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almofan1001

almofan1001

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  • More proof than anything that the other guy has said (you included).

  • @Biscuits said:

    Gets map with very little LoS breaks and objects to try and lose nurse on.

    "Guess I'll die"

    You aren't wrong, there is a counter to nurse and it isn't actually that hard to learn. The problem is, a good chunk of the time, it won't change the outcome.

    Which maps have very little LoS break? I'd say Ormond is the strongest Nurse map, every other map has a strong building and typical obstacles which break LoS (jungle gyms, shack, etc.). And even open maps like Coldwind have corn which somewhat breaks LoS.

  • @Grandpa_Crack_Pipe said:

    Nurse arguments are completely pointless.

    You will never ever ever ever change your opinion about it, neither will the people who think nurse is broken.

    These arguments are useless. This post doesn't do anything but make everyone loud and annoying for a brief minute.

    No offence, but your reply is also pointless. It contributed neither for, nor against any of the arguments.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238245#Comment_3238245

    They always chicken out.

    https://forum.deadbydaylight.com/en/discussion/comment/3238244#Comment_3238244

    Don't worry about it, I don't need a personal secretary planning my day. Nothing easier than to squeeze in a quick nurse stomp.

    https://forum.deadbydaylight.com/en/discussion/comment/3238254#Comment_3238254

    We can do as many games as you want. Tho, I won't do 100 games with you if you fail miserably 10 times in a row.

    Cool bait. Do you literally go into every thread and beg people to "1v1 me" lmao. Maybe you should just post VODs of your mpressive killer gameplay to prove your point instead. Should be much easier to do than attempt to beg someone to "1v1 him". Oh wait, it was never about proving your point lmao.

    Or maybe even better - should become a streamer with the title "99 % KILL RATE GAMEPLAY". I mean, if you're accusing another side of chicken out, maybe you should just take initiative.

    Why waste your time arranging 1v1s when you can silence literally all your deniers in one go? Sounds smart, doesn't it? Or are there problems with proving that point?

  • @Omans said:

    Thanks for the tips everyone already knows.

    Thanks to your wonderful thread, the secret to Nurse's counterplay (that no one except you and other nurse mains who defend her on these forums knew about, despite Nurse being on the killer roster for 6 years now) has been discovered.

    People will now realize they were wrong. It was not Nurse's broken mechanics that were bothering them, but the fact that after years and years of playing at high MMR, they just never learned to play against her.

    I'm sure she will drop quite far in the tier lists thanks to this thread. She's probably below Clown now, even. And it's all thanks to you, player who probably hasn't even faced a good nurse.

    The nurse isn't a problem both at the Top and all MMRs. It's the survivor's mentality that is a problem.

  • @GentlemanFridge said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238239#Comment_3238239

    And there's the glaring issue with her. The fact that you need to be super good as survivor to do well against her. That's unreasonable to ask of casual players, who are also facing these same nurses.

    https://forum.deadbydaylight.com/en/discussion/351757/nurse-has-counterplay-learn-it

    I see a few issues with your counterplay:

    1: LoS.You literally say "easily done on most maps" On top of me disagreeing that this is easy, the fact that this isn't possible on certain maps is rather exemplary of the bigger issue.

    2: I agree with this on a basic level, but is still too much to expect from a medium-tier survivor.

    3: Indoor maps, invalid counterplay.

    4: Dead Hard: perks =/= counterplay.

    5: Use objects to literally "stop Nurse in her tracks". This once again requires keen map knowledge, which most survivors simply do not care to acquire.

    6: Be unpredictable. Again, I agree with this on a basic level, but there are a lot of times when the second blink is enough to make up for a wrong guess. Not to mention that there are perks that temporarily yet completely eliminate the guessing on her end.

    7: You state the issue with this yourself.

    8: This is a rather uncommon tip, so I'll give you that. However, if she does find a stealthy survivor, she has the first hit for basically free, and the survivor is going to be outpositioned. If she had recharge add-ons, this is a death-sentence.

    1: LoS.You literally say "easily done on most maps" On top of me disagreeing that this is easy, the fact that this isn't possible on certain maps is rather exemplary of the bigger issue.

    Breaking the line of sight is rather easy, I don't know what to say more about this. Anticipate objects in front of you and her blinks.

    2: I agree with this on a basic level, but is still too much to expect from a medium-tier survivor.

    It's also a lot to expect from a medium-tier Nurse to blink accurately every time.

    3 Indoor maps, invalid counterplay.

    The point is not to prove that you will win against Nurse every time. The point is to prove that you can win against Nurse in some scenarios. Saying something has no counterplay means that the other side wins 100 % of the time. Plenty of killers have strong and weak maps. Do we stop amplifying such points for other killers too?

    4: Dead Hard: perks =/= counterplay.

    Using the same logic, range addons should also not be counted to prove that Nurse is OP. This whole game is balanced around using perks to counter things.

    5: Use objects to literally "stop Nurse in her tracks". This once again requires keen map knowledge, which most survivors simply do not care to acquire.

    "This once again requires keen map knowledge" - just literally go to a thick wall? or a medium-sized object? This doesn't require map knowledge at all.

    6: Be unpredictable. Again, I agree with this on a basic level, but there are a lot of times when the second blink is enough to make up for a wrong guess. Not to mention that there are perks that temporarily yet completely eliminate the guessing on her end.

    Fair, but also at the same time I disagree that 2nd blink is enough to rectify the mistake. Usually, it's enough to get back into the line of sight but not enough for a hit. Unless the Nurse is close to you then your point applies strongly.

    7: You state the issue with this yourself.

    It can go both ways. Range add-ons mean that she will blink extremely far, which means you can use this actually against her. You can juke her easily with short to medium distances while long distances will be lethal. The opposite is true without range addons. I've been outplayed myself a lot of times cause survivors didn't hold W and I blinked too far.

    8: This is a rather uncommon tip, so I'll give you that. However, if she does find a stealthy survivor, she has the first hit for basically free, and the survivor is going to be outpositioned. If she had recharge add-ons, this is a death-sentence.

    No decent Nurse will waste time searching for a survivor unless it was very obvious that you were here. Play safe and hide, but don't hide when it's already quite obvious that you were there and/or she has seen you.

  • @UnusedAccount said:

    I could be wrong, but don't Lockers completely counter her Blink?

    Not completely, but if you time it well, you can get some benefit afaik. I've seen it done a few times.

  • @HugTheHag said:

    Nurse is actually really fun to chase. I'm lucky enough to not face Starstruck/one-hit-downs Nurses often, and most I see are very fun to try and mindgame. :)

    You have alerted the horde.

    JK. I share the same opinion. The nurse is really fun to play against most of the time, and presents a good challenge compared to the mindless boring looping of a lot of killers in the game. And it feels very rewarding when you play well against her.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238254#Comment_3238254

    I'm just saying that when you state something the burden of proof is on you to back up the claim. You made the statement of Nurse counterplay, so you provide the emperical evidence to prove that it works, and if when given that opportunity you don't take it it then makes your argument look weak as it's unsupported and you're refusing to support it.

    That's all.

    I won't use 1 game against random as my argument - it's delusional. You would have to play against that person 10+ times to get anything statistically relevant. And even then, it's one person. I'm sorry that you are finding this hard to grasp statistically.

    My arguments were based on 50s+ of games playing as and against Nurse. Additionally, you have statistics which devs have released that Nurse does have counterplay, even at top MMR. These statistics are also consistent throughout the years when Nurse always had low winrate compared to killers.

    Or who knows, maybe I am just lying and I can't state anything until I beat this guy on Sunday evening, LOL! Ngl, I kind of giggled when I read all of this. Funny.

  • @foxsansbox said:

    The problem with Nurse's counterplay has always been that the rate at which you accumulate experience against Nurse, as a survivor, will always be slower than the rate you accumulate experience against your generic killers that you can loop indefinitely.

    There are simply more of them and you will play against them more.

    The solution is to ask a Nurse to go into customs and teach you, or to be very patient. But then once you get this far you have another problem:

    Now you have three teammates more likely to mald in the forum, screeching, "NO COUNTERPLAY." - As opposed to learning themselves.

    My duo's drive me nuts because they're all experienced survivors, but against Nurse they do the dumbest things and then act surprised.

    Indeed. The mentality aspect and refusal to learn/adapt is a big reason for such survivor outrage.

    Survivors taken out of comfort zone = literally no counterplay.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238239#Comment_3238239

    "Here is how you counter Nurse!"

    "Okay so custom game me and prove it"

    "Why would I custom game some rando from the forums LMFAO"

    You're not proving your point very well

    Nah, man, you're right. Because this guy will beat me with Nurse on 1 game sample size, then my argument is gone - completely disappeared into ashes. This guy has just proved that Nurse indeed is OP.

    Cringe attempt at flexing.

    This reminds me of a time when I beat 4 survivors and one of them asks me "come 1v1". It's hilarious.

  • @CoDismylife said:

    Can you show us the counterplay in a custom match? I'm willing to take the role of nurse. You show us how you counter someone like me who doesn't even play nurse. Then we can start discussions about how to counter someone who plays nurse regularly. IF you even can show it well against me haha

    Plenty of highly skilled players make Nurse's life harder. And why would I take you as an example? I won't use some random from forums as a sample size LMFAO. My post is made based on playing as and against Nurse and watching a lot of other players play her.

    Hilarious try at defusing my points though, lol!

  • @Ayodam said:

    I don’t personally think Nurse is that bad to face but I understand she’s essentially game-breaking. I do think it says something when some of the top players (Otz, Ayrun, etc) say she needs rebalancing.

    Some of your counters are off, though:

    1. you can’t know you’re facing Nurse until you are in a match with her, so you may not be on a map that “counters” her.
    2. Dead Hard is easy to bait and Nurse doesn’t care about the minor speed boost distance a survivor receives from timing it right. I wouldn’t say it’s an efficient counter against Nurse. If anything, SB or Lithe are better
    3. I’ve never seen running forward used as an efficient counter against Nurse. Wouldn’t recommend.

    But hiding/stealthing, erratic pathing (predicting her predictions to confuse her), those are good tips.

    you can’t know you’re facing Nurse until you are in a match with her, so you may not be on a map that “counters” her.

    Fair, but a lot of maps have obstacles, buildings etc. Even Midwich which is arguably the best Nurse's map has MANY lines of sight blocking. Ormond is literally a better Nurse map than Midwich.

    Dead Hard is easy to bait and Nurse doesn’t care about the minor speed boost distance a survivor receives from timing it right. I wouldn’t say it’s an efficient counter against Nurse. If anything, SB or Lithe are better

    Agree and disagree. There are instances where it didn't do much, and instances where it literally extended chases by 30s+ because of additional chance.

    I’ve never seen running forward used as an efficient counter against Nurse. Wouldn’t recommend.

    Disagree. Against non-range add-ons, this is a brutal tactic. Nurse gets punished hard for missing blinks, you can run enough distance that she cannot catch up to you with 2 blinks. This is especially effective when paired with line-of-sight blocking - she has to walk to get back line of sight and then blink - loads of time waste.

  • @Phasmamain said:

    This is a bit too accurate tbh. Did you manage to find stats or something?

    Only the personal experience of playing the game 10 hours per day, 5 times per week. I take the other 2 days to theorycraft my killer builds and playstyle.

  • @KerJuice said:

    I’m confused- killers just got a major buff with 6.1 and that was not the original plan. The devs said they were going to bring survivors closer to SWF’s then buff killers. So far survivors have not been brought up to SWF’s but you’re suggesting killers get buffed again? Then wouldn’t that make the survivor player count go down by 50%? Just take the BP bonus incentive for example- it stays at 100% for survivor, steadily- for the past 3 weeks.

    People complain about SWF’s, ADMIT if given the option to be made aware of SWF’s they would lobby dodge, but when you suggest removing SWF’s they’re against it. What?? 🤯

    The point is that there has been no detailed plan on how to buff killer after the SoloQ is buffed - it could be anything. Additionally, it never has been mentioned how long we would have to wait for killer buffs. It could take anywhere from 6 months to 5 years to know BHVR.

    Also, I very much disagree that 6.1 was a major buff. Both sides got a meta shakeup, neither side was majorly buffed. Additionally, survivors received decent buffs in subsequent patches.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230639#Comment_3230639

    Your logic doesn’t make sense. It isn’t a “massive buff” when Voice comms being a base feature in-game have 0 effect on SWF survivors.

    Solo Queue is missing what SWF already has and the devs acknowledge VC is within the rules and doesn’t change the game much.

    Are they (solos) going to be more efficient? Perhaps. Right now it’s been proven that you can bring Kindred, a perk that will literally be better than any kind of info you could get via another person’s voice and yet they still refuse to save, still refuse to get on a gen.

    I could understand if it was something like when someone is on hook all gens being worked on light up or something. Because then not even SWF have that.

    The problem is that you seem to be stuck in the year 2016 when voice comms really made the game easier for survivors considering what they had to work with back then. The game has evolved and it is no longer what it was.

    It's not about SWF, it's buffing solo to near SWF levels. SWF will stay at the same level, while solos will get closer to the SWF level. SWF is a problem, but let's be real, they will never nerf them directly,

    If voice comms don't change much (as you mentioned), why then everyone is desperate for SoloQ buffs? If it's such a "Quality of Life" change, then why it seems that half of the community cannot play the game unless SoloQ is buffed? Every day there are threads spammed "buff soloq" "soloq life", etc. etc.

    Also, devs have formally acknowledged that SWF has a higher escape rate.

  • They already indicated they're buffing soloq somewhere 2023...

  • @RoastedGarlic said:

    as a killer main it saddens to see my fellow killer mains complain about struggling when killer used to be very hard mode and it is now very easy mode. Work on your weaknesses.

    please bhvr buff soloq so I can get a challenge beyond the ultra rare god swfs.

    Post a VOD of your "killer main" gameplay.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230514#Comment_3230514

    Again. You aren’t “buffing” SWF (Because they are already on comms), you aren’t “buffing” solo because it’s a quality of life feature that should have been in place already.

    So I ask again, what is the buff? I mean the “massive buff” that warrants more killer buffs than the ones you’ve already gotten.

    Okay, I'll explain it to you simply.

    Giving a global indication of what each survivor is doing makes the team much more efficient as a whole. You don't need to waste time anymore going to a hook because you know one of the teammates is doing that. You don't need to play safely and can just run to gen and hold M1 because you know the teammate is in the chase. You don't need to go try and heal a survivor because you know one of your teammates is healing him.

    One guy can now go unhook, and 2 other guys can stick to gen. While without this information, it could be that 2 survivors try to go unhook while only 1 stays on gen. There are more use cases, but these are just some of them.

    Keyword - EFFICIENCY. Survivors have more information about their teammates - a more efficient team. More efficient team - a buff in my book.

    This is not a quality-of-life change, this is a massive buff by giving survivors loads of free information.

    Quality of life change would be making the blood web faster or making the struggle button a skill check instead of A-D mashing.

    You seem to focus a lot on the change itself, but don't look at the consequences of that change.

  • @Joskey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230532#Comment_3230532

    61% was the latest stats. Nothing has really changed since then, except Borrowed Time got buffed.

    If you are not winning as killer, it's a skill issue. I guarantee that you would make a much lower escape rate as solo-queue survivor than you would with a kill-rate as killer. Try it for a month, and just keep record of how many escapes you have vs kills.

    Yes, and it got buffed massively and its base kit. You're also ignoring the fact that survivors have adapted massively to the game as time progressed. DH was declared dead perk for 2 weeks after the patch, now I see 3-4 DHs per game. I tracked my killer stats, and DH is the most used perk in the game.

    61 % is misleading, go read the original post yourself - even devs indicated that this data will be outdated soon after it was revealed. Your usage of 61 % is contributing nothing significant to the discussion. That 61 % could be 54 % today - you don't know it and neither do I, so stop using it as if it's some objective data point to base your argument.

    Regardless, this thread isn't about whether the killer is strong now or not, it's about that you don't give SoloQ buffs without giving a clear plan on how you are going to buff killers (and also about misleading """61%"""")

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230561#Comment_3230561

    Just change the expectations of Killer mains. They don't have to 4k every match. Sweats always push out Casuals in PvP games. Camping and tunneling is sweating. There's a SWF equivalent, as well.

    Ask the devs to remove MMR if you don't want this game to be at least somewhat competitive. Until MMR is in the game, killers will have to sweat to get any reasonable chance to win the game.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230544#Comment_3230544

    The only real way to fix camping and tunneling is reversing the weapon wipe cooldown buff Killers received, the nerf to distance after injury that Survivors received, and the 2 stacks STBFL basekit that Killers received after 6.1 That's why camping and tunneling is buffed and basekit Borrowed Time or Reassurance will do nothing significant about it.

    That's just wrong. They do play a small part, but it's very insignificant most of the time.

    Camping and tunnelling are stronger (arguably) because DS has been nerfed even though it's still a decent perk, but no one runs it.

    Camping and tunnelling should not be fixed "completely". Both of these things should be part of the game as the whole game is balanced around it - so many perks, band-aids, etc. are due to this feature being available to the game. It should be a gameplay option for a killer which presents a high-risk, high-reward scenario. At the moment, I think camping and tunnelling is in a good spot all things considered (except face camp bubba)

    If you remove camping and tunnelling from the game completely (or make it so it's always a negative to a killer), the killer side of the game would die in 3 weeks lol.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230535#Comment_3230535

    I mean, you have to base your arguments on something. An inflated statistic is still better than none at all (at least in this case). But yeah, some people choose to ignore (or maybe just don't realize idk) that there is more than one side to the argument.

    It's obnoxiously overused as most of the community screams it as a counter-argument whenever someone suggests any changes to the killer's side.

    You suggest something and you get constant barraging off "but you have a 61 % kill rate!!11!!! what else do u want?!"

    61 % means that no discussion of any sort of killer buffs can be allowed. The 61 % number in itself is quite stupid, but it's even more stupid considering it's outdated lol.

  • Thanks for your contribution to the discussion, appreciate it a lot! Have a nice day and goodbye.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230532#Comment_3230532

    The numbers are only a month old, that's very relevant.

    ?

    They buffed the base kit BT to a very strong level.

    Survivors have adapted and re-learned the meta.

    Bad survivors quit, and good survivors stayed.

    Thanatophobia is dead.

    They added reassurance + hyperfocus.


    I do believe the main increase in kill rates increasing is indirect buffs to tunnelling and camping, which both have been decently nerfed since your "61 % win rate". Additionally, lots of survivors have learned how to play again.

    I don't see any buffs to killer besides Wesker mini buff since 6.10.

    And it's not 1 month only, they're at least 2 months old.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230519#Comment_3230519

    I do agree that the kill rate is inflated but I reckon BHVR can differ between matches with and without dcs so that should not add into it. However survivors killing themselves or simply giving up definitely impacts the stats.

    The kill rates without those would probably still be higher than before 6.1.0. Definitely not 61% but better than 53% at least.

    Doesn't stop the community from preaching the "muh 61 %" like it's some holy truth. I am getting so sick of it being referenced everywhere as the only argument. I wish BHVR never released those stats, it was a mistake.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230528#Comment_3230528

    If I called myself SluzzyFan, I would admit that I'm trolling.

    What is your proof that I am trolling? As far as I can see, you're the one who is trolling here the most + throwing false accusations. If you don't like my name, maybe don't participate in the discussion. Must be hard, but I know it's doable ;)

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230526#Comment_3230526

    You propose Universal Killer Buffs. The Kill Rate is 61%. Old Gen is harder to play than New Gen and PC. The Kill Rate is lower for Old Gen. How much higher does the Kill Rate have to be for New Gen and PC to satisfy you? Answer the question.

    I won't address 61 % because it's irrelevant. If you can counter-address my points why it's relevant - then go ahead. The very likely fact is, it's definitely not 61 % anymore, therefore, there is no point discussing it.

    Also, Nurse is 40 %, I think she needs buffs.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230519#Comment_3230519

    You're not serious, that's why you call yourself AlmoFan. You're trolling.

    Ah yes, focus on my name. Great way to admit that you lost the argument, buddy.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230505#Comment_3230505

    I play Solo Survivor and Killer on Old Gen. You wanna bet that new gen and PC have higher kill rates than old gen Killer? You wanna bet that SWF has a higher survival rate than 39%? The Kill Rate is 61%. How much higher does it need to be?

    Tell me you do not know what you're talking about. You're messing around.

    And Killer has every tool in the game to win.

    Only Nurse, and maybe Blight.

    How many stacks of basekit STBFL do Killers need? How much more would you nerf Survivor distance after an injury? How much more would you expand Huntress' mini-fridges?

    I was going to address your points until I read the last point. You're really biased to a survivor side - just don't hide it, because it looks very ridiculous ;)

  • @Joskey said:

    https://forum.deadbydaylight.com/en/discussion/350872/dont-even-think-about-buffing-soloq-until

    Killer don't need a buff right now. They're around a 61% kill rate. That's higher than the 53% it was at.

    Outdated + biased stats. Irrelevant.


    Outdated - been already many buffs for the survivor since that data was gathered.

    Biased - lots of survivors were killing themselves on hook/DCing/refusing to adapt during the first weeks of the new patch.


    61 % is a delusional statistic, especially now.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230503#Comment_3230503

    Lol a “massive buff”, how is adding voice chat a massive buff when you can already communicate on other platforms like discord etc?

    Explain that one.

    Do you understand that you're adding this feature for ALL survivors? How many solos/randoms do communicate via Discord?

    It's as if you're suggesting that 4 random soloq players send a discord link in-game chat and talk. And adding in-game HUD indicators is just replacing Discord, except it's not.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230470#Comment_3230470

    And Killer has every tool in the game to win. How many stacks of basekit STBFL do Killers need? How much more would you nerf Survivor distance after an injury? How much more would you expand Huntress' mini-fridges?

    Tell me you play only one side without telling me that you only play one side.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230395#Comment_3230395

    It is a QoL change because Solo Queue doesn’t have the ability to communicate. So by giving them comms they can and coordinate accordingly.

    Yes, its QoL change which results in a massive buff. Same as you'd give hook count per survivor for killers - QoL change into a buff.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230376#Comment_3230376

    My own experience and watching good players destroying them.

    Good SWF destroys everyone bar Nurse and maybe Blight. There is no discussion regarding this. If they didn't destroy the killer, then it wasn't a good SWF. SWF has every tool in the game to win - they just need skill and to actually try (:

  • @Johnny_XMan said:

    Killers don’t need any buffs because of SWF.

    Solo queue doesn’t need a “buff” it needs QoL changes. As in things that give them ability to coordinate like SWF. Period.

    "Doesn't need a buff"

    "Ability to coordinate like SWF"

    Are you reading what you wrote? How is this QoL change lmao?

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230303#Comment_3230303

    I project nothing. Yall just bad but still want to win all games.

    What are your arguments that most killers can deal with coordinated SWF? Looking forward to the answer.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/350872/dont-even-think-about-buffing-soloq-until

    no :) you got 6.1.0 already sweetheart. if you are struggling as killer right now,you're not playing well

    Who is struggling here, honey? The game is the most balanced it has been IMO. Good players get rewarded, and bad players get punished. 4 man SWF is still problematic, but when it hasn't been?

    The post is about the constant barraging of requests for SoloQ changes but ignoring killer compensation and buffs.

  • @CoDismylife said:

    Killers already got enough buffs and tools to win against swf. Yall are mixing balance with personal skill. You are lacking skills to beat coordinated teams. That's fine. But don't say the game is unbalanced in regards to killer VS SWF.

    Solo Q is in deep desire for some massive attention now.

    Killer vs SWF was always unbalanced since the inception of the DBD. Even average SWFs do get various small/medium advantages by communicating simple things and being more efficient than solo survivors. While a coordinated SWF is breaking the game by being efficient in every game scenario by communicating information that should be not available to survivors.

    None of these buffs or nerfs had any reasonable impact on killer vs SWF. I think you're projecting a lot here and misusing the term "personal skill".

  • @Config said:

    https://forum.deadbydaylight.com/en/discussion/350872/dont-even-think-about-buffing-soloq-until

    BRUH, imagine complaining about buffing the weakest role in the game, how should they balance swf without hurting solo? What they should, and most likely will do is balance solo to have a similar level as a swf, then u can balance the game and buff killer to compensate, an S tier killer with 4 slow gens is unwinnable to solo, but a good swf have a fair chance, and how could u balance something that has a difference so ABYSMAL as solo and swf. Buff solo then buff killers so everyone can have a fair chance, solo can't be ignored.

    Buff solo then buff killers so everyone can have a fair chance, solo can't be ignored.

    And why is no one talking about buffing killer? Everyone is just saying buff SoloQ this and that but no one is mentioning what killer buffs are you going to give. It feels like an afterthought of "we'll see". Are you going to add another of these meaningless "mini SBTFL" as compensation?

    Give me a list of proposed killer buff changes, then we can talk about SoloQ buffs.

    And the "weakest role in the game" is an illusion. It is weakest, but only at certain times, and I can 100 % tell you that it happens not as common as the community tells you. The community exaggerates massively as if every game is 4 SoloQ monkeys running around and doing basic mistakes. There are games when that happens, but if this was every game occurrence, then no one would play this game without being in SWF.

  • @Loldino said:

    Basicly my thoughts as well all the Solo Q suggestions are and then buff killers

    Just buffing Solo to even half of Swf would likley make most killers leave

    Indeed, the bottom half of the killers and even some of the top half ones will be instantly dumpstered without changes to the killer side.

  • @Norhc said:

    Who are those clown "influencers" thinking GF is stronger than Wraith? Spill the beans.

    The most popular DBD streamer has been putting GF above Wraith for idk how many tier lists.

  • @HectorBrando said:

    Wraith is so much better than Ghostface mainly because he has mobility, that alone makes him the best stealth Killer. Also Wraith is braindead easy to play, Ghostface requires you to at least know how to approach places so they dont spot you from a mile away.

    Agreed, but the community constantly underrates Wraith and overrates Ghostface for some reason. For me, GF is one of the worst killers in the game constantly since June 2019 (his release), only competing with Trapper.

  • @lauraa said:

    Ghostface is the better stealth killer than Wraith, assuming the optimal condition of Perfectly stalk survivors->free grab->survivor gives up for getting downed in the first 30 seconds

    In every other scenario Wraith is better imo. Ghostface is one of the strongest killers in the game in those first few seconds but it's crazy how hard he falls off. He has to go hard, and fast. Wraith too can play for the Stealth Killer alternate win condition too, but his Snarl+Bell holds that potential back compared to GF.

    If GF doesn't get his optimal start, I'm more scared of a basekit Myers.

    Huntress is the best killer in the game assuming she can perfectly hit hatchets.

  • @VideoGameMage said:

    The dead hard rework wasn't a failure. It does what the devs wanted it to do now. Be a third health state, and doesn't have a 40+% pickrate anymore. Just because dead hard is still a strong perk and not garbage tier doesn't mean the rework was a failure.

    The point of dead hard rework was:

    1 To prevent uncounterable scenarios for killers, especially M1 ones -> Failure, as such mechanic still exists with new dead hard.

    2 To reduce pick rate/shake up meta -> Initially succeeded but already becoming a strong meta perk again


    They reworked dead hard, and the new one still has an uncounterable mechanic. How do you rework a perk and not address its main grievance? It acts, a lot of times, as an uncounterable 2nd chance perk. Same as old DH.

  • @MTB207 said:

    https://forum.deadbydaylight.com/en/discussion/349082/camping-and-tunneling-is-actually-skillful

    this is literally an excuse for camping and tunneling, like we didnt make generators to be like that and most survivors tend to take chases rather then staying on gens cus everyone agrees that holding m1 for a minute and a half is crap, also camping anf tunneling is unfun so just dont do it

    "Camping and tunneling is unfun so just dont do it"

    Holding M1 on a gen is unfun too, so don't do it either. Thanks.

  • @cluxdx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214931#Comment_3214931

    1: The pick rate is not going "through the roof" considering it plummeted after the initial change and, according to the stats, still has not yet returned to anywhere near the frequency it was before.

    2: I already said Auto DH is both a problem and probably more commonplace than people would think, especially when you're looking at content creators that are frequently targeted by the stream sniping cheats.

    3: You're assuming people are always playing insanely focused and tryhard, and if you're using killers like Otz or other content creators as an example, that just isn't the case. They're invested in entertainment value, meaning they balance their attention between chat, commentary and the game fairly evenly. When you watch them on stream, the bulk of the time they are not investing their full attention on the game and tryharding unless they're going for challenges, like win streaks.

    4: Because the scenario of someone having the exact distance required that a .5s invulnerability is enough to make a pallet is relatively uncommon, it's also fairly difficult to get practice for.

    On a purely technical basis, considering you can very reliably force pallet trades if Dead Hard isn't present, then there is inherently a window during the pallet drop animation in which a survivor can still take damage. Dead Hard happening before that does not change that time window whatsoever, since all it is is swinging at the beginning of the pallet drop animation before the stun hitbox comes out.

    1: The pick rate is not going "through the roof" considering it plummeted after the initial change and, according to the stats, still has not yet returned to anywhere near the frequency it was before.

    It is 2nd most used survivor perk based on 6.10 statistics. This was after the perk was declared "dead". It's safe to assume its pick rate is even higher now. Will it reach old DH levels? Probably not, but it will still be overwhelmingly meta which is counterproductive to what the patch was supposed to achieve.

    2: I already said Auto DH is both a problem and probably more commonplace than people would think, especially when you're looking at content creators that are frequently targeted by the stream sniping cheats.

    Fair.

    3: You're assuming people are always playing insanely focused and tryhard, and if you're using killers like Otz or other content creators as an example, that just isn't the case. They're invested in entertainment value, meaning they balance their attention between chat, commentary and the game fairly evenly. When you watch them on stream, the bulk of the time they are not investing their full attention on the game and tryharding unless they're going for challenges, like win streaks.

    I mean, most of the time they know they have dead hard and they still get baited. They even tell us that DH will happen before the pallet and still get hit by it... So obviously they know most of the time (+ they're all experienced killers). So it's either extremely hard to time it, or I guess they're just bad at the game.

    4: Because the scenario of someone having the exact distance required that a .5s invulnerability is enough to make a pallet is relatively uncommon, it's also fairly difficult to get practice for.

    Happens in most of my games so I can't relate this from my experience. And most survivors got the hang of it pretty easily. I noticed its strength on the first day of 6.10, and even messaged my friend.

    On a purely technical basis, considering you can very reliably force pallet trades if Dead Hard isn't present, then there is inherently a window during the pallet drop animation in which a survivor can still take damage. Dead Hard happening before that does not change that time window whatsoever, since all it is is swinging at the beginning of the pallet drop animation before the stun hitbox comes out.

    I am not sure if you're saying this, so please correct me. Most Dead Hards are used when the survivor is about to go down from my experience. Basically, in such scenarios, there wouldn't even be a trade, it would be a down. They wouldn't use it when they are at the pallet, they would use it when they are near the pallet. In such cases they have short time window of invulnerability, which is just enough for them to get in a position to drop the pallet. So if you wait for that window out, you can swing easily. But I am pretty sure you would get still stunned because if a survivor drops pallet as you are hitting them, they always win. The only case when that is different is when your animation is about to finish, in such case you're able to get hit and/or pallet drop. But I can already tell you to achieve this you need quite a long time period which is where no counterplay comes. It's very hard to achieve it without survivor improperly timing DH.

  • @cluxdx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214878#Comment_3214878

    The timing is fairly difficult because it requires you to react in time or otherwise anticipate the Dead Hard, but it is very possible to do (and forcing pallet trades is already commonplace otherwise) and it does give it counterplay in a situation that is already far less likely to occur given it no longer gives distance. I've done it quite a handful of times, but I've never found it notable enough to be clipworthy. If I play later today and have a chance to do it I'll post it.

    And I'm not denying there are still situations in which it doesn't feel fair, like how someone can pretty much guaranteed tank a hit against Blight if he uses Lethal Rush in a dead zone, but they are much fewer and farther in-between, and most of them are concentrated onto a specific subset of already strong killers who are fairly well equipped to deal with the on-hit distance.

    Guess most good killer mains are just awful at the game since they can't time DH right.

    Additionally, the perk requires super high skill for the survivor side, that's why the pick rate is going through the roof.

    These two statements just don't make sense.

  • @cluxdx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3214740#Comment_3214740

    I'm a killer main and have complained about Dead Hard since I started playing during Chains of Hate. That said, I do think in the vast majority of scenarios Dead Hard is both completely fair and considerably worse than it was before. While I understand it is stronger in a few select scenarios and I think it still is good enough to be a meta perk, I see little reason to complain about it most of the time.

    I think the issues some people have with new Dead Hard may be exacerbated by the sheer number of people who probably have things like auto DH and other subtle cheats that give them an advantage. Overall I think the devs did accomplish their goal, which was to make DH actually effective at its intended purpose while removing its other utility, being on-command distance and a hard counter to some killer powers.

    If you want to hit someone using DH to get to a pallet now, you actually can wait it out if your timing is really precise. Since they can't drop pallets while in the animation, you time an M1 to hit at the exact moment the animation ends, and you'll end up trading with the pallet drop. It's very strong still, but for the most part it's fair.

    If you want to hit someone using DH to get to a pallet now, you actually can wait it out if your timing is really precise. Since they can't drop pallets while in the animation, you time an M1 to hit at the exact moment the animation ends, and you'll end up trading with the pallet drop.

    I see great killer mains still not timing it correctly, and proccing endurance all the time. Either the timing is incredibly difficult, or apparently, most (good) killer mains can't get such simple counterplay right. Hmm...

    I'd like someone to actually do a video where they analyze the time window to successfully hit an M1 attack when DH is used properly at the pallet. Would settle a debate :)

  • @AverageAshEnjoyer said:

    If you get hit by dead hard 90% of the time its on you. If they're right at a pallet, dont swing because they have dead hard. Theyll expect you to do so therefore they're not going to drop the pallet. Another thing, it does take skill. You need to time it almost perfectly in order for it to work. I have used dead hard (ive never used it in my life before) and i only got value out of it after like 5 games. You cant just put this perk on and it'll give you value, you need to get it yourself. As for it still being meta, yes its an exhaustion perk meaning a lot of people are still going to run it. Honestly i see more lithes and sprint bursts compared to DH's

    It's being meta because it works, even average survivors are taking it. You think these average survivors would take a perk continuously if it didn't give them value?

    If you get hit by dead hard 90% of the time its on you

    This is very incorrect based on my experience playing against many survivors. Are you basing this on your own dead hard usage?

    You need to time it almost perfectly in order for it to work.

    In most situations - yes, in pallet scenario - no. You can get timing right after 1-2 games.

    You cant just put this perk on and it'll give you value, you need to get it yourself

    So do most perks in the game, but that's not the point of the discussion.

    Theyll expect you to do so therefore they're not going to drop the pallet.

    Buddy, I think you're citing an old dead hard counterplay mechanic here. If they time it well, there is no counterplay - either pallet stun or a hit. The timing window is quite generous for survivors. You can get it right after a few games. And if the counterplay depends solely on whether the opposing side can time it or not, then this is an inherently awful game design choice

    Honestly i see more lithes and sprint bursts compared to DH's

    I've been tracking my killer games, and the most commonly used perk is dead hard. That is not even comparing to other exhaustion perks, it's comparing to ALL PERKS.

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