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Zolfo16

Zolfo16

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Zolfo16
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  • The nerf is because now she is 115%. Passing from 115% to 110% of movement speed is a nerf.

  • Proposal:

    Nerf: 110% movement speed

    Buff: when you remove the condemnation it is passed to the other survivor with more condemnation.

    Tell me

  • Man, the only issue with OtR is when they use it aggressively. In that scenario you are definitely authorized in tunneling and camping the guy. The Pope said you still will go to heaven.

    I love when, just after being unhooked they run towards me to bodyblock and expect me to simply hit them and keep chasing the guy i was chasing before, instead i hit them and finish the job i started and i wasn't going to finishe due to the protection of OtR.

    99% they complain in endgame chat for tunneling. So much fun!

  • Ok, if you always play mirror myers you are going to finish them at certain point. But you can definitely afford to play the top build in 3-4 killers and when one of them exahusted the addons you can play the others untile you replenish the first.

  • @malibu_barbie_26 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3179405#Comment_3179405

    I def had more fun w old hatch key and mori. And secondly bringing back old hatch/key doesn’t necessarily require to bring back old mori. Devs can do one without the other. As it stands a 3v1 with 5-4 gens left to complete means killer has already won. This game needs more balance mid-game in determining outcome of the match.

    Oh, so you want the old keys but not the old moris right? It sounds definitely FAIR!

    Why not even the old vacuum pallets? Or the old BNP? I am sure you will have a lot of fun with them so why not?

    It's not that also the killer happens to be a human being that deserve to have some fun, why do not start with 4 gens already completed?

  • @malibu_barbie_26 said:

    I’d love for the devs to bring back the old hatch and key system. If killers are allowed to kill however they want (slug, tunnel, camp) survivors solid be able to survive however they want and that should include a hatch escape with 2 or 1 gen left remaining to be done. Why should survivor’s be policed in how they play and survive while face camping (looking at you Bubba) is allowed to be a tactic? Face camping used to be easily countered or punished with the 2 or 3 survivors escaping via hatch but now solo survivors can no longer legitimately punish a camping killer with gens taking 10 extra charges to be done. I don’t care if killers camp and tunnel as long survivors have multiple exit strategies that are involved in a match.

    The equivalent of the old keys were the old moris. Are you allowed to escape with your friend if you have the right key even if you not completed the task required? Well the killer now is allowed to kill you even if he do not completed all the hook stages because he has the right mori.

    Trust me, noone will have fun in this kind of games.

  • A half second of animation when you are 6 mt from a camped hook? Maybe not a good idea.

  • @Bran said:

    https://forum.deadbydaylight.com/en/discussion/comment/3177554#Comment_3177554

    It is true the game is slightly P2W, but I wouldn't say they should give any affects besides aesthetics.

    As for the actual post however, I think they should downsize the charms or introduce yet another system to favorite and organize them.

    Do you really care about the charms when you have hundreds of them?

    Do you really care about the addons and items when you have so much BP you can always afford to equip the best?

  • @Maxi605 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3175883#Comment_3175883

    It incentivises P2W, due to certain charms will only be obtainable by a paywall (And timed-limited).

    The game is already a little P2W. If you want reassurance for example you HAVE to pay or to wait until it pops out in the shop.

    The charm shouldn't give you any direct advantage but maybe some minor and indirect ones.

    Otherwise we are going to accumulate them and for survivors are useless if not negative, for killers the only positive one is the yellow bright ball, maybe the LGBT flag, the others are useless.

    Survivor's charms usually are also barely visible from close distance.

  • Charms should be reworked.

    What about this:

    • You can have only one charm on you, you maybe can equip 3 but only one is functional;
    • Charms can do really minor things like lowering 10% or random play in a certain map or giving you 10% that the map spawn with 1 more chest or again give you 1 shard every game you play;
    • If you do not want a charm you caan burn it for like 50 shards;

    Sadly now BP worth nothing at all if you are not a beginner.

  • At this point rework thana like this: "this perk does nothing at all! Equip it onlly if you want to waste a slot!"

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3157854#Comment_3157854

    How would this work for console, who have no chat box? I also see this idea as being very abusable, with a salty 3-man SWF dumping on a solo who didn't play "good" or whatever.

    Nope nope nope

    First the solo is not dumping if he hasn't DC. You cannot give extra DC penalty if someone hasn't DC.

    Second... well... give a chatbox to consoles then!

  • Blood points are not that much an incentive when everything is so cheap you can always afford to play with the best addons and offering. With blood points you are going to buy duplicates you are never going to use anymore.

  • @Elan said:

    Wonder what leads devs to support unhealthy games. We could get rid of boring camping nad learn people to accept they cant have a kill each game. But now it's still the same, the perk was so overnerfed that is not worth perk slot, have facecampers every game and isntead of them facecamping would be pointless they win because of it. Great job, we see how you want a healthy game.

    We have plenty of these complains. I ask myself, how many killers Elan encountered that:

    • Camped hard not in the endgame. Because when all the gens are done you have nothing else to do other than grab a guy and camp. The exits are impossible to defend for long and after 20 seconds are 99%;
    • Camped without any reason, like there was not any almost completed gen to defend near the hook or the other survs were harrassing to free the victim just after the killer hooked, survs do those things and also pretend the killer goes away even if his targets are right there;
    • Camped so much that a single reassurance was not enought to save the guy, and this means wasting like 3 minutes to secure a kill leaving the whole map uncontested. 3 minutes plus the time to find and catch the first surv are enought to do 5 gens and 99% the exits if well cohordinated.
    • After camping so hard and so long the killer still manage to win.

    This is the only scenario where you are hurted by the nerf, in any other the reassurance still worked or was unnecessary at all and this scenario is insanely rare, almost always happening in the super bottom of MMR.

    If you face so many braindead campers: Kindred, Reassurance, Off the record, Decisive strike. If you do not have one of these put your favourite exahustion then.

  • Freddy should be completely reworded back to his previous and unique playstyle. Obv with a power adequate because previously he was very weak. But was unique and should have kept that way.

    Addon rework isn't enough in my opinion. You can make him stronger with strong addons, but he will still be boring.

  • Wesker is not a ranged killer. Unless you consider demo a ranged killer too.

    Death slinger is a medium range killer and the other one i think it is Pyramid head.

    Technically the trickster is long range killer because the knives never stop being effective but who can deal 6 knives on long distance? Practically trickster is a medium range killer too.

  • Hex: Thana and 5% back? In my opinion it is a good idea.

    Otherwise the perk should scale in a different way.

    3% for every survivor wounded plus 8% extra if at least 2 survivors are wounded. The penalty is ONLY for gen reparation.

    Keeping survivor wounded is EXTREMELY DIFFICULT with this meta, 4 survivor wounded is basically impossible! It is difficult also for a legion! It is incredible thana was nerfed because was too strong with plague and now it is destroyed for everyone except plague with whom is EVEN STRONGER!

    P.s.: obv if thana would been changed the way i proposed the survivor will never stay wounded. You will have wounded only the chased one. It sill be a good perk for a killer that need to push survivors into healing.

  • Nerf the macro clicking!

    This is something we need about Flashlights, it is also dangerous for ephilectic people.

    1s of Cd! It is not that harsh!

  • The solution is easy.

    1) Run discordance;

    2) BHVR should nerf the TB or make the rare one really rare.

    PT by itself is perfectly fine, it is even more risky with killers that can punish crowded survs like bubba, or legion...

  • Before we had 80 seconds gen, BT, DS, DH and unbreakable or CH.

    • Now 90 seconds gen but with PT they are back to 80. The advantage is they have to waste a perk and repair together that is risky.
    • BT now do not need a perk, so the perk lost with PT is recovered, 10 seconds instead of 10 but also haste.
    • DH is still staple, but weaker 90% of times.
    • Instead of DS we have nor OtR, same protection, do not stack with BT, can't be used in the endgame.
    • Ub or CH are the perks you can fins, they are still the same, or maybe you can fins something else like Deliverance.

    Basically the meta is still similar, survs are weaker and the chases faster but just a bit.

    And yes, with PT everywhere Discordance is now a must with any other thing that may punish survs from working together like eruption.


  • PT makes the games fast as before. BUT the survivor that uses it basically is playing with one perk less and is forced to repair gen with another survivor that is inefficient and risky.

    I think it is fine.

    Use discordance to counter, not only to disturb a gen with 2 or more survivors but also to take track of the survivor that always try to repair with the others in order to tunnel him.

    Obv if you use PT you can't blame the killer to tunnel you out once he understand you have the perk.

  • Yes i think reducing to 50% should be adequate.

  • It is griefing. Even thou i can completely understand them. If you are left with another survivors and 2 ore more gens, your only hope is hiding and wait for the other guy to die.


    I mean.... it is the game itself that push the player in that playstile, like when a killer is forced to tunnel and/or camp.

    It is simply the most logical thing to do.

  • No. It is a lost when you DC due to connection issues or hacker or someone that found a way to take the game hostage and you find out the first DC of the day costed you 30 minutes.

    You can do something like this: the person that DC can, in the end of the match, receive extra penalty from the team mates if the DC was without any good reason.

    This person can obv write the motivation in the chat.

    Every playwe can give extra penalty only 3 times per day.

  • The old freddy, the first freddy i mean, was unique and fun. AND WEAK! It should have been powered up and buffed, not reworked. Now it is the most boring killer to play, the most easy to bully and definitely the weakest if you play pallet freddy.

    I would relaly like the oniric ray to come back and Freddy being now active part in making the survivor sleep.

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3156470#Comment_3156470

    my only problem with animation changes other than maybe moris is that a lot of people use animations to figure out when a killer is using there power or swinging. would be harder to learn if every killer had multiple animations that survivors would have to learn for the same thing.

    Then they can give another mori or a different vault animation or grab animation or locker opening animation

  • Things like this, giving the killers an alternative animation for the power, would have been grate for who prestiged 3 before the 6.1.0 instead of the red backgrounds.

    Now all the killers can have red backgrounds but starting with wesker you will start having some of them not red and this will not be nice to see.

    Moreover an alternative animation is visible by others, red backgrounds are only for you.

  • They cannot remove them because the offerings are 90% maps. I recently made a proposal in a different thread to rework them with all the other outdated offerings.

    Made purple the map offering that send in a realm with a single map.

    Green if in the realm there are 2 maps

    Yellow if there are 3 maps.

    Create new offerings that PREVENT to go in a certain realm.

    Brown for realms with 5 maps.

    Yellow for realms with 2 maps.

    Green for realms with a single map.

  • Well but.... what if Eruption and Cob makes the aura of the gen become white? And if you have Surveillance + eruption it become white until a new perk trigger like when the gen stop regressing and surveillance kicks in?

    The last aura perk that triggered always has precedence in showing the most updated data?

  • @cyniChris said:

    Instead of trying to "fix" camping with perks or changes to the survivors' base kit, why not remove it entirely? Here's a relatively simple solution, based on the concept of Pyramid Head's cages (I think there's other games with this concept, but that's beside the point):

    When a survivor is hooked, they go through the normal "screaming" animation, then are teleported out of the map and that hook is temporarily blocked by the entity.

    Once they're gone, the hook timer starts as usual, and their teammates have to go to one of 4 "rescuing stations" (or whatever you want to call them - I'm sure the devs can come up with something) located in the 4 corners of the map. They're all highlighted to each survivor when someone is hooked, and interacting with a station will rescue the survivor.

    The hooked survivor is put in something resembling a prison cell where they're still on a hook, and therefore able to self-unhook if you want to keep that option in. Upon self-unhooking, they'd automatically run out of the cell and appear at one of the 4 stations at random. If rescued, they'd run out of the cell and appear at the station they are rescued from. If left alone, they're still on a hook, so the sacrificing process would happen as usual.

    Any of the 4 stations will be accessible, so even if the killer tries to camp, the survivors could just rescue from another one.

    The hook used will be unblocked once the survivor is rescued. On their third hook, they will still be sacrificed and the hook removed as usual. Any perks relating to unhooking can still work. Camping will be literally impossible, though tunneling could still happen (albeit harder to do immediately in most cases).

    A few issues with this idea can arise, so here's some solutions:

    • Co-ordinating rescues: All stations are highlighted for the survivors, and any survivor within a certain range of one has their aura shown to other survivors.
    • Survivors preemptively running to the stations: If survivors are within a certain proximity of one of the rescuing stations within the first 10 seconds of the hook action happening, that station is blocked for the first 20 seconds of the hook stage (numbers could be tweaked, of course). This prevents early rescues, which could be unfair. The killer doesn't see that a station is blocked.
    • The killer attempting to camp a station: Self-unhooks would prioritize a station away from the killer. If a survivor rescues someone near the killer, the rescued survivor still gets the haste and endurance we currently have, regardless of proximity to the killer, so tunneling will still be more difficult. Kindred would show killer auras near the stations instead of hooks.
    • Maps with multiple floors: 2 up, 2 down, at random. They're shown to the survivors anyway so I don't really see this as a major issue.
    • Aura reading: Add a few (5?) seconds where the hooked survivor and rescuer's auras can't be revealed to the killer upon rescuing to avoid rare scenarios where the killer could see someone being saved.
    • The basement: Have it still there for the sake of hooks that can't be sabotaged.
    • Endgame: Survivors will likely have to go for stations farther away from gates to make safer rescues. This puts a lot more pressure on the survivors, but honestly, rescuing in the endgame should be difficult. If it becomes a problem, just remove the aforementioned station-blocking mechanic when the endgame collapse is active.

    Obviously, hook timers might have to be looked at, as well as some perks. I think Pyramid Head's cages could stay as they are without really affecting much. All of the interactions involving hooks would still be present, including sabotage, Scourge Hooks, and the like. The 4 stations would still make survivors get off their gens and potentially run even further away than they otherwise would.

    There's some balance issues with this idea, I'm sure, but things can be adjusted around it.

    At the very least, it could be a fun alternate mode to try out. I'm sure the devs could come up with some interesting new interactions for this mechanic, as well.

    I quote a previous message in order to make it more clear:

    "BHVR has already made it clear that tunneling, camping, and slugging are valid strategies"

    They only want to discourage it and make it less productive in order to disincentivate killer in doing that in the beginning of the trial or in the middle game.

    Camping in the endgame is the only thing you can do, there isn't anything left on the map to defend.

    It is incredible, it seem a lot of people that make proposals here never played killer.

  • @LeFennecFox said:

    Offerings are fine besides map offerings being able to send yourself to a specific favorable realm with a build tailored around it is too strong for either side. It's very sad that some realms/maps are almost guaranteed win for killer/survivor.

    Sorry but the point of my proposail is that i think they are not. I mean, I do not ask of a modification of the effects. I think that, considering the developers had just reduced the grinds and many of the offerings are worthless 99% of the times, basically they are simply a tax on the bloodpoints.

    Thinks like "shroud of separation" should cost less BP possible, some iri offering should be made because survivors have none and obv, the map offering should be corrected.

    At the end of the day, i do not agree, offerings are not fine. Some are fine. Many are not.

  • Man in a 3 gen scenario i check all 3 gens, i do not care if one is under a hook and i do not care if survs think that i am camping while i check the gen.

  • He assumed a scenario like this:

    "The killer hook a surv near a gen.

    Then the killer goes away and the survs arrive to save the guy but they see he is hooked near a gen.

    They block the progression with reassurance and start repairing the gen.

    The killer never check that area again because he still see the guy on the hook so he assumes no survs must be there."

    Well... in my opinion.... if you are worried about this you do not played killer that much. If there is a gen close to be finished i ALWAYS check it, even if he is near a hooked guy, many times the survivors leave the mate on the hook in order to finishe the gen undisturbed, it is a common strategy even without reassurance.

    Doing it with reassurance it is a huge risk, you live the guy on the hook for a consistent amount of time, if the killer is not an idiot and comes back you all are on the gen, reassurance is consumed, the guy is still on the hook and now the save is more complicate than before and if you do not save you can be sure he is going to camp the area because now there are 2 things to defend, an almost completed gen and a hooked survivor with reassurance wasted.

  • @FeryGEN said:

    "Wards should be iridescent"

    Some players have under 800 addons, like me, I don't care about wasting them at all.

    Bloody Party Streamers should be purple

    Some offerings are too rare, and their color does not affect the drop, only the cost.

    All the maps offering should be purple

    For survivors, offerings should either be more expensive or have a 30% chance of dropping a map. Offerings for killers should cover the chance of map drops from survivors. Moreover, I find it unfair that the survivors actually have 4 offering slots, since there are swf players, I think the killers should be given 2 offering slots. It can be a map, with an offering to the basement, with an offering to the hatch, with an offering to the fog. The killer will not be able to block even the map with the Sacrificial ward, because he does not even know about the offerings of the survivors. If there is a second slot, then you can put an offering Sacrificial ward + your maps

    Some players have under 800 addons, like me, I don't care about wasting them at all.

    • Yes.... SOME PLAYERS. That are a minority. For an average person using always iri and purple and they end up pretty fast. I have 3k hours and still i have kinda 10-20 iri on mi killers. And i rarely use them.

    Some offerings are too rare, and their color does not affect the drop, only the cost.

    • The green offerings are rare because when the blood net spawn a green it is randomly chosen between the green addons and the HUGE AMOUNT OF GREEN MAP OFFERINGS. This is why every killer has more iri mori than green mori.

    For survivors, offerings should either be more expensive or have a 30% chance of dropping a map. Offerings for killers should cover the chance of map drops from survivors. Moreover, I find it unfair that the survivors actually have 4 offering slots, since there are swf players, I think the killers should be given 2 offering slots. It can be a map, with an offering to the basement, with an offering to the hatch, with an offering to the fog. The killer will not be able to block even the map with the Sacrificial ward, because he does not even know about the offerings of the survivors. If there is a second slot, then you can put an offering Sacrificial ward + your maps

    • Some offering already take that into consideration, like the hook placement offering that the purple for the killer is like 3.5 stronger than survivor ones. But i do not think it is unfair, if you put the offering that gives more control purple and you also give players the offerings that AVOID a realm you can give killers the possibility to counter without sacrificing a ward.
  • @enormous_bruh_moment said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149026#Comment_3149026

    Make Your Choice doesn't work as an appropriate incentive for multiple reasons:

    1. It's delayed. Not on hook, on unhook. That does nothing to encourage positive behavior directly after hook.
    2. It's highly inconsistent. Does nothing to uninjured survivors.
    3. Most importantly, the distance requirement of 32m is far enough that even if the killer somehow knew exactly where the affected survivor was, which isn't a guarantee since they'll be doing their best to run/hide; and the killer ran towards the exposed survivor immediately, over half the duration is gone by the time they'd catch up. Then they have to start looping that survivor, and if they can last for just over 20 seconds, the perk does nothing.

    Yes, MYC is only consistent on SOME teleport killers like Demo and Dredge.

  • Basically the offering i would change are:

    • Escape! Cake and Survivor Pudding should be green if the previous are yellow;
    • Bloody Party Streamers should be purple;
    • Hatch blueprints should be yellow, manipulating the basement is important only for some killers, manipulating the hatch may be important for everyone;
    • Scratched coin is useless, should be brown, Cut coin should be yellow, manipulating the chests is very niche for a killer;
    • Shroud of separation should be brown. It makes the game more difficult for the killer and it should be brown like everything that makes the game more challenging;
    • The three wards should be iridescent. RN they are more impactful than a mori! They basically save 2 iri or purple addons. It is basically +10k BP in powerful items;
    • All the maps offering should be purple if they send you in a specific map (Haddonfield, Dead Dawg Saloon, ...), green if they send you in one map chosen between 2 (Yamaoka, Red forests...), yellow if they send you in a map chosen between 5 (Springfield, Azarov's,...);
    • Some new wards can be added to AVOID A REALM, they should be brown if you avoind a realm with 5 maps, yellow in case of a realm with 2 maps, and green in case of a realm with only one map;
  • @EvieSimpsForCrowLady said:

    Fire up is one of those perks that's just isn't good. The effect are minor and considering you have to lose gens to gain them the perk is laughable.

    An easy solution would be maybe buffing the percentage from 4% to 5% or 6%, for a total of 25 or 30 percent to breaking and vaulting speeds.

    Personally find that solution boring so how instead we rework it to be similar to devour hope?

    My rework idea(breaking it down below):

    The increased pressure of losing your preys fills you with anger and gives you unsuspected motivation.

    Each time a Generator is completed, Fire Up grows in power.

    • Gain a token each time a generator is completed:
    • 1 token: increases pickup and hooking speed by 25%
    • 2 tokens: increases window vaulting speed by 15%
    • 3 tokens: increases pallet and wall breaking speed by 20%. Does not stack with other perks.
    • 4 tokens: increases gen breaking speed by 25%, additionally, the gen loses 4.5% of progress(7% in total)
    • 5 tokens: deacreses successive attack cooldown by 25%. This effects do not stack with other perks.

    Shall we break it down?

    First token gives a somewhat minor at first glance effect, however it is rather powerful if you think about it. Base pick up speed is around 2 seconds, with this effect it would be 1.5 seconds, a difference between a hook and a sabo/flashlight save. Hooking speed is just to save time when hooking(or try to punish survivor who tried to sabo/take hits.

    Second token is mini bamboozle, minus the window block. Can be useful in chase or with other perks.

    Third token is basically brutal strength, however the perk wouldn't be overshadowed as for this effect to kick in you need to lose 3!!! whole gens. Does not stack to make it so you can't break pallets nigh instantly if you run brutal.

    Fourth token is the strongest effect by far. If you secured a 3gen the additional 4.5% of progress each time you kick a gen can be the difference between a 4k and a 0k. Base gen regression after a kick is 2.5% which brings it to 7% with fire up for a total of 6.3 seconds of regression each time you kick a gen. Consider the base regression and other regression perks if you think it's useless! 25% increased speed is a just a tiny time saver.

    Fifth and last, the mini stbfl. 5 stbfl tokens are a powerful tool in the right hands. This can force an exchange if you have a hooked survivor when gates are powered(ofc if you play right), get a hook on a healthy survivor who would barely open the gate and get out, help catch a person before they get to the hatch etc. Basically an effect that might get you a kill or two if you play your cards right. Not something to be overlooked.

    Thoughts? Maybe you have any changes on your mind? Or your own fire up rework?

    I am not a fan of these complicate things.

    From 4% to 5% is enought to make FU work imho.

  • @AGM said:

    All you had to do to prevent someone from not being able to leave the game was make sure they still got skill checks during stage 2 (as during stage 1 survivors could still attempt to escape from the hook to move on to stage 2). Then they could fail those skill checks twice in a row to die automatically.

    I was looking forward to finally being able to do something to discourage camping killers as a survivor, but 60s of extra time for a survivor being facecamped isn't even enough to do a single generator.

    This perk is now no longer worth a perk slot and I am extremely disappointed... All it's good for now is SWF abuse. What about solo queue...?

    When will you actually do something about camping? This has gone on for so long, and you finally almost came up with a solution (even if it was a perk) but then backed off at the last second.

    Reasons behind the nerf:

    1) As they said, prevent hostage scenario;

    2) To prevent endgame stalemates;

    3) To not hit too hard the camping strategy. Yes. You read it right. THEY ALWAYS SAID camping is a legitimate strategy, even facecamping. They want to discourage it, to make it less productive BUT not to remove it.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147783#Comment_3147783

    I play killer. And if you want to check my comments to verify. I also said i wished the perk just deactivated during endgame in another forum post. Im well aware of its endgame value. And i think that coulda been addressed on its own. As well as taking a survivor hostage. Not the way they nerfed it here to appease to campers.

    Well then we are not talking about endgame right? Then where is the issue? In the main game reassurance can buy you one extra minute. If the bubba wants to spend 1 minute chasing a guy and 2 minutes waiting him to die it is 3 minutes. In 3 minutes the surv with reassurance keep the guy alive and the other 2 can complete 2 gens each easily.

    If the guy with reassurance work between a reassurance ando another he can do the 5th. With 2 reassurance it is even easier, you can do 5 gens, always keep someone near the hook to check the situation, prepare the exit and try a save.

    With 3 reassurance you can also search all the 5 totems in the while.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147747#Comment_3147747

    ...chase them? Don't get this whole mentality. I played on the ptb. Did the same thing i always do. Hook survivor. Go to the gens and find another one to chase. Reassurance is useless. Because im not camping to give it value. If all 3 survivors are there with the hooked. Noones on a gen. Literally you have a winning scenario. Its hunting season. Have fun.

    The point is: IN THE ENDGAME YOU DO NOT COMMITT TO A CHASE!

    If he is healthy and you can't one shot he is able to run to the open exit even if he is on the other side of the map.

    You have a surv near a hook that is reassuring, you start the chase, you need to hit, recover from the hit, face the exahustion he 100% has, and hit again and grab. He is 99% out.

    And if he get bodyblock or a pallet or a loop it is even more difficult.

    It is incredible how survs pretend killers do not know these things...

  • Yes now they should buff the range imho

  • CoH is fine. Reassurance is good but can be abused and without this correction we all know it WILL be abused. Then nerfed hard. Then everyone will be pissed off.

    Killers because they were bullied by toxic SWF.

    Solo surv left on the hook forever.

    Normal player that wanted a protection from camping.

    Now ONE reassurance still can provide you one minute of time before the killer is able to camp to the death the first survivor!

    One minute plus the minute required by default is 2 minutes, plus the time to find and chase this guy you have 3 minutes of time! 2 reassurances are basically a 3 men escape against a camping bubba!

    I think they now should buff the distance in 8 meters.

  • Like basement trapper being the most oppressive build.

    You are against a trapper, stay away from places he can lock!

    Like when you are against bubba you stay away from open spaces.

    Why you need to make the life miserable to a killer noone play anymore?

  • I am sure that, when they decided to nerf it, someone said "Come on! Ooo isn't OP!"

  • @DBDVulture said:

    These changes will make the "bad" nurses play something else. But the good nurses will still stomp people's face in.

    https://youtu.be/ZEzpkirSaNc?t=255

    Here is a video of Hens stomping very good survivors with near perfect play on nurse with no addons or perks.

    I do not agree. Bad nurses do not rely on distance addons. Those aren't the addosn that help bad nurses. The bad addons help bad nurses.

    Like the flanel and the addon that make the nurse fast after a hit but removes the ability to blink, allowing her to down with 1 blink and 1 chase instead of 2 blinks.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3121331#Comment_3121331

    If survivors stopped rushing hook, killers would camp less since survivors would just do gens instead.

    "If gens didn't fly so fast, killers wouldn't camp/tunnel", "If chases were shorter, killers wouldn't camp/tunnel", "If maps were smaller, killers wouldn't camp/tunnel", the list just goes on.

    If this patch has proved anything, it's that killers don't need a reason to camp or tunnel. They'll do it simply because they can.

    Well... no. They do that because it is beneficial to them and time efficient.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122255#Comment_3122255

    Wow, it’s almost like that’s literally why I’m proposing ideas for a base kit change that needs to exist.

    The point is: in the while Whisper is a solution if you are worried.

  • @SuzuKR said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122164#Comment_3122164

    https://us.v-cdn.net/6030815/uploads/EVV8V30QA9ZV/image.png

    Not up for debate.

    https://forum.deadbydaylight.com/en/discussion/comment/3122167#Comment_3122167

    People should not have to run a perk to deal with people holding a game hostage for huge amounts of time by intentionally breaking game rules.

    Yes. In an ideal world you probably would be right. This is not an ideal world.

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