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akbays35

akbays35

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akbays35
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  • The reason why base Nurse was changed was because Nurse mains could literally triangulate her blinks and force a survivor into a box and the only counterplay was having an object in her blink vector or using an exhaustion perk within the blinks or predicting her blink and moving away from it. I'm honestly fine with the changes since I see Nurse actually functional on console and not insanely strong on pc.

  • @humanbeing1704 said:

    Finally got one thousand hours and I'm still potato haha

    see if you stayed at 420 hours you'd be a baked potato

  • It's always stressful and unfun in most cases, but killer has more variety and skill expression than survivor, but getting there is a nightmare.

  • I am slightly exaggerating based on when these perks/heals were annoyingly optimal, I used MOM, DS, an Instant heal, and Adrenaline once to just tank a bunch of hits when there was one gen left, literally got hit 4 times and rehealed to full and ran away before a teammate broke noed and looped the killer until he dcd. Requirements are nice until you just make them useless like MOM and it would just be better to forcibly spread these perk interactions so the Devs can continue to make strong perks, but with the limitation of just having one work optimally like how Exhaustion is. Everyone bitched about that when they implemented Exhaustion with non sprinting, but it was just noninteractive at a certain point because you could just keep looping then have your perk back up and then continue looping. Devs had to make bloodlust first because they didn't realize they should limit survivors strength in a chase. The fact that bloodlust is still an integral part of this game still shows how strong survivors are.

  • @BenZ0 said:

    @akbays35

    All of those perks that you mentioned have a counterplay exept for adrenalin, that is the only perk that needs a nerf but all of the rest are totally fine, idk where your problem is. Ubreakable is a slug counter because slugging is a good strategy for killers, D strike, just dont tunnel and Borrow just dont TUNNEL, if the survivor bodyblocks with borrow just hit him twice to slugg him. If you have problems to counter those perks then you can watch some guides or streams like tru3talent, noob3 etc.

    Buddy I play with those guys, I don't post videos of having to loop a killer for 20 minutes when Socialism Sucks (he's not that bad he was waiting for hatch) doesn't do a gen especially when Noob won't run Resilience and I literally watched his 52 escapes on Twitch wondering why Vooshy was hard carrying him lol, I'd rather just die or give the killer a hook just to stop wasting time. Hell I don't play killer cause Jen, Goose, and Scott would do their bully shenanigans in purple/green ranks when I'm just wanting to farm and meme. Sure everything has counterplay to some degree, that's not the issue. I'm talking about the holistics of the game and the future of this game still encountering the same meta from 3 years back and giving Ashe a purpose which really bugs me as a longtime Evil Dead and Bruce Campbell fan. The devs aren't treating the real issue of perk diversity and builds by allowing this wacky stack of 2nd chance perks with no sensible drawback. Like I said, I don't have an actual issue with these perks as a killer, I have an issue with them as a Survivor because I'm tired of skilless hacks who need their crutches, If I ran these perks I'd get bored of getting smacked 4 times with no consequence. I remember when Peanut was just a regular forum guy, I've been through 2 Angrypug beards of this game and remembered Oichido's FIRST ban lol. You've never played against Marths Nurse and it really shows and I'm glad he settled down and got married and I wish his experiment showed the issue with SWF and this game's balance. I miss Diatech, he's pretty much given up on this game and just does speed runs now :/ True has great content and watch his videos regularly, Monto is funny and shows why Spirit needs counterplay, haven't seen Hybrid Panda in awhile he had an amazing track for Shrinewatch. I'm surprised Puppers didn't die in a vape explosion. Tydetime is still around I haven't seen his content since the console tournaments. Demi is the best lol, OhTofu, Ardetha, are really underappreciated. Otzdarva gives me nightmares sometimes and Zubat, he's killed me alot when I do stupid red rank grinding and he's one of the best killers.

  • @BenZ0 said:

    This would not fix anything, these are not really good and or healthy changes, sry to say that. I dont like those ideas, they dont make alot of sense.

    It would fix the entire survivor meta and SWF meta. Essentially survivors wouldn't have multiple 2nd chance skills that could stack, they would have to pick one or just risk wasting the others. This would also allow the Devs to make more strong perks like DS and Adrenaline if there was a baseline Endurance requirement. This is why MOM was a bad idea and was axed quickly and why the Devs can't make strong perks anymore. Look I get to red ranks solo easy on PC and Xbox without DS/Adrenaline and despite the nerfs and changes the "meta" hasn't changed in years and has somewhat gotten worse because they nerf other survivor tools holistically and they neglect strong perk stacking. If the Devs do this, they can stop the systematic nerfs to survivors and allow more strong perks in the game for diversity.

  • @suli033 said:

    https://forum.deadbydaylight.com/en/discussion/comment/810852#Comment_810852

    Deliverance already gives you broken status effect what more do you want? Unbreakable is a 1 time use perk unless you've got someone to heal you your points are silly if I'm being honest this would be a severe biase towards killers would ruin the fun of survivors as a whole. Im glad your sharing your thoughts but there bad for the game tbh.

    This would buff both perks by adding Endurance to them, it's actually the problem with these 2nd chance perks is that the killer can just down them again when they use it.

  • @woundcowboy said:

    Lately, I have been seeing many posters and streamers talking about various aspects of DBD (spirit, NOED) as not being fun. This usually leads to people asking for nerfs.

    The problem is that fun is way too subjective. I, as killer, do not have “fun” getting looped and genrushed etc... but I’m not going to ask for nerfs based on that. Rarely do people have fun when they lose, which means salt should probably be disregarded and not used as feedback. Just a thought.

    Idk if I get gen rushed as a killer I at least get the joy of focusing one player and even possibly getting a 2k at the exit gates. If I get facecamped as survivor it's literally boring and noninteractive and takes the same amount of time. That's the biggest issue between Killer and Survivor, being a toxic survivor means playing the game the most effectively and engaging and playing a toxic killer is the least effective and least engaging.

  • I'm either doing all the gens or doing totems so team can do gens, looping the killer for most of the game so I can hope I get on a gen, or getting facecamped wondering if anyone will unhook me so I can do a gen.

    image.png



  • @Usui said:

    No. This is extremely killer sided, we don't need anymore of that BS.

    It's killer sided for killers who lack an instant down or NOED and the effect is essentially the same survivors get a free hit for endgame within 10-20 seconds, but swf and solo meta players can't stack adrenaline/borrowed time and instant heals in a match. Meaning that this would open up endgame perk opportunity and perk diversity for survivors since they would have to pick one or risk multiple cases being wasted. I have another reasoning behind this, the could revert MOM back to it's functional state if they force Endurance Perks to be a one time usage. I've played this game for 3 years and the strong meta perks are still what everyone uses and I find it stale for survivor and infuriating as killer. I hate being in lobby and seeing 3 survivors with Adrenaline and DS and I had to do 3 gens looped the killer for 4 minutes with a altruism centric build or being killer and not having any agency lategame unless I have NOED or an instant down.

  • @suli033 said:

    https://forum.deadbydaylight.com/en/discussion/101495/endurance-perks-and-items-and-how-to-properly-balance-them

    You my friend must be affected by tier 3 madness. LOL "deep wound effect" .

    I really don't see an issue with it. If you get downed and Adrenaline pops you into a deep wounds state or you use Unbreakable/Deliverance then get hit into deep wounds. What's the real difference from being injured and having deep wounds if you're being tunneled or focused?

  • image.png

    did a gen and wondered why the gate didn't open, walked through the doorway and saw why.


  • @DarKStaR350z said:

    https://forum.deadbydaylight.com/en/discussion/comment/806686#Comment_806686

    Spirit literally has to stand still to charge her power unlike Billy/Leatherface; they get a small stun after using their power but they also down in one shot.

    She also can’t see while charging or using the power, and moves 5% slower than other killers; she has downsides to using her power already.

    If she could move while she used her power it would make it much weaker as a mindgame and that's her core strength. This is why no one complains about Demogorgon and Clown, they have such a huge audio and visual tell in their powers that it's easier to predict and counter. The issue comes down to counterplay and the only counterplay to Spirit is hiding scratches and walking/UEing, using infinites, or locker jukes and hoping the killer doesn't check. But those are based on what perks you have, what map and tiles you're on and the skill discrepancy from the killer. I honestly had more fun playing against prenerf Legion than I have against Wakizashi/Prayer Beads Spirit cause I could at least see and hear him/her and bait a pallet throw to disrupt their power. I can't do that against good Spirit players, it's like playing against Nurse with my eyes closed and the audio muted or Billy with that Tinkerer silence bug or Hag with the silent trap addon, I hate that one too and it reminds me of Spirit.

  • @tonycuup7 said:

    I’ve noticed that in about 50 percent of games I play against Ghost Face, looking at him does not reveal him like it should. This is a game-changing break, as revealing him is the main method of not getting exposed. Anyone else have this issue?

    His entire kit is "broken", he's a stealth killer with an instant down and he gets a reveal if his power is countered. That said he's actually a balanced killer and the Devs need to lift up every other m1 non mobility killer to his level.


  • @bendermac said:

    Maps are a far bigger problem then one Killer overperforming. All Farm Maps, Haddonfield and Macmillan maps need to be looked at. This is what the devs need to concentrate on. God loops, poor visibility and other BS. Fix that, before you "fix" the Spirit!

    @Peanits

    The biggest "issue" with the Spirit is that her power doesn't have a dual nature or true drawback. I speak for every immersed Claudette when I say that seeing a survivor is overrated, I've actually used the power to find immersed people by doing the power flick and the model flash when they disappear. So she actually needs a real drawback or a better tell for her power. I agree with the maps completely, but it's mostly objective/player spawn issues and some bad tile rng.


  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/806022#Comment_806022

    A really good summary, especially the part of your whole team having no mither.

    Also, I think a lot of survivors are not as good at looping as they think they are. They see Puppers, Tofu or whoever looping killers for half the game and think it’s that easy. Then they get chased and go down in 10 seconds

    It's not just that but if you "ignore" her power she's essentially Legion with stronger base movespeed. There really isn't a clear answer tbh and it's contextual based on the situation. When I play against Plague I have to go out of my way to stay away from other players and focus on an objective and my dumb team will still 3 gen :/.

  • Idk, I watch Monto's spirit builds and they seem really anti-fun, she has some bizarre interactions with her perks and powers that are negligible on most killers.

  • I think the biggest issue is his perks, I can see a Doc/Legion main using Mindbreaker with Distressing and Monitor, Surge would seem solid on Billy, I think Cruel Limits would be way stronger if it forced pallet throws along with Windows.

  • The thing with cleansing is that she actually loses her infective capability, she has to go to the fountain and away from a survivor/objective and you can use it as a quick heal. Making her into Huntress really doesn't give her that much strength when she loses objective pressure.

    TLDR: would you rather your team have no mither, or would you rather play against Huntress?

  • yup with minimal team effort, but it was at rank 14 after a reset on xbox1.

  • I've done 4 gens before, but never with Dark Sense :/ did it with Streetwise and a commodious.

  • @PolarBear said:

    This perk in general.

    Just a better self-care if you ask me.

    arguably a worse version of pharmacy

  • image.png

    notice me senpai

  • cool concept, but it would probably be broken like nurse 2.0

  • This has been an issue since his release, he has a normal lunge, but the devs never line up the animations, hag/legion has the same issue where it seems like they have an extended lunge it's "normal" for killers with a weapon but the animations don't match up correctly for shorter killers.

  • or an account linkage :/

  • I think an interesting idea to boost his kit would be if he gets hit by a stun it uses one of his bottles and breaks in the area.

  • I don't think people who play DBD play on console and pc. On console Nurse is a nightmare to play and beyond frustrating. She needs a rework just to make her playable for console if anything else.

  • I'd rather they have Jason's mom. Those survivors should've been watching Jason instead of butt dancing at the exit gates.

  • @YaiPa said:

    Sorry but for me is a fat NO. Let me explain, potentially this perk could easily be a MoM 2, just another way to waste killers time, since i could farm my teammate in front of the killer without being worried of if going down instantly, because he wont go to the 2nd state/die. Also the bp debuff is useless and you should be precise on what happens for killers (even tho you wont reach the other state, they'll still get hooks points) or the hook timer, if it reset or something.

    Killers still get their hook points, the hook progression just goes back to where it was when the survivor was initially hooked instead of progressing into the next state. Like if the survivor was halfway through the first hooking phase it will just put them back to that progression state instead of the 2nd phase essentially working as a reset, but not like a full progression state reset. So say a killer hooks a survivor and they get insta unhooked, the killer can hit that survivor again and get the hook, but it just puts them back into the hook progression they were on. I have considered another possibility of emblem progression being reduced by 10% as well, but I wanted a fair debuff to survivor farming.

  • @NoShinyPony said:

    I'm afraid that would get boring fast. Doing gens is currently not exciting, but I can live with that. Having to do the same kind of puzzles over and over again - no thanks. If I want to play Tetris, then I will play Tetris. If such a mechanic got implemented, I would probably do less gens than I'm currently doing.

    I'd like to have a 2nd objective instead.

    I just suggested tetris as a baseline, something mechanically simple, but I just want something that's more interactive that m1 and occasional space. Also something that takes more attention can make the playing survivor have more skill because right now survivor has an incredibly low skill cap. And not just gens, totems, chests, and healing they can all have more interaction.

  • Nurse is strong, but if you know her weakpoint she's not any harder than billy. Nurse is all about prediction and cutting off survivors during looping. Don't loop, don't hide around pallets, and run through tires and trees and weird objects, she gets stuck on them alot.

  • Elvira, but idk if I'd rather have her as a killer or survivor.


  • @Akuma said:

    Moris are WAY to powerful too my friend. They should be just an alternate sacrifice. But instead of being an offering it should be in the base kit. So everyone can use it as often as you want. With out playing the most toxic perk/addon build or playstyle.

    And I think before we touch any insta heals, Adrenaline shouldnt be affected by that. I mean this feeling getting rewarded fairly and just sprinting away like "Im outta here boyz" ist just the most satisfying feeling in the game. It's like a veteran, like an OG. if the devs seriously going that far, nerfing a survivor-endgame perk just because some addons are broken I quit. And Im an OG, im playin this game since the release. I love it. I had so much "I hate dbd, I quit - and then come back playin it again until the next time I swear to quit the game" moments. And Im fine with the awful healing mechanic and many changes because it's fair and understandable. But Adrenaline is THE survivor perk it's an OG and the feeling is so ######### great and so deserved. All survivors did their objective and survived. Maybe they tried and tanked multiple hit's to win the game because otherwise they would lose. And then YOU get rewarded for doing so. That's why this perk is amazing as it is, ruining anything would be an emotionless decision wich would completely would break my heart.

    Sorry, Im in many ways for some minor changes to make killer more viable even if map reworks a big deal. Because there are still much worse things which should get fixed. And Adrenaline isnt one of these things. Moris and NOED are still toxic and op. Also as killer it's super frustrating being confident with his perk and then it gets cleaned after 14 seconds, or even before it pops. Also why does the killer gets for free a very high reward to come into the endgame? If that's the case he did something wrong. And shouldnt get just for free a wild cart.

    What ever bud

    insta heal addons yea, theyre toxic shits, but adrenalines health state shouldnt get changed.

    This is coming from a survivor main: they should nerf adrenaline to have a double exhaustion time so that survivors are penalized for staying in the match longer and it leaves wounded survivors in broken state and to not break survivors out of Freddy's dream state, it shouldn't have this counterplay to Freddy. This way it would be immensely strong but not be a complete get out of jail card for survivors.

  • As a survivor main, I kept putting up posts to buff Franklins to break item add ons instead of the 25% charges since they are pretty broken in general, but it never made any headway.

  • @bevdog67 said:

    I really enjoy the amount of spookums we have right now in game. It seems the devs have gone for a heavy psychological horror approach, and it works very well! If I could add anything, I would prefer to have a much more diverse soundtrack, but thats just me.

    the creepiest thing in this game is nea and claudette coming out of the darkness and tier 1 myers. that reminds me too, the killer animations really need some work. I hate how when a killer misses or hits an object and it looks derpy. I would like to see the killer jerk viciously forward when missing like there's some real rage and emotion behind the swings. right now the real psychological terror is being a low rank killer facing an swf.

  • Am I the only one that think Family Residence is the strongest survivor map? The gens are so spread out and the map is so huge that killers can't even 3 gen.

  • Sprint Burst or any exhaustion perk and BBQ


  • For those who didn't know, he says: "You get the cap, the emotes and linkage! Welcome to the Trumunity" (Sigh of relief)

    yuchetuhcapemotechuntEEE

  • They got a lot of other high priority stuff than Freddy. I'm ok with it honestly I'd rather they take their time instead of rushing it out like they did Legion due to Pax and Last Year coming out.

  • As a survivor main, they did hit Legion with too many nerfs, I think the only ones we wanted was some counterplay to FF but they overdid it.

    Pig did not deserve any nerfs, they should just possibly increase the speed of searching the boxes faster during the endgame.

    EGC is way too long and I think they buffed exit gates a tad too much especially since survivors can just nab Hope, Adrenaline, and Wake Up to get to the exit gates quicker or open them faster.

    Granted this is the first time they implemented this so they will have to work out the kinks, might take a year or so given BHVR :/

  • The real purpose behind it is to create and endgame so survivors can't hold the game hostage.

  • The perk is incredibly glitched, it doesn't work against nurse so it practically doesn't have a use imo except for gimping other m1 killers that many don't play.

  • Self care takes too long and most killers just tunnel and camp anyways so it doesn't serve much of a purpose, plus Legion makes healing pointless. Adrenaline is better in every instance even though it only procs lategame and Pharmacy is better, even against a Legion you can use the other function to chest farm quick and heal teammates.

  • @NuclearBurrito said:

    What if we just make the infinite mending bug base kit ;)

    wasn't really thinking about the bug tbh, they are going to be fixing it. I thought the main issue with Legion is his tunneling not so much the mending time.


  • @Incirion said:

    Seven seconds. The time is exactly seven seconds, from when the survivor hits the hook, until the hatch opens up. That's not even enough time to finish a totem WITHOUT Thrill of the Hunt active. Please at least do some research before you make yourself look like an idiot. @akbays35

    exactly, it's the longest animation time ever for anything in this game and I think it only serves the purpose for hatch delay and to waste survivor time getting out of lobby.

  • @Dreamnomad said:

    I expect you will be disappointed then. Which is unfortunate because I think they did a fantastic job with the endgame collapse. It's fair to everyone. In truth the hatch has always opened as soon as the second to last survivor dies. The delay, if any, is really short but most players don't seem to realize the the survivor isn't truly dead until the animation is finished.

    Think about it. When you get sacrificed, the screen doesn't fade to black and send you to the post game results until the entity carries your remains off into the sky. You typically hear the sound of the hook falling even. Until you are in the post game screen, you are still "in game".

    I would actually like to do a test now that I think about it to have a KYF match where the survivors finish all the gens and the killer and survivor locate the hatch together. Then the killer does a mori to the second to last survivor in view of the hatch to see exactly how long after the animation is finished before the hatch opens.

    The animation lasts longer than 3 people on a generator... you could do a totem with thrill of the hunt active with time to spare. I've had killers literally cross the map in the time that animation takes, I've had a wraith chase me, uncloak, and hit me twice before that animation finished.

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