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coppersly

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  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403842#Comment_1403842

    Gen rushing is not a thing. The goal is to escape. You can't escape without doing gens (unless you go for hatch which is not an every match goal).

    The devs are bringing something to the start of the match (since they listen to the constant whining of killer mains). You better hope it's not aggregious, because if it is, there won't be any survivors left to kill.

    Survivors already have all of their items nerfed, the killer-sided end-game collapse, and killers with 400 different abilities because people suck without them being OP.

    Good killers can get the job done in the current state. Keep whining if you're not good and see what happens to the player base.

    Hey if the changes drive away people like you that'll be for the better.

  • Yeah buffed PotD would've been nice.

    If anything just the sensitivity jump thing eliminated would've sufficed somewhat.

  • @Waldbeere said:

    I don't know where the problem is. If he is not hard camping the cages there is no problem and you won't even notice it. I would only complain about it, if I normally would abuse the old mechanic...

    His range attack is still meh as hell and the cages pretty much never should be used unless you don't want to get flashlighted or pallet stuned. And even then it kinda screws you over since the Mori is the best aspect of that part of his kit now. Cages just make it way to easy for survivors across the map to apply more pressure off of what should've been his own pressure.

    Not that I condoned the camping the cages playstyle, it's just why even cage them now? Save it for the Mori. In that case why even have the cage mechanic most of the time in the first place?

  • @Claudette_Baguette said:

    Wow a NERF to this already bad killer? His cages are bad anyway since they spawn so far away survivors can immediately rescue most of the time.

    Also, funny they fix "facecamping" on cages but not on hooks.

    He is so bad already: His cages hurt him most of the time: Important perks like BBQ and Pop don't work, cages spawn so far away that when survivors spread out the cage spawns next to them for an instant rescue. Avoiding DS and BT isn't that big of a deal since you normally don't tunnel anyway.

    His ranged attack can't co over holes or over different heights like stairs and thus it's completely abusable by survivors.

    His BP are messed up and so are his emblem points. He is a complete mess and any decent survivor can just avoid his ranged attack and win against him.

    I don't understand the nerf.

    RIP I bought him hoping he'd be another cool range killer with a semi bit of trap flavor thrown in.

    Now all he's good for is a free mori if you don't cage early and sometimes getting a range attack because they animation locked themselves.

    Amanzing.

  • @lucid4444 said:

    IMO - remove the bonus BP for both perks, and rework WGLF

    Then change every perk to have only 1 (ONE) tier.

    This would be acceptable and preferred tbh. Cuts so many problems out in one pass nice job.

    @Aven_Fallen said:

    The Aura Read is not that useful on most Killers, most people just put it on for the Double BPs. Not a big fan of this, but if anyone wants to use it on e.g. Hag without any benefit except for the BPs, they can use it instead of an useful Perk.

    The Devs were thinking about adding a Bonus to WGLF, so there might be something that makes the Perk better in the future.

    The aura reading is still useful depending on how you use the information. That tells you possibly where some survivors are and how many might be close-by. Any aura reading is useful, just gotta give it the right context.

  • I see a lot of peoples points and you make good cases for it but I prefer running Spies from the Shadows over Whispers. If they disturb a crow I have a much better chance of quickly finding them then having to rely on figuring it out through whispers.

    But I do think some killers benefit way more from it like @Rivyn has suggested, like Hag benefits greatly from STBFL more than most killers do.

  • @Xzan said:

    Killer Perks need to be stronger because of the 4vs1 aspect.

    But a little buff for We're gonna farm forever would be nice.

    No every survivor perk needs to be a 1:1 power ratio to killers otherwise devs are biased

  • @BlindMole said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403892#Comment_1403892

    I have damage on my vestibular system and every time i move my eyes it becomes blurry, so i whiff like there's no tomorrow haha

    Oh man DbD must be challenging then :o You must feel like a boss after a dominating game haha.

  • @CriminalMind_ITA said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402513#Comment_1402513

    lol

    That's a hole other argument

    The problem here is the start of the game

    Devs aknowledged that and they're going to implement the new feature

    Accept it

    The problem is real and exists

    Thank god they finally admitted and are working on something for it. I hope it will be sufficient to breath new life into the game for both roles.

  • If it's an iron run for everyone why do survivors get items via chests? Killers have no such equivalent.

  • @DevourOfSalt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403858#Comment_1403858

    I have really good headphones its the pinpointing im having trouble with even tho i can hear them its difficult to pinpoint exactly where

    I have a lazy eye so I have the visual equivalent of your deaf ear haha. Sometimes the depth on some swings is out of whack for me.

  • @DevourOfSalt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403857#Comment_1403857

    Hey thanks for advice tho i guess i should just keep at it trying to predict movement maybe i can make it work hopefully

    Best of luck to you. If you're trying to practice prediction though you should try Nurse since she's rewarded more for predictions and doesn't require sound like Spirit does. At least I don't rely on sound when playing her, but it does help ngl.

  • @BigBrainMegMain said:

    Stand Still = Free Hit.

    At pallets, at loops, at gens. Get okay headphones, and run Stridor.

    I've now created a Monster.

    I laugh when I've just used her power to hit someone and they run to a pallet and think I have my power back just because I'm standing still lol.

  • @DevourOfSalt said:

    https://forum.deadbydaylight.com/en/discussion/comment/1403837#Comment_1403837

    Yh i was better with when she had collision but with just sound its pretty tough i cant really pinpoint n i cant hear anything on my right side it really suck cause spirit really cool

    Yeah it does suck that this game isn't very accessible. I don't know how they could make it more though.

  • @[Deleted User] said:

    I've completely given up. Other killers actually work. I just get frustrated even though I consistently do well with Nurse. We have to deal with 10 month old bugs on this character and generally poor power performance on dedicated servers, and we hear nary a peep that any of this is acknowledged. Also, it seems that we, the Nurse players, do a lot of the final QA for Nurse on the new maps. So that's fun. I found 2 or 3 blink deadzones within a minute on Midwich when it came out.

    I'm hoping they're just working on one massive patch to fix a lot of her bugs and performance issues, possibly even her ######### addons and maybe another power change for the better.

    But I very much doubt that.

  • It's prediction based on hearing. If you're HoH or deaf in one ear I don't think she's a very good killer for you now. If she still had collision with survivors you might've been able to learn to play around that but she's very reliant on sound now and if you can't pinpoint from it alone you're better off learning someone else sad to say.

    Nurse is too to an extant but you can get around that with Shadowborn and other visual tracking perks that Spirit cannot use very well thanks to her aura loss when using her power.

  • @LastShoe said:

    https://forum.deadbydaylight.com/en/discussion/167662/genrushing

    Let's say you are right.

    Then survivors have just plenty of tools to protect themselfes from killrushing.

    While killers can only counter genrushing by killrushing... but, survivors are already using perks to counter that.

    So in the end both sides have an option, but kiler's option is easily counterable... which means that complaints about genrushing are reasonable, when you follow your logic.

    I love how easily counterable most killer things are and despite some being easy to counter as a killer most of the survivor things are now common practice to avoid triggering and are commonly taught as things you should do because you never know if they're running it or not.

    You barely do that as a survivor. Despite there being 3 more of you. And having basically stronger perks...

  • @andyollolloll said:

    Survivors can be OP which is achieved with SWFs.

    To be ignorant that two people are running for the unhook or that the last two survivors are working on two different generators near each other wastes time and in this game you only have so much pallets.. I mean time.

    I can not stand when people claim that SWF doesn't provide an advantage or act like it's not a problem.

    If the game is based on information and the lack of it at most times, and suddenly you can completely and UTTERLY eliminate that of course it needs to be balanced accordingly.

  • @Customapple0 said:

    If you managed to get a 1-2k then all is fine. We don’t need gens to take longer to fix so that you can get a 4K every game.

    I probably could've gotten a 2k if I tunneled and they all didn't have DS + DH. But I didn't try to tunnel and the game is half bug, so it was just a miserable 5 minutes.

  • I personally have not had much of a problem on that spot but I do find it infuriating when survivors just run to areas where they know blinks don't work and just rely on that.

    I wish it was reportable. But yeah Devs get on this please.

  • @Splinterverse said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402693#Comment_1402693

    None of the perks work if you suck as a killer. Learn how to use them to your advantage. Combine Ruin with Surveillance. Combine Lullaby with Thanataphobia and get those hits and hooks. Watch any video of a good killer and you'll see a ton of ways to get the job done. Claiming "gen rush" is just like screaming "I suck as a killer."

    I want you to go against a sweaty SWF for 10 games in a row. We'll see your tune when the games most busted aspects are being repeated all over you.

    Normally I agree that gens are too easy/need improvement, but I don't normally claim they are so atrociously balanced that I can be actively hooking and chasing the team and the game is still over in 5 minutes. I ended up with around 7 or 8 hooks, everyone once or twice, and I still could not stop them from pounding gen after gen after gen even with TWO GEN DEFENSE PERKS.

  • @LetsPlayTogether said:

    Obviously some case of "I think I did a pretty good job so far", but not really good.

    Obviously.

  • @mydogmax19 said:

    https://forum.deadbydaylight.com/en/discussion/167541/i-dont-play-survivor-often

    Get good. Killers can do whatever they please. They are the host after all.

    They haven't been the host since dedicated servers.

    And what's fun about tunneling a survivor who's already hurt? I'm not running in a sweaty SWF I don't have 52 chances to escape every 4 seconds. It's not fun to get that treatment when I go out of my way as killer to play "fairly" and not tunnel or camp unless they're being toxic.

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402638#Comment_1402638

    There is a difference between more valid and only value though.. and the loudest complaints are kinda coming from not so skilled killers who are also saying survs shouldn’t complain about anything (not saying there are no valid complaints of course)

    to get on topic: tunneling and camping is actually the most ez way to play, you either get survs trying to help and pretty much throwing themselves at you or they genrush which means everybody has a boring match and probably depips. There should be more incentive to go for other survs after hooking one

    There should be more incentive to go after people after a hook (basekit BBQ for example) and someway to punish killers who camp and tunnel someone to death as fast as they can (because it's not fun nor particularity skilled)

    I don't try to pick sides. I do prefer killer but I try to make suggestions for survivors that enhance their gameplay and fun while also increasing their difficulty and making killer gameplay more fun in the process.

  • @Mooks said:

    „Don’t get caught“ would be the common answer here I guess...

    sorry to hear that, but apparently your opinion about this game is only valid if you are high skilled. Or a killer.

    It's certainly more valid if you're highly skilled (which these killers I'm getting obviously aren't...)

    Yes don't get caught would be nice. But eventually most of us get caught at some point. I just dislike that they choose to camp and tunnel after the first time.

  • I'll tell you what I'm missing after 500+ hours:

    Any ######### fun at all when other people are ######### scum bottle of the barrel scraps.

  • @Splinterverse said:

    Oh when will posts with this topic end? It's like there's a new one every day.

    There are SO many perks that slow down the gens. Ruin, Lullaby, Thanataphobia, etc. Use them.

    Also, put pressure on gens and use map offerings to help enable you to do that.

    The gen speeds are fine. I've seen plenty of wins and losses with them just the way they are. Use the above tips and things will improve for you.

    i was literally back to back downing people and they still powered through the gens like I wasn't even playing the game man. I run gen protection perks and I still couldn't do jack ######### against a coordinated team. Which the entire premise of this game falls apart if you play as.

  • @MongolPSR said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402253#Comment_1402253

    except we have tons of videos showing online of several different streamers showing strong play and the survivors still pushing through gens very quickly. got mentioned in this thread but tru3ta1ents newest bubba vid shows him getting 6 hooks in 6 minutes and all 5 gens are done in that time. he never tunneled, he hooked every single surivivor at least once, he got a hook every single minute and still gens flew. Doesnt really matter how good you play, a good team has a numbers advantage on you.

    That was pretty much my game. I got a fair amount of hooks and never tunneled and because of it I lost. But that's the game, hopefully the slowdown thing they're working on will be effective.

  • @Taiga said:

    Am I the only one who actually likes the new map?

    I like the look and feel of it.

    I hate playing it.

  • @SpaceCoconut said:

    I had a similar match last night. I'm not positive, but I believe it was a SWF and they were able to do gens very quickly preventing me from being able to put any pressure on them.

    Add in the common bodyblocking, flashlight saves, holding w, and dropping pallets with some clicky clicky teabagging at the end and you have a gameplay experience that is clearly unbalanced.

    Winning as a SWF swat team isn't hard and many of these groups of players feel like they accomplished something difficult lol.

    I wonder when the devs will do something about the imbalance.

    I doubt they will ever address it directly. They're starting to do it with perks like the newest ones where they can't abuse it x4 but I don't expect much else ever tbh.

  • @JustCats said:

    https://forum.deadbydaylight.com/en/discussion/comment/1402206#Comment_1402206

    I think they just need a more involved mini-game that gets progressively harder as gens are completed - kind of like the "hacking" minigames in Fallout, so repairing a gen becomes more of an activity than a passive waiting game. The point of gen repair isn't just to make survivors sit still at a likely ambush spot, it's supposed to divide their attention.

    I have suggested this multiple times but the devs don't seem to want gens to be too distracting.

    The next best idea I can come up with is to match gen speeds with killer hooks. Less hooks later in the game means gens are terribly slow, so the killer can at least accomplish some hooks in the landslide matches. Same in reverse, lot of hooks but no gens done means speeds will be faster.

  • @ItzPixelYT said:

    IMO They need to remove gens and find a new way for survivors and Killers to play the game it's like there is 2 sides of the game which neither side cares about and that is generators. Killers just want to chase and kill the survivors. Survivors like to get chased but then there's survivors who just sit and do gens that the killer has to worry about whilst chasing 1 survivor. I'm not a game dev so I wouldn't really have any idea how to figure out ways to make sure everyone has to interact together in the game, maybe have object hidden around the map that only 1 survivor can see and the other survivor is the one who has to solve putting the pieces together etc...something along those lines instead of just being basic of repair these generators, escape. Killer is mad gens popped so they facecamp and tunnel etc...Survivors teabag the killer because he couldn't gen pressure correctly...

    TLDR: Generators ruin the game for everyone and they need a new method for the game.

    You and OP make good points.

    Generators do seem to always be at the center of the games problems.

  • Whole ######### game needs a rework but yes this map is terrible if you're not Nurse or Hag and even then then game will still find ways to screw you over.

  • @RockoRango said:

    https://forum.deadbydaylight.com/en/discussion/comment/1401610#Comment_1401610

    Butt... No :(

    Nurse doesn't 'need' a tracking perk in every build. If you could Infectious Freight as tracking you could argue that, but to do well at the moment focusing on game slowdown is more important since Nurse's base kit is the definition of a chase/tracking perk.

    Though, if someone isn't experienced as a Nurse I would agree on using tracking perks

    I think most people argue the exact opposite of that, her number one counter is stealth. So that means you usually want to run a tracking perk to help you find the slippery ones. At least that's I've seen from many Nurse mains.

    Of course you can always run a build without any tracking perks, I used to, but it makes it a lot harder than it needs to be and the utility you can get off of ditching a chase and immediately downing/hitting another survivor is really nice.

    Something like Hag, Freddy, Trapper, Plague, Legion, or Doctor have built in tracking in some fashion or another, Nurse only has chase.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/167426/how-do-i-get-the-old-joy

    I had this a couple months ago, I just stopped caring lol.

    Let me explain, I’ve been really pretending to be the killer.

    Also as killer I try to get in chases and enjoy the mind game parts as much as possible. Winning chases is fun for me, if the survivors hammer out gens then so be it there’s always next game.

    After all this time I'm finally starting to adopt this mindset where I'm just trying to enjoy the chases I get into instead of the whole game. It just seems like such a better mentality.

  • @Munqaxus said:

    Demogorgon wants a word with you.

    He's just average enough and having the same elder god players that inhibit Nurse that he goes by under the radar but you're not wrong.

  • As many others have said you could swap out Thana for a tracking perk (I recommend Spies From the Shadows personally since it's in the base pool and it's actually something I use and get a lot of use out of) since you're playing for the end game and don't care about gens anyways. You can also exchange Nurses Calling for something else as well if you aren't getting auras off of it often enough to warrant the slot.

    My personal build is:

    -BBQ (You should try to get this it's not only great for points but blinking to someone while they're still highlighted is the closet feeling to godhood you can get from the sheer domination on that poor survivor)

    -Tinkerer (You won't like this for end game builds)

    -Spies From the Shadows (Mandatory 1 tracking perk in every Nurse build. No buts.)

    -Ruin (See Tinkerer)

  • @Munqaxus said:

    It's not OoO, it's 4 man SWFs. And you run into 4 man SWFs so rarely that it doesn't matter. SWFs aren't balanced. Just because they're running a perk doesn't make the perk unbalanced.

    I agree with you for the most part but I'm not sold on the idea that 4 solo survivors with OoO wouldn't be a problem either. I think something should be done to prevent teams from running pretty much all the same meta builds x4.

  • @LimeSoda said:

    https://forum.deadbydaylight.com/en/discussion/comment/1400089#Comment_1400089

    There was also that episode of Supernatural where they crossovered into Scooby-Doo world, with the monster actually killing people and showing the bodies afterwards.

    Yes that was a great crossover and episode. I loved it. I was going to post about it but I was focusing on the Scooby T.V. shows specifically.

  • @MigrantTheGreat said:

    The only problem with Surge is that it has a unlogical cooldown when it doesn't even trigger regression. If it triggered regression I would be fine with cooldown.

    It seriously doesn't trigger regression? I swear it did when I was using it back before Nurse nerf... strange.

    Yeah without regression there is literally no reason to have a CD on this. Even my best games as Nurse with back-to-back downs would still never benefit to the point of being broken without a CD on surge. It might actually make me run it again without a CD.

    @gatsby said:

    Ruin is a risky perk that can be extremely good, but you always have to run it with a backup perk for gen control.

    Corrupt gives the Survivors time to look for Ruin and Pop doesn't work until Ruin is down. BUT Surge activates on any generators that aren't regressing so it can explode nearby generators if other Survivors are working on them.

    So Surge is pretty much the only gen regression perk that has strong synergy with Ruin because it can get value if Ruin is gone or if it's still active.

    I've always thought they had bad synergy because I was looking for perks that worked from the start of the game till the end of it but you make great points. Even with Ruin up it's still useful for information on gens (even if it'll be rarer) and it works when Ruin does fall.

    You've changed my mind on it OP. Not enough to run Surge again with the CD but if that ever changes I will definitely run that combo.

  • @TheCursedTitan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1400520#Comment_1400520

    Ah yes so adapt to being absolutely powerless to the cages, found the person missing a brain cell

    I don't understand why you feel powerless in cages. You seem to believe that it's because DS and other survivor hook related perks don't work with them. But that is the same limitation on the PH as well. Cages are only strong if you save them for Final Judgement. And even then you still have 2 hooks to use your perks.

    And let's say he somehow manages to use trail and afflict a survivor every chase and cages every single time. That's still plenty of opportunities to save and leave the area across the map from PH before he can get there.

    Yes it feels bad to get tunneled to death by PH but he's also losing out if your team plays smart in that strategy. There is plenty of counterplay.

    Now if he got hook perks from cages you'd have something. But he doesn't.

  • If it took 3 cages and hooks there would literally never be a point to using his power. Why would you waste time caging someone for the first time if you've already hooked them?

  • @Mookywolf said:

    I havent really paid any attention to Scooby Doo in the past like 8 years, so correct me if im wrong but... I never got a "slasher" or even "horror" vibe from Scooby Doo. I mean i guess i can see horror, but really only from a child's point of view... Its always just felt like a mystery thing to me. Has something changed with it to make it feel like it would fit dbd? Because i dont really feel like running from a man in a ghost outfit through random doors in a hilarous nonsensical sequence is the same feeling as being sliced, bashed, or chainsawed and then being put on a hook to be sacraficed.

    There's also Mystery Incorporated which was about an over-arching story and had real super-natural elements (to not be too spoil-ry)

    It sometimes got close to horror, but never quite on it. Still the closet in the cartoon shows to it though.

  • It would be such a random thing to happen it wouldn't really be a good addition.

    As far as I know the pebble is thrown in 1 arc, no matter what, even through walls. To aim that on a trap would be impressive but a huge waste of time and resources.

  • @LimeSoda said:

    Honestly would be down for a Scooby Doo chapter. The question is what killer would they choose? Personally Iaoild want either the Creeper or the Spooky Space Kook

    Maybe the Green Ghosts?

    The Green Ghosts were the disguises of Cosgood Creeps and Cuthbert Crawls. When dressed as the Green Ghosts, Creeps and Crawls wore what appeared to be green robes with hoods over their heads shadowing their faces. They also wore gloves, with long, curved fingers. The wrists of their left arms also had long chains with cuffs on both ends, but the cuffs on their right hands have been broken off.


  • I agree it's virtually useless and I've never used one outside of my first 10 hours in the game.

    However, it's probably in the game to give killers more hidden offerings.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399551#Comment_1399551

    Yeah but who likes some irritating heavy metal sounds in a soundtrack. They made a great job and Demo, Myers, Oni and Deathslinger and PTB Pyramid Head and then they ruined it with the heavy metal sounds.

    If it's done right heavy metal sounds can be pretty enjoyable. I mean that's like 85% of Dethklok lol.

  • @Nebula said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399543#Comment_1399543

    Are they giving every killer individual chase music?

    I believe they said that they wanted to do it and might have plans for it in the future.

    In terms of the amount of work it would take to do I figure is probably less than a regular chapter. All you need to do is get the music team to finish it and then just switch the music files. Overly simplified but not exactly a complex change I'd imagine.

  • @MrDardon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1399536#Comment_1399536

    You think the license holder didn't like the PTB version?

    Possibly. Maybe the people responsible for making the music were told to change it by Konami. Or maybe they just didn't like it and gave a different final product.

  • I'd say Demo as well.

    I'm very interested in what Nurses's and Spirits chase music will sound like when they get around to doing that.

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