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  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1060217#Comment_1060217

    I’m not going to argue this with you. I have picked up the sounds of Survivors breathing normally while using Iron Will, and those alongside every other sound they make are completely the same as when they are healthy. If you can’t hear it, then you either need hearing aids or Stridor, because it’s absolutely there.

    I can't believe somebody actually trying to convince someone NOT KNOWING about it. Like, seriously, before even trying to "not argue" about a thing at least watch a video or something. Here, random video from internet:

    https://www.youtube.com/watch?v=lJ5_316Fkto

    0:40 she runs healthy, 7:12 she runs injured, only footsteps (damn, I miss those times!).

    Video is too old for you?

    https://www.youtube.com/watch?v=_n0h28xyEek

    2:20 HEAVY BREATHING, like a smoker, 6:15 silent running, no breathing, only footsteps.

    Please, do your home work before arguing!

  • Problem people keep forgetting about (when talk about 2:8 ratio) is you need all 10 at the same time to work. Killer does his ONE quest, 4 survs do their ONE quest, now there ONE more killer quest to go and SEVEN survivor quests. So, at which point there will be not enough killer quests? Basically, after another quest killers will switch to survs to do quests while other survs still not done with theirs.

    So logic isnt here.

  • Well, not so long ago there was a change to one certain perk that gave faster recovery from stuns to recovery from only pallet stuns (and some extra conditions if its Wraith). So, ugh, you know, for consistancy reasons this perk probably should be looked at.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059905#Comment_1059905

    Actually, yes they do. Iron Will Survivors will make the exact same sounds that healthy Survivors do, including the regular breathing.

    They dont, i run bill with iron will and prefer to be injured because he's a big mouth breather. Also I WISH survs made those sounds, like meg running, when i play killer. Injured iron will makes 0 sound, none. Even standing still breathing isnt there. And trust me, killers find you by those.Only stepping sound give them out, and even this is broken atm on some maps.

  • @Demogordon_Ramsay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1059738#Comment_1059738

    And this can be summarized in one method of counterplay:

    Headphones.

    Seriously, if Iron Will countered Spirit as hard as people say it does, how does she hit healthy Survivors to begin with, hmm?

    Because running healthy survivor makes sounds, injured iron will doesnt. Not like it matters with broken sounds as they're now.

  • @Raven9 said:

    and the same subject ..the nurse is still strong just need to know how to play it! Stop complaining about this issue.

    There is one thing I've noticed about all subpar killers that considered to be weak and underperforming - nobody complains about them being op. Since nurse rework all you can see is buff requests, like for all other weak killers.

    Just a side observation.

  • Basically, if you want to play nurse, get into the time machine, tp before nerf, learn, how to, and then come back so you're skilled enough to not suffer as a new nurse. That's an abridged guide on how to learn the nurse post-nerf, you're welcome.

    On serious note, that's practically what EVERYONE defending new nurse says, you CANT enjoy nurse until you're "just skilled enough", and skilled at nurse means another side of the stick, no middle ground.

  • People often dc against killers that are very populart atm, because "its boring to face the same killers all the time", and doc is a hot $$$$ right now. Ive seen even big streamers do this, so normal players feel justified doing that.

  • Pathfinder: kingmaker. Guaranteed 1/20 of crit or fail dice roll and recognised dependency on save scuming makes this game quite frustrating at times.

  • @Bradyguy99 said:

    Wait.... you get nervous playing killer? I mean I was same when I started playing survivor because I was scared but as killer you are the thing to fear. I guess just remember that. Be smart. Play to kill. End them. KILL THEM ALL! Uh.... ya something like that idk what to say. Just remember if they fear you they'll make mistakes and faulter. (Even red ranks suprisely.)

    Haha, that's one tip for a survivor as well: killer probably just as afraid of you as you afraid of them. As you can see from thread alone :)

  • Oh, now i see, where those big numbers come from. Its low rank solos.

  • Well, people say it's not a big deal, just hide behind something, but by that you also say "dont use ability for chases". Burn thing makes it hard to bodyblock while uncloaking or assume the closest position for long lunge or keep chasing (because you have to hug survivors for that). Immersive stuff is cool when it doesnt hinder you in your weakest parts.

    Oh hey, also a very good opportunity to remind about a burn bug that doesnt get fixed for a couple of month now!

  • Well, it could be fine if DS didn't exist. I could see that to be a rework for DS in a sense, how instead of doing something about problem, devs changed ruin. That version of DS would make it very possible to deny an escape if survivor is clueless and gets downed near a hook, and very punishing if unsafe unhook happens (remember that DS is ANTITUNELLING perk, not anti-camping perk, right?), but if surv knows, what he's doing it would be better to leave him on the ground. But a big PLUS of that change would be that as a killer you don't need to be scared of last seconds of DS if you did "too well" (or because survivor is one of those).

  • What if that perk showed killers aura for 4 seconds to unhooked guy and you after an unhook if the killer is within 32m range? That would help with not running straight to the killer right after unhook and doesn't really give a big advantage.

    OFC it doesn't work against undetectable.

  • I think, no mither needs it's own state, other from "broken", that's not visible on the hood. You start healthy, and after you get hit, you can't be healed, just like in broken state (i.e. can never get a second health state after losing it). Simple as that. You have some time before killer will realize that it's not just unbreakable and that's you don't heal not just because you don't want to waste time doing that. If only not for that tendency to simplify and group up survivor and killer effects...

  • Wow, being a Hag and Spirit main is pretty bumpy road to go. Hag is adept of camping strategies and spirit is famous for "being uninteractive".

    Practice is a king. At some point you'll get used to adrenaline that you get and the start of each match, or you'll understand that's not for you. You'll be bashed for performing for both too well or too bad, for just because you play a character or used a strategy that your opponents don't like. Sometimes you'll be blamed just because you play a killer (victim privilege, a guess). Not a lot you can recommend about that. Grow a thick skin, put your profile into friends only, hide the chat, etc. I'm used to competitive scene and teasing each other is practically a tradition in other games. But in this game winning condition is ultimately unclear and all rules put on the killer suggest that you should "entertain" another side (ahem, entity, according to lore, not survivors), so you basically get blamed for not being funny enough. Best tip I can give is just ignore it.

  • This map is still very comfortable for the killer, and that's one of those cases when 100% safe pallet isn't a big deal.

  • I don't know, man, for actual red rank killers games are a cake walk lately. So many weird ranking matches. Red rank survivors are often too easy to trick, and not mentioning when some low ranks get there. Today I had a random solo survivor of rank 12 matched against me ("kinda" rank 1) and with a team of other 4-3 rank survs (they confirmed that in chat), so I can't even tell if that's just some crazy swf shenanigans. I got so used to that I was caught off guard when a team of 2-1 ranks decisively beat me on hawkins. I'm afraid I'm getting worse with current state of things, so I think surv ranks need weeding out :P

  • Probably hag benefits from it the most, because it directly affects her ability to react to traps faster. But otherwise demo and the pig. Trapper can gain "free" stacks from his traps, but he isn't very good chaser, so he doesn't really benefit from it THAT much.

  • @HexDevourSWF said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046724#Comment_1046724

    Well if I can 4k in red ranks and you can't then I don't see how I'm the baby. I can do it without it but she's not my main and I don't play this game 24/7 I have alot of stuff to do outside of this game. The flannel just ensures that I won't screw up. Maybe try it and then maybe you'll actually be decent with her instead of complaining about her. But hey it's just a thought.

    That's when you're meant to add screenshots that you get matched against not browns or actually use a blink build without walking addons.

  • I wish you could build obstacles with all those wood and bricks you hit due to hit-"assist".

  • Funny that this message conflicts with itself.

    To hook a person you need to win a chase.

    To slug a person you need to win a chase.

    To have somebody in chase you have to chase him.

    And in the end there is a message that pressure doesn't mean only chases.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1046576#Comment_1046576

    Or someone like Hag with a similar power of teleportation that doesn't get punished for using her power...

    She actually does. It's setup time. Can't apply pressure if have to walk places where nobody is yet. So she have to play in very specific way as well. But the punishment isn't that bad compared to Nurse, even though all her setup can be easily destroyed with little coordination or even play against her because of lack of QOL things (she keeps getting teleported to wrong clones, so best strat is run around and trigger all you can while Hag is in chase).

  • It's not on subject, but...

    So many people say "how can you tell it was SWF?". I mean, IKR? You can't, you can neither confirm or reject that statement because game doesn't give any info about that. "You probably just bad", but also "probably not", and even if it's literally impossible to prove or give an evidence, we will dismiss the possibility that you're not.

    New "hidden" MMR system not gonna be like that, right?

  • @28_stabs said:

    https://forum.deadbydaylight.com/en/discussion/comment/1043667#Comment_1043667

    1 for BBQ (because grind)

    2 for Stridor (because Poised + Iron Will + Lucky Break = good luck finding a survivor who break a line of sight)

    3 for Rancor (because 99 pallets around)

    4 for Agitation (because devs increase distance between hooks)

    sorry, no space for Whispers.

    You probably meant spirit fury instead of rancor, since you've mentioned pallets.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042403#Comment_1042403

    Which slasher movie are you watching where the killer goes "darn, the dumb blond is too fast, guess i'll go for the token black guy". Typically the killer always somehow gets each person alone because they always split up. Its just abunch of 1 v 1s with epic death scenes...cuz thats why we watch slasher movies. Epic death scenes.

    Well, you never hear their reasoning, when they just drop the chase, heh. It probably would be something silly like Ghostface from scary movie hiding behind the tree.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042403#Comment_1042403

    But then what do you do when all 4 survivors will run to the safe haven without fail? Everytime you hit someone on Crotus Prenn will result in them running to the Asylum, because it is one of, if not the safest building in the game.

    Asylum also has 4 save pallets inside, so your point falls flat, because you have to break them in order to keep chasing, and it removes bloodlust.

  • @LemeTheMeme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042295#Comment_1042295

    Oh well, I guess I'm not a killer who relies on a gimmicky mechanic to get to rank 1, but we all have our flaws.

    Good for you, me neither. Im just saying there is no reason to remove something if there is no reason to remove it.

    @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042263#Comment_1042263

    The killer -- the supposed power role, should never, ever, EVER have to leave a survivor because a building is a "safe haven".

    Such advice shows this game is imbalanced with the survivor side being the actual power role to the point that the "1" in the "4v1" can't even "1v1" a single one of the "4" because they're so weak.

    This is false. It's actually a common trope for a slasher movie when killer abandons one victim to ambush another. And this is fine for a surv to have a plan, and its kinda part of your job to ruin it.

  • @LemeTheMeme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042264#Comment_1042264

    Why is there a need for it? If you loop a killer around a pallet for 15 seconds or more, why are you even wasting time chasing them? Just that is 15 seconds you AREN'T applying pressure to gens or other survivors. Killers really need to learn when to break a chase, rather than attempting to get a survivor with Bloodlust.

    So, uuuh, "my intentions are beyond your comprehension".jpg

    If it doesn't hurt anybody, don't touch it. Just don't wanna get sucked into debate of applying pressure and dropping chases.

  • @LemeTheMeme said:

    https://forum.deadbydaylight.com/en/discussion/comment/1042251#Comment_1042251

    It doesn't really have a purpose. You can't loop a killer around 1 pallet forever, so why is it in the game? What purpose does it really have? I find it quite unnecessary, personally.

    With bloodlust, that "can't loop forever" is slightly shorter. So maybe bloodlust actually helps survivors to be smarter by forcing them to leave it earlier?

  • I can't imagine, how to cosplay a Hag. Maybe better try my second as gender bender Pig.

  • @LemeTheMeme said:

    I think bloodlust should be removed. It honestly is a gimmicky way of reaching survivors, but also, it hurts the killer sometimes more than the survivor. Spending so much time to bloodlust a single pallet can be the difference of 1-2 gens popping, just for a hit.

    Breaking isn't making. no reason to REMOVE something if it doesn't really hurt anybody.

  • @imlegion said:

    https://forum.deadbydaylight.com/en/discussion/comment/1041646#Comment_1041646

    I agree with ya dude tunneling and camping in other words (guaranteeing your kill) is becoming more and more common im also noticing a spike in NOED not that it’s a big issue I just run small game but still the camping and tunneling is happening more killer mains can deny it all they want but I’ve seen a difference makes the game not fun it’s fun for the killer but not the survivor

    it’s fun for the killer but not the survivor

    I wouldn't say "fun", more like "more satisfying", because it's a compromise to a game going too quick with not return.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1039334#Comment_1039334

    I’m a little confused as to your response, and why it’s relevant to mine.

    My point was, exactly the fact that you play one killer the most, very good with him, and use that experience to make the point, invalidates your opinion as "average player". You're not an average player at this point and can't talk for one. That's devs response to killers with ruin change (only strong players didn't have issue with it, and people used it as a crutch against strong players), and that was devs response when they were asked about "overused survivor perks" (only strong players constantly rely on widely known "band aid" perks, and on average has an acceptable use rate).

    I had no problem with ruin as survivor in rank 10 already, and it seemed nobody really did since I've managed to get up in ranking that high as solo. And I'm also a rank one killer, so I know that you don't really need it to get there, but it doesn't mean that's the same for everybody, because of how bad red rank survivor ques are. Nobody wants to play the killer that much (or that good?).

  • I don't know, man, only complain I have about traps is people escaping them after first try and dead hard through them so it's YOU who gets trapped, not them (minor complain about disability to reset traps when you have one already).

    Also I've taken a rank 1 with the pig as well :| Things aren't that grim.


  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1038466#Comment_1038466

    Lol, they can accuse all they like. There are plenty on these forums that know what killers I play, and which survivor I play.

    Well... how about that: you're definitely a clown main and what you're saying is to stick to your mains and stop complaining that you can't do as good with other killers. If you don't wanna suck at a particular killer you have to play him more than others.

    That's the same argument some people use for a nurse. She's actually OP, you see, but you have to work your ass off practicing her to have a CHANCE. Not the strongest argument, to be fair.

  • I'm pretty sure all those DCs were legit and you're freaking over nothing.

    Don't blame killers (or survivors for this matter), ask devs to add penalties.

  • I often get infinite loading when joining the lobby, and have no clue, how server interprets that. I have to CAD out of the game because of this, and that may look like a lobby dodge.

  • Killer players usually the ones that block chat and disable writing access to their profiles because of how often they get trashtalked, so I have no clue, where you got that idea.

  • @Peanits said:

    We mentioned this back when we updated the Nurse, but there's a good reason why we didn't go with any of those.

    1. Charge time: Increasing charge time would mess with the muscle memory that Nurse players have built up over the years. It also doesn't really change much.
    2. Increasing fatigue: This is something people have made clear that they don't like. The Legion's fatigue was increased to 4 seconds when they were updated. Even though you catch up faster than before given their increased movement speed, the feeling of being in fatigue for 4 seconds was not ideal.
    3. Reducing range: Similar to the first, it would mess with the muscle memory of the Nurse. It also wouldn't change a whole lot. Either the range is low enough that you have a hard time keeping up with the survivors, or it's not and nothing has changed. Either way, not ideal.
    4. Reduced movement speed while blinking: This would give the survivors a ton of time to react and avoid your blinks. Right now you might only have a split second to react, and increasing that window could make it almost impossible to actually get a hit.

    I promise that it wasn't something that was taken lightly, we considered a whole bunch of options before settling on this. This way you maintain control and keep the same feel for your blinks, but you can't use them back to back if you missed. If you blink and miss, it gives the survivor a chance to break the line of sight. If you blink and hit, nothing has changed. Mistakes are a little more punishing, and the reward for blinking accurately is the same.

    Losing 2.9 seconds of a charge isn't a little punishment if you misstime a blink, but okay. You didn't only add a harsh cooldown, but also added a harsh punishment. Why not let her second blink keep cooling down while Nurse still charges her first, and remove it only when blink is activated? Little QOL things to make her power feel smoother.

    Still don't know, why wouldn't you let her cancel charging, I thought she's powerful because she can blink through walls and pallets, why not blinking would be a problem.


  • @PrettyFaceKate said:

    Killer would become no-brainer mode and there would be Bubba's everywhere. Imagine.

    Actually that's pretty easy to fix. Each killer just should have their own kind of TR.

    Bubba has a loud chainsaw, plus he could scream all the time.

    https://youtu.be/TwHRBcmbbAE?t=80

  • When everybody will get adjusted enough to her changes devs will look at statistics and tune her in a way it's required, if they conclude that it's necessary. In previous stream (prior last one) they said they're satisfied with how she performs and have no plans in changing anything any time soon.

  • They also mentioned two another most complained things about Ruin: totem placement and lose of power against strong survivors. Neither of those was address, while for the first it's just can't be done quickly, second they chose purposely. And while consistent now, effect is weak, not worth to be called a HEX totem with it's risks. Removing great area, or adding different aura to regressing gens as base line, or at least NOT REMOVING regression on already affected gens when totem is cleansed could be a nice start to drift this perk (back) into "high risk actually high reward" area. Without surveillance this perk is unusable because you just can't know, which gen must be pressured ATM, and this totem is STILL the most useful at early game (to give info with second perk, not to actually regress anything).

    Also I dislike, how powerful this perk is on powerful killers, and pointless on all low tier killers.

  • Game designers expect you to play on edge with constant pressure of applying constant pressure, when some survivors expect you to be chill and take it easy. The irony.

  • @Shirtless_Myers said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024433#Comment_1024433

    What does that have to do with anything? Things need fixed, they're not exclusive to any role or killer. If the developers had a solution for this, it'd be resolved.

    If the developers had a solution for this, it'd be resolved.

    I would rather think that they just neglect low priority bugs than that they have no competence of fixing something that WORKED BEFORE. Not sure your point is any better.

  • Most likely connected to backwards skillchecks.


  • @Kenidur said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024209#Comment_1024209

    My position is quite simple, everyone should be able to have fun. It's not entitled, and I don't care if I get out. Hell, hooking all 4 during each is unusual and anyone with half a brain can see that it's not a killer being a douche. But I haven't seen anything that says slug all for players and let them bleed out. Nor have I ever seen anything that says hook and kill each survivor before hooking another survivor. They also dont have anything that says hook a survivor then prevent others from unhooking them. In fact in each of these cases, the game punishes you by not awarding points for these things, you dont get points for bleed out, you lose out on chase points when you stay on the same person, you lose out on pointswjen you only hook the survivor once. In all these cases the developers realized the game should be fun for all, and these type of behavior shouldn't be rewarded. Yet killers who still do this, show they are truly entitled.

    So if you want to play this way, then I'll dc because you make the game boring, then have my fun after in chat. You had fun at my expense during the game, I'll have fun at your expense after.

    So, wanna point out, where author said he ever used bleeding out or something like that? You assumed that because he used strong wording and that's about it. But I know for the fact that people DC instantly if they was downed FIRST with deliverance, or right after missing DS, or even when they face a killer they don't like. I even had a case of people DCing because their bluff of having DS didn't work when they jumped into a locker. None of those things are connected to "pathetic playstyles".

  • Yep, people are too happy to pass this chance.

  • He has a bug going for him, so he kinda overused ATM. Waiting for a bug fix.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1024690#Comment_1024690

    But she "still requires basic game sense" though... Now, try to take a second to think how that statement is the very reason there's no hyperbole in saying the Spirit is gG EzpZ.

    BONUS: basic game sense for Spirit (hyperbole-free):

    https://us.v-cdn.net/6030815/uploads/367/UC6PDDUJT0Q9.jpg

    survivors often don't have walking/running sound

    survivors often can't be heard from 4 meters away behind a wall or standing right behind you, even if they're injured and DON'T run iron will

    She used to be easy when you listen to sounds. But not nowadays.

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