beatddb
beatddb
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@NoMitherPlayer said:
Most important question?
Is swf good? -Yes. Coop is the funniest thing.
Comms: When you're a killer, you are 100% synchronized with yourself at list a hope lol. It doesn't MATTER how good their comms are, your own comm is better since you are BY yourself. Obviously it's alot easier vs solos cauz unlike you they can't rely on others as much as you can on yourself. When a survivor is hooked he HAS to count on others most of the time. They can't do a good chase then get hooked then keep going by themselves. The killer can chase, then gen pressure, then hook... All that with perfect sync speed depends on his skills. If there's a problem it's right there, the killer power or the player s skill. You want something fair? A mode where there is 2 killers and maybe 10 survs. But as it is right now there is nothing wrong with the swf. That doesn't make sense that's not where the solution is at all
What the heck did I just read lmao
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Spine chill has entered the chat
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Is she capable of 4k? Yes.
Does anyone in the match has fun? No.
She is boring and frustrating to play as, and boring to play against because of how easy is to run her
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@Dedicatedd said:
https://forum.deadbydaylight.com/en/discussion/comment/862824#Comment_862824
Actually @Peanits replied to this post and there wasn't anything biased. He actually was supportive of the idea of data on stuff like top picked killers, kills per match, etc.
They do listen just maybe not as much as the community may like
His response was hypothetical, he never said they were going to do it. Not trying to be nitpicky here, but I've seen a lot of his responses on threads (mines included) where he is "we would love to..." "we would have to..." etc. Never actually giving a proper solution.
They apparently have a data team and the only data im seeing since the past months are 1) spirit is overperforming, were they never gave any tangible data like ranks or if they filtered out DCs/Hook suicides and 2) SWF only perfoms 7% better than solos, and again with the same problem as 1.
On top of that they're also ignoring Legion and Nurse threads, they never gave any information on why X change(s) took place. For example, after they nerfed the Nurse they went dead silent on her threads (even in the ones during the PTB, which is a build dedicated to try changes and get feedback).
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/862789#Comment_862789
Possibly, but Nurse in particular is the one killer where being bad vs decent is night and day. You can be a new or just bad Trapper and still get kills. If you are a bad Nurse however, you are probably getting steamrolled. I don’t think it’s the same thing as SWF, but I do want to see that solo up to 4 man SWF escape rate broken down by rank. We have seen as a whole though, that between rank 10-1, overall escape rate was between 50-60%. However, this was before EGC, which has no doubt decreased that significantly due to hatch closing. The amount of 4Ks has obviously drastically gone up due to that. But with that being said I’m definitely all for a statistical breakdown of party size escape rate per rank. We do need to see a comparison of red rank killer vs 4 man SWF vs low rank killer against the same. It shouldn’t be grouped up as one stat.
There’s so much depth to the kill/escape stats that I hope they stick more to this than just the “fun” stuff like perk selections or what killer is used the most. Sure it’s nice to know, but I’m all about the real #########!
The Huntress is also a killer night and day. Being good and bad can affect multiple things in the game not just Nurse. This is why we don't need data of the overall playerbase but instead divided by ranks.
Devs probably already have this information (or can access to it pretty easily) and don't want to share it for some reason.
They also are being less communicative in every aspect: data gets asked; the post gets ignored. And when they DO respond is with this biased information.
I also don't believe they are (pardon my language) idiotic enough to share information of all ranks because it takes a 3 second thought to realize rank 20 and 1 are worlds appart.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/862776#Comment_862776
That was likely referring to overall rate though, which would be dragged down immensely by all the lousy Nurses at lower rank. It was probably far exceeding what it should be in mid to high rank.
Same logic applies to SWF.
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@ahandfulofrain said:
Do you not watch horror movies? That two things that kill anything horror is overt pop culture (Halloween: Resurrection) and outer space (Jason X).
But thats because they're done badly.
There are plenty of good horror movies that take place in the space.
A fricking dead-skeleton astronaut as a killer would be cool af
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I main huntress and hatchets sometimes hit things it shouldnt (like a survivor or gets stuck in a map object) and sometimes it doesnt hit things that it should. For example a fully charged hatchet WILL go through a survivor if he is right next to you or vaulting a window.
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/862011#Comment_862011
His first suggestion is making the killer's offering weighted to be the same as survivors' overall, which only really makes sense if they use 4 map offerings.
If you ask me he just got a Balanced Landing squad dragging him to Haddonfield, possibly countering his own map offering.
I only use map offerings as a survivor.
And IMO having 4 survivor offerings weight the same as the killers one is fine and it should be like that. Or why would a single survivor have the same power as the killer?
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@Triumvirat said:
Somebody got pwned by a jumpscare myers on the game.
I was sent to Lerys with Nurse against an OoO swf u_u
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@Cetren said:
Yes, please remove all map offerings so I can stock up on bloody party streamers in my rare slots instead.
Would you rather stock up in map offerings you'll never use?
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When something like this happens I just go to a corner of the map for like a minute and then come back, so they have time to work on a gen and stuff.
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Stopped trying after Tome I. The free rift isn't good enough to motivate me to do it and I don't want to pay for the premium one.
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@OmegaXII said:
It seems like devs are intentionally ignoring threads about nurse
Maybe they think she is in good place, and any complains about her are rage posts
Keep the daily nurse threads going and hopefully they'll come out and say something. I haven't seen a single dev comment on a nurse thread after the nerf, I wonder why is that.
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I had a suggestion for this:
Add a ranked mode where survivors can't invite friends.
And have a second "casual" mode where they can.
This would make ranks mean something. Because if you are in red ranks on ranked mode that means your team will too so they wont be potatoes. Why= because ranking up solo is harder than with friends.
Some people say that this might split the community, so give 1.5x, 2x, 2.5x, etc. BP to compensate.
Also there could be daily stuff like "today casual gameplay has X% more BP" or stuff like that.
When players want to play with their friends they just hop into casual mode, if they want to be serious and try their skill they play ranked.
Killers who are trying lower tier killers can "train" on casual mode without having to worry about being rank 1 and using a killer theyre not familiar with and get destroyed by SWF.
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Oni in demon mode, hes the biggest and has a giant cub.
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@brokedownpalace @LordBeerus6595 @Okapi
Its a meg. Its an old screenshot of when i was playing clown and got stuck inside a meg while grabbing her. We couldnt move and she DCed
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The amount of dead zones, rubberbanding, autoaim #########, etc. Plus the nerf makes her the most frustrating killer to play with.
But hey, its easy to run her around so the only people complaining are the ones who play her.
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At least 8 - 12 more
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For me, the worst map (now that HF isnt as bad) is Ormond. I seriously can't put into words the hatred I feel against it. The whiteness makes my head hurt and the tiles are so god damn strange, combine that with the main structure that its boring af and you have the worst map to date.
I love coldwind even when 95% of killers don't. And swamp maps are second or third on my favorite list.
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Well overall im sure survivors got more nerfs than killers, but thats because they were too OP and had to be put at the same level. We all know how broken the game was before.
Even then, I do believe that a good and coordinated 4 man SWF can win against every killer, except MAYBE spirit.
I have hundreds of hours with Nurse and Huntress and I still face groups where at least 2 are good at breaking LoS / dodging hatchets.
Add dedicated servers to the formula and its a bully fest for lower tier killers, ever since they (servers) were added I've only got a single gen grab, all the others were negated by the entity.
I also don't think that perks like DS or BL got gutted, DS is somewhat stronger than before and BL now is working as it should have from the beggining.
Maps are still bad from both sides, having some really strong with above average loops and others with pallets so unsafe that is a joke. Hopefully BHVR increases their map game in the near future. Havent tried the new Yamaoka map yet but already saw it can spawn an infinite, gg I guess?
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@indieeden7 said:
This would cause 2 problems
1) The playerbase would split, causing longer queue times for either 1 or both of the different modes.
2) People would still play sweaty on the ranked mode and would most likely resort to doing what people did before the SWF option was even added, constantly leave lobbies until they found the one that their friend(s) were in.
For problem 1 we would have to wait and see how much actually affects queues, it might not be significant as we think.
For problem 2:
Having to ready up before going to the lobby. The same as in CSGO ranked matchmaking, players ready up, and when they press search for a match they are put into a full lobby directly. Leaving it results in a time sanction increasing its duration the more you leave.
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Because shes disappointed
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For a few weeks killers will break pallets instantly, so I doubt survivors in decent ranks even get a chance to use the perk
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@TheKingOfAll said:
https://forum.deadbydaylight.com/en/discussion/comment/849065#Comment_849065
Are the devs kidding me? That 2nd survivor perk seems really good, now you can force the killer to break the pallet every time. The 3rd survivor perk seems really strong with a swf, especially if it stacks
That was my thought, a swf with that perk and at least one person bodyblocking? rip hooking the person lol
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Probably, I can see this being kinda useful for Huntress. But even so I wouldn't waste a perk slot just for that.
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Im downloading it rn, its just 2 gb so expect a lot of posts really soon
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@Dustin said:
He better be a giant in game like he is in the trailer or I'm going to be disappointed. Yeah mind gaming will be harder but I want to assert my dominance by just walking on pallets to break them know what I'm saying.
Yeah ######### demogorgon, i want this killer to be taller and bigger than demo and plague
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@Fibijean said:
I would like it if they made the maps darker and more atmospheric, making stealth a more viable option than it is now. But the fact is that nothing is scary once you get used to it, because the unknown is such a crucial part of creating that fear in a piece of horror media.
There used to be a rare bug where the gideon map was really dark, i think it would be really cool to have it as a feature now.
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https://us.v-cdn.net/6030815/uploads/156/CEHYG3K2GL0M.jpg There was an error displaying this embed. -
@Quol said:
Change the music to be more menacing/suspenseful, this includes ambiance and chase. When the killer is within 5 meters have the screen shake slightly in sync to the heartbeat sound. But even then its a lost cause, people will get desensitized after playing enough and there is nothing you can do.
I was thinking of that too. The music is a really important factor that I think its not getting exploited by devs as much as it should.
That sound it plays when a killer moves after being still for some time always gets me.
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@TheHourMan said:
She literally just got nerfed in the last major uodate. How is she being ignored?
I meant ignored by the devs, she got nerfed and they never said anything else about her.
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Killer tutorial:
Adding a survivor bot that loops you and tbag at every pallet, every time you come closer to them they sprint burst away until no pallets are left.
So new killers now what to expect
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DS timer should be 30s
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/844221#Comment_844221
That is true, but if you don't mind me asking, what do you want from the old nurse that the new one doesn't have?
It is true if you don't wait you will never catch up(even if you did, 40 seconds of the chase would already be fine just for you to put the surivior in its injured state). I don't find it much of a big deal because it does result in patience. However, it is frustrating because you will be in that situation when you know you would have hit the surivior had the nerf not occurred. I been trying our the new nurse more to see what I felt with the new nurse compare to the old nurse in which made me want to dc at some points of the game. To say she is weak(is false),but unfun is definitely a thing with her.
The question is, how do people expect to fix the problem without the surivior mains fighting back?
Its difficult to touch the nurse without making a mess, but aside from the nerf, I hated the way devs delivered it. They did it like it was an add on change (everyone was fine with that) and then went like "oh, we almost forgot, and a slighty slight basekit change". Those changes got tons of feedback after the PTB and devs didnt say a thing, and they still havent. Like I said in a comment before, a "we're still monitoring her to see how she perfoms" wouldve been better than nice.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/843011#Comment_843011
A nurse can indeed catch up with a surivior running in a straight line. All you have to do is wait for your blinks to be fully capable of using then just blink to them.
As for a surivior dodging, if you are a good nurse and put yourself in a certain position. There is no way of a surivior dodging your attack unless they have dead hard. Nurse is like playing check, the surivior is the king and you are trying to line yourself in the position where the king will die in any stand point he is in.
However, I do agree nurse isn't the most enjoy able killers(far from it), but to say this nerf is really bad for her. Is a major exaggeration considering nurse kept her power of always winning games. Problem is she is quite boring but if she gets buff we know that suriviors would complain and she will just get nerf again. So you must think to yourself, what do you expect from the nurse if she was to get a buff?
The thing is, if you wait to have your 2 blinks before blinking to a survivor they will have already be far from 32 m (blinks max distance).
If you don't wait and just use your first and longest blink to teleport, its not enough. Between fatigue and blink CD they can get away pretty easily.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/104746/the-nurse-is-being-ignored
She wasn't that hard to control when using 5 blinks add on, even if you were new at this game.
How is she unfun and uncomfortable to play as when she still function the same? All you have to do now is be more patient with your blinks if you are always replying on using multiple blinks.
She still function the same as ever, so your reasoning for complaining about her makes no sense. Just because she is hard to use, doesn't mean she is unfun. It means you are just not good at using her unlike other players. Why don't you take your time and properly learn her instead of always wanting to constantly blink all the time?
Why should the nurse be able to move that fast when she is capable of ignoring all defences against suriviors? This isn't a complaint, it is just you wanting her to be like how you want her to play as.
Moreover, why would the devs monitor her still? There's plenty of gameplay out there to show the new nurse is srill capable of easily getting 3k all games if you know how to use her.
How often did you went against a 5 blink addon nurse? Because I dont think it was something common.
She does not function the same anymore, she is 96% ms because she could blink when she wanted too, now you're forced to walk a lot more than before but her speed is the same, slower than a survivor. Seems fine right? And im not the only one saying shes unfun, I've yet to find someone who has had any fun with her.
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I still cant believe they did this change and kept her movement speed untouched
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Tbf there was a lot of constructive feedback after the nurse ptb and look what happened
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Should be included into another perk like bbq, using a perk slot just for this can cause more map pressure lost than it gives imo
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There used to be a bug where every time she phased you would hear her audio cue even in her TR, meaning you knew 100% when shes phasing during the whole match.
I played against spirit with this bug, and it was one of the easiest experiences I've come against. Knowing when to stand still, walk, run, or tbag at a pallet because she was fake phasing made the spirit a goth vsco girl uncapable of killing anyone.
So, no. A tell when she's phasing is not necessary because it completely kills her potential.
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@xRem said:
https://forum.deadbydaylight.com/en/discussion/comment/834872#Comment_834872
Good for killers how?
The collision change is neither a nerf or a bug imo, its situational, for example a survivor wont be able to wait on a pallet because you now can go through them and hit them from the other side.
Add on changes arent that big, prayer b add on is still useful because if they walk away from the gens every time they hear you phasing thats a lot if added time to gens
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Thank god they didnt gave her nurse treatment, as a spirit player these changes seem good for both killer and survivors
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The new nurse
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Red killers? You mean p3 hag
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/823019#Comment_823019
If you're an experienced survivor you're spinning you are constantly camera around looking for stealth killers.
You really don't need spine chill to survive against Myers, GF, or Wraith if you know how to spin you camera and are not on lery's. Even then if they are stalking from a distance, they still have to close that distance for the hit. And wraith has to uncloak slowly.
Also TR doesn't mean anything, she could be chasing someone else 28 meters away. If you hid every time you heard a spirit TR you'd never get gens done. 2. Phasing noise just says she's phasing. It's somewhat directional, but not precise enough to tell you which way to run or how close she is.
Spine chill is the only way to know for certain the spirits coming for you.
Again, experienced Gf and mm players wont come from and obvious direction AND will use LoS breakers, so when you do see them they will be too close giving them a free hit.
As for GF, they don't always stalk, instead they do what I said above. How do you counter that? You can't, unless you have xray vission and can see through objects or are in an open area.
As for Spirit, you won't be always hearing her TR even in the smallest maps. And if you hear the phasing sound is easy to know where she is coming depending on the map, if youre in a corner you know shes coming from the middle so work around with that.
Also, if you're hearing that sound it means shes phasing and that she cant see you, so just walk away to the nearest safe zone or hide.
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/822636#Comment_822636
True stealth killers with give enough information that you don't need spine chill (with exception to playing on lerys).
Working on a gen in the corn for example, you can see wraith's silhouette, Micheal & ghost face stalking from a distance. These true stealth killers also have many more drawbacks compared to spirit (uncloaking, slowed while stalking, getting revealed etc). You don't need spine chill against these killers if you know how to rotate your camera.
You can't tell where spirit is tho by looking around. There is no info. And there barely any drawbacks survivors. But since everything including chase music get quite while phasing, all you really need is good headphones, and the scratch marks to get off your free hit.
Spirit has better stealth than stealth killers, better chase and distance closing than non stealth killers, and high mobility. That's why she's overperforming.
She gets a free first hit by stealth phasing, and a free second hit to down the survivor using headphone and mobility. No counter play involved.
This is simply not true.
You can't always tell when a stealth killer is coming UNLESS YOU HAVE SPINE CHILL. A good Myers or GF wont come from an obvious direction, but instead circle around the area to catch you off guard by behind, and you can't do nothing about it unless react at the last second when its already a free hit for them.
With Spine Chill, said free hit won't happen.
And Spirit doesn't have stealth unless she's using prayer breads. You can tell when a Spirit is coming because 1) you're hearing her TR or 2) You're hearing her phasing sound.
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@Artyomich said:
https://forum.deadbydaylight.com/en/discussion/comment/822710#Comment_822710
And I had more fun going against a God Nurse than a God Spirit. So what's your point?
Whats yours? A base kit billy can catch up at the same time as an add on spirit, maybe faster.
Even a freddy can catch up sometimes if there's a gen nearby, so?
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@Artyomich said:
Come back when you got faced against a Spirit with great add ons and STRIDOR. Have fun going against a spirit where she's incredibly fast that despite the sprint burst from taking a M1 she catches up due to her movement speed and lunge. Or Spirit with recovery add ons. Try mind gaming that.
Yes because no matter the distance you get on hit she can instantly catch up right? Because spirit = old nurse
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@Nazeef13 said:
https://forum.deadbydaylight.com/en/discussion/comment/821937#Comment_821937
Countering a meta playstyle is different than countering a single character.
survivors already use perks to counter killer playstyle. Wanna know why rank 1 survivors use 2 perk slots on BT and DS? Because killers are turning back around to the hook, or proxying until they find a survivor going for the save that they can start chasing. Survivors hate the campy playstyles some killers have, so they counter it with perks.
But bringing a semi-useless perk instead of a useful one just in case there is a spirit, which you can't see in the lobby, is not smart.
Let me put this in perspective for killer mains:
Imagine if survivors had passives, and Megs had a power that was overperforming without counter play, like making her 10 percent faster in chase. the only counter was the play with your food perk, or useless tips like above to just mind game her or blood lust her. And also the loading screen wouldn't show survivors so you wouldn't know if there was a meg in your lobby.
Now, would you bring PWYF every game instead of ruin or BBQ, just in case there was a meg? Doubt it. Would you have fun against a surprise 4 stack of Megs? Probably. Would you Dc if you had 4 overperforming Megs running around at 110% speed? Most likely.
Spine Chill counters all stealth killers plus the ones with less TR.
And even on "normal" killers, it helps you to know if they're in your area or directly coming to you
