not so broken" data that the devs solely rely on for nerfs.
-
@ohheyitsbobcat said:
Spasmodic Breath (60 sec of normal mov. speed after blink hit but can no longer blink) should be basekit on Nurse and that's the only nerf she needs to be okay.
It keeps her kit basically the same, all add-ons can still be used, she's still strong but now has a weakness. Other perks she couldn't use now have a reason to be used on her and she won't be complained about nearly as much.
Im a die hard nurse main and I'd advocate for this or matchbox being basekit, matchbox makes blinking more skillful since you don't have the follow up blink to correct mistakes.
-
@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3507455#Comment_3507455
Jolt and sloppy already have limitations, they only work with m1 attacks.
Yeah and MFT requires an injure not the same as a cool down, it's a passive if your not hitting survivors then mft doesn't matter at all. People were calling for a time limit on mft. Imagine if sloppy had a timer like you hit the surv and they suffered for 15 secs then it reset pointless right?
-
It depends sometimes it sounds super good three gens, I usually just forfeit house gen and lockdown the others depending on the split. I really like to get into chase early and let that one careless surv drop all the pallets.