coppersly
coppersly
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- coppersly
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Comments
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@Elk said:
But the Pirate killer would only tunnel and camp the Janes. :(
Because of all that booty?
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Anyone who thinks you can no brain your way to a 4k every game with Nurse and addons (like old omega blink etc.) have no real basis for their argument and have clearly never played against good players using a killer they don't play.
As Nurse you LITERALLY CANNOT GET FREE KILLS if you have not learned her, and even after that you will only get easy hits against braindead potatoes who REFUSE to learn how to properly counter her. And that's the reason her counter is now running in a straight line, because of people like you.
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Also where is the Mummy killer? Plague doesn't even come close besides bandages, I want a real Mummy killer and an Egyption or Pyramid based level god damnit.
Not like it'll matter since they'll almost certainly be designed to be "fun for survivors"
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@ProfessorDunwich said:
Or you could take the advice from the devs.
- Accept you will lose 2 gens immediately
- Watch the best streamers, as this will give you the skill they have
- Git Gud
- Play something else
Do you think when they made this game they ever imagined the objectives would get done so fast that one can pop a few gens in under a minute? I don't think so. They've changed a lot over time but the objective has more or less stayed the same. And it's a terrible one.
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@Aura_babyy said:
https://forum.deadbydaylight.com/en/discussion/comment/1032452#Comment_1032452
That's still not 3 gens though
I need someone to show me that, I have yet to see that happen to myself or any of the streamers I watch
It personally happens to me all the time. 2 or 3 gens done within the first 2 minutes, or if I'm patrolling I'll see 3 gens over 50% while one pops.
The whole point isn't a matter of securing gens, gens as an idea are a failure. They fail to keep the person doing it entertained or even require them to rub more than 2 brain cells together to do, and they fail because the map design spreads them out far too wide on a lot of maps.
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Nurse's can be silence to reflect on how fun it is playing her now.
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@Aura_babyy said:
3 gens down and 1 hook?
I guess if you're putting too much time into chasing someone or they're a really good team.
Well considering at the begining of the game the most survivors you can ever put pressure on at a time is 2, so usually 2 gens get done uninterrupted.That's 2/5 of your objectives done before anything has really had a chance to happen.
Entire game needs a rework as the generator system we have now doesn't work and only gets worse the longer its forced to live on past it's natural life cycle. Devs take gens off life support and man up and make us a fun and thought provoking objective.
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The game ended for me the day they went through with the Nurse changes despite enormous negative feedback.
And with no plans to fix it in the foreseeable future the game is as good as dead to me. It's purely for the lulz now with the dev team getting closer to swinging out of their rocker with each update.
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She's great for the most part but there are very few things in this game more frustrating than survivors who know how to trigger traps and not get hit.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/1008701#Comment_1008701
Who do you consider top tier? In my own personal tier list I consider Nurse, Spirit, Hag, and Billy top tier in that order.
Top tier for me would be very similar. Nurse (even though I detest the changes they did to her and sank what fun she was into a stress filled nightmare of a chore to play the game), Spirit, and Billy.
Hag, Huntress, and Freddy would be just shy of top tier for some reason or another.
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@Moox said:
https://forum.deadbydaylight.com/en/discussion/comment/1007799#Comment_1007799
Also if you grab a survivor I don't think it activates. :/
Nope, only by basic M1 hits that down a survivor.
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@kate_best_girl said:
https://forum.deadbydaylight.com/en/discussion/comment/1005336#Comment_1005336
Shes 100% top tier. Hags who camp with the traps already don't play her right.
I disagree. I think she's good and certainly in a better spot than a lot of other killers, but she is JUST shy of being top tier. The range limit on her traps really limits her play potential especially on large maps.
Also couple the fact she is another killer with a way for survivors to disable her power and she's not top tier, just shy of it.
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Honestly I think Hag needs map wide teleport in basekit.
My argument for this is right now she excells at proxy camping (objectives in 3-gen, hooked survivor, totems) and not much else unless you're running the map wide teleport addon. This encourages a more camping based playstyle with her. While you can play without a focus on camping, I think a map wide teleport would encourage the Hag player to spend more time around the map choosing more important spots rather than hoping you get a lucky area that supports your traps.
God forbid they even add a dumb cooldown on it like 10 seconds or something I think I could live with that. It feels like she's just shy of being top tier because of her range limit. It's also still not hard to avoid and even cleanse them and even might have teleport delay to avoid her coming to you anyway. Plenty of ways to play around a killer that feels much more threatening.
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I used to run BBQ, Surge, Discordance, and Tinkerer on Nurse.
Tinkerer and Discordance tell you where survivors are on gens and you (used to be able) to get grabs off of Tinkerer because they can't tell how close you are from the screams alone. Half the time on "The Game" map I would be on the other side of the wall on the gen and get a grab because they thought I was really far away lol.
And those will lead you to usually down someone close by the gen so Surge takes a nice chunk off and you don't have to waste time kicking it which saves a lot throughout the match. Then just BBQ to the next person.
This was of course before they ruined the fun aspect of Nurse and now you fight not only survivors and game mechanics, but also with the need to punch your screen because the rework was terrible and poorly thought out. So you'll encounter many 99% charge on second blink moments and TONS of the literal slowest walking you can do in game while you wait for your power to make the game fun for a second or two.
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Can anyone actually confirm that they are actually employees at BHVR?
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@TragicSolitude said:
Just play killer relaxed. Even if gens get done in five minutes and all four escape, don't worry about it. Even when playing solo survivor is frustrating, it's not a stressful race against time the way killer is. So, just refuse to put any more work into the match than a survivor has to. If the survivors prefer to rush through gens and escape in five minutes, if that's what they consider fun, then don't worry about it, just use those five minutes to have fun yourself and then move on to the next match. 'Cause you're right, trying to play killer in this environment isn't enjoyable, so ignore whatever it is the game expects of you and make your own rules; the game gives you the freedom to do so.
I actually like this mentality. Not enough to actually play the game again but you got me very close with this.
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@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/980888#Comment_980888
Do me a favor, just play nurse. Do a blink when the basement is near, you will get sucked into it no matter where you aimed. Also try to play on "Sanctum of Wrath". Enjoy!
Good luck even finishing the match without wanting to wish you were playing literally anyone else
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@FriendlyGuerl said:
https://forum.deadbydaylight.com/en/discussion/comment/980752#Comment_980752
A bit of the slug for you sir? No glass of proxy camping today? Okay comin right up!
<3
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/980538#Comment_980538
And yet with 16 perks, 4 man SWF has just under a 50% survival rate. Funny how that works out despite all the wailing about "swf Op pls nerf"
But those stats can't tell you how many groups weer perfectly fine and gave the game to the killer
or were overly altruistic
or played with their food too much and lost some people along the way
etc
Point is there is a lot the stats don't tell you. All you need to do is experience it first hand and see that yes, SWF ARE indeed a problem.
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@DBDfan12 said:
slug build, LOL
Yeah I doubt those work anymore with all the anti-slug changes. Maybe against potatoes but what doesn't work on them?
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The problem with this though is survivors get way more cosemetics and vastly outnumber killers. If every single killer stopped spending a dime and time on this game (I have personally) then it would barely even affect their margins.
As long as survivors are pleased and buying there is nothing that will change.
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@ASAPTurtle said:
https://forum.deadbydaylight.com/en/discussion/comment/980700#Comment_980700
Survivors are not that strong as they were before mate.
And yet SWF still dominates almost every killer they face
Loops are still incredibly strong with some maps being a joke if you hope to down someone in under 4 minutes
etc...
If after all these nerfs people are still saying any killer below A tier is basically throwing the match WHAT DOES THAT TELL YOU
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My guess is they are too afraid to lose the SWF population which almost certainly is the main cashcow for their cosmetic shop.
They also seemingly don't play killer, and if they do it's at an extremely casual level. They have no idea what playing killer is like against an actual good team of survivors which is why we keep getting balance around new players and really only survivors as of late.
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@[Deleted User] said:
Oof. I’m glad I’m not playing DBD for a while, that’s all I’ll say.
Since the Nurse rework I've been watching this game burn from afar.
Tried playing a game of Hag, the second most fun killer to me and it was just a lesson in why I left.
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@FriendlyGuerl said:
https://forum.deadbydaylight.com/en/discussion/comment/980692#Comment_980692
O damn didn't thought of the missing TR, thank's for the explanation.
No problem. Here to help make everyone see why playng killer is an exercise in masochism.
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@ASAPTurtle said:
Despite all the nerfs survivors have got to balance them out there still not good enough for some people? What about Ebony Moris, Annoying Add-ons/Builds, Scummy Playstyles, Hitboxes, inconsistent windows and pallets. Those are just some of the things that are still in this game that survivors face yet they keep playing, but one killer perk gets reworked and everyone goes berserk.
Did you ever stop to think that even after YEARS of nerfs and people still saying survivors are too strong, that maybe they are the POWER ROLE and not the killer?
If it takes years of nerfs and they are still too strong... There is nothing more clear than survivors are the intended power role.
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@FriendlyGuerl said:
https://forum.deadbydaylight.com/en/discussion/comment/980562#Comment_980562
Why is freddy most affected by OoO?
His anti-loop stays the same, only pallet freddy gets weaker.
You can drop the survivor and teleport, but then you get in a chase. I heard really good hag players even bind their teleport to scrolling to teleport even faster. And you loose the hook. So slugging is the right tactic against OoO with hag, thanks for the answer.
It affects him the most because you can see him while awake from any range making looping him around walls so incredibly easy they are all but assured free escapes.
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@FriendlyGuerl said:
https://forum.deadbydaylight.com/en/discussion/comment/980504#Comment_980504
Not nurse. And i said hag is disabled by a swf with OoO. So that's true now or what?
Hahahahaha
Have you played new Nurse?
If you can even get past the urge to throw your computer out of the window at best you're looking at teabagging to the extreme for even using her now. She's a SHELL of what she once was in terms of strength and fun.
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@Feyd said:
Corrupt Intervention means you only have to patrol 4 gens at the start and they likely spawned on gens that they cannot work on. They'll need to walk to one they can.
I swapped to CI from ruin weeks ago and do not regret it in the slightest. Guaranteed effect for a guaranteed amount of time. You should be able to find someone and probably down them before those two minutes are up.
Why do killers have to sacrifice a perk slot that only lasts for the BEGGINING of the game and no later and leaves them with 3 perks for a majority of the game while survivors have 16 perks that work for the entire game barring a few?
You shouldn't have to give up 1/4 of your perks just so the game isn't over before it started. That's terrible game design.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/980634#Comment_980634
Yeah, yet if you play them and struggle greatly to win a match, if you get so much as one kill just barely they will teabag you at the exit gates and taunt you and trash on you in post game chat for not being good enough. That's what you get for not playing like a top tier killer with a mori I guess?
I can't exactly blame survivors. They are constantly rewarded and assured that their toxic BHVR won't be punished and is in fact strengthed patch after patch.
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@Bustanut_Champion said:
Oh yeah bro work the shaft, maybe you'll get some free cells or something. You know this isn't just because people don't LIKE the change. There's actual reasons it's bad and they've been stated over and over; you're just ignoring them. Stop sucking up and acting like devs are imperfect beings who can't make mistakes like everyone else.
I totally get the devs constantly get a lot of ######### from the community but most of it at this point is slef inflicted for ignoring problems for so long and have their balance design be "release new perks and killers to deal with core problems" instead of just FIXING the core problems.
Every patch I have less and less sympathy for the devs since they're their own worst enemy at this point.
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@ProfessorDunwich said:
Maybe if more than a few killers were viable and not left to rot in low-tier, you wouldn't be having this problem.
*Cries in what used to be fun Nurse*
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You're right let me just enjoy the game without steessing too much abo--
*5 gens done in 5 minutes*
Oh wow that was a... fun game.
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@Actually_Jesus said:
There will be a relatively large rise in the use of NOED as a protest, for sure.
Also, camping, tunneling and mori offerings will become more prevalent.
https://forum.deadbydaylight.com/en/discussion/comment/980571#Comment_980571
Or, the more likely outcome, it will make you guys nerf NOED.
Why would you say something so contreversial yet so true?
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@FriendlyGuerl said:
Hex: Devour Hope is a perfect example for a well designed hex in my opinion.
I think that double destruction thing is a really good idea. :)
@Fayyar said:
Yes, there is a problem. It's 16 perks versus 4, and the survivors can disable some of those 4. This is a bad game design.
I am not sure how to resolve this. The most powerful killer perks should be hexes - this is fair. However, disabling a hex should be more challenging.
How about making it default that the killer is always notified when someone starts working on a hex totem? TotH would have to be reworked, of course. But I still think that's not enough. Maybe the Entity should block the hex totems for the first 2 minutes of the match? That way even if someone finds a hex totem, they will have to come back for it later. And 2 minutes is not long.
I like your ideas. Blocking it for 2 minutes would be a nice change and at least guarentee value out of most Hexes instead of risking even getting their effect off ONCE.
And I have always said that 16 vs 4 is a dumb design if they can disable some of the 4 and there are only a few on survivor side that can actually be disabled by the killer.
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@JC316 said:
https://forum.deadbydaylight.com/en/discussion/comment/971894#Comment_971894
I had a 4K merciless turn into a 1K brutal last night due to a key. Had everyone on death hook, 1 gen left, then suddenly match over. I was irritated.
Working as intended even though that would almost never happen in a non-SWF group.
Thanks BHVR!
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@Sylorknag said:
https://forum.deadbydaylight.com/en/discussion/comment/977289#Comment_977289
Imagine spending a whole year just fixing the crap you made cause you can't listen to feedback.
Oh wait... It took them 2 years to fix Freddy.
And no one asked for nurse basekit nerf, only her add-ons....
Oh, and MOM was broken beyond believe, and they released it anyway despite the massive negative feedback it got when it got leaked...
Can't wait 2022 for them to finally realize Legion needs a rework, and DS still broken, DH,BT are used by every single survivor past rank 10.
By the time they realize killer player experience is also important we will all be playing dice with our grandchildren.
I so desperatly want to play Nurse again but I don't hate myself enough to go through the torture.
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@Raven014 said:
I've been saying pretty much the same thing, why are they treating the symptoms instead of the illness...? It'd be way better for everyone if they did better balancing.
That's another HUGE problem is they don't want to do proper balancing.
They have said time after time they intend to balance the game by releaseing new perks and killers instead of actually fixing the core problems. With that dumb philospohy of balance you can only fix 4 things and pick which element of the game you want to fix with its corresponding killer.
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Slowly? No.
After Nurse it was quite apparent they want to be done with this game once and for all.
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@Lucama said:
https://forum.deadbydaylight.com/en/discussion/comment/974874#Comment_974874
Sarcasm? 4 min gens aren't fine, emblems aren't the only goal to play the game, and shorter games will affect other emblems as well.
Yes he had heavy sarcasm in that post.
Based on their design post and then Almos post in GD it doesn't even seem like gen times are on their radar. Well if it is then it's in about the same spot as SWF must be because neither are ever even mentioned anymore.
@Artyomich said:
Yes they did. They look at gens with survivor glasses The whole post was riddled with red flags. Imagine listing three benefits for killers but all of them are all for survivors lmfao
Yeah I had to do a few double takes on that tbh.
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Back when Nurse was fun and useable I never ran Ruin because it took up slots for better and more interesting perks.
But now that both have had their kneecaps shattered I don't see any reason to run it without a dedicated build around it.
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Instead of trying to make him viable they want to make him "fun to play against"
They didn't even CONSIDER if he was FUN TO PLAY AS, just simply against. And that is the crux of the problem. Buffed or nerfed doesn't matter, they don't even care about it from the killers side right now.
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@[Deleted User] said:
but MY CRUTCH :(
Yeah such a crutch to make the game last longer than 5 minutes.
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@twistedmonkey said:
https://forum.deadbydaylight.com/en/discussion/comment/970862#Comment_970862
If that is truly the case then why do so manycomplain about red ranks while stating every game goes so fast? surely they would have more slower games than fast ones? the truth is ranks are about time played nothing more and most only remember when they lose a game badly.
https://forum.deadbydaylight.com/en/discussion/comment/970902#Comment_970902
I've saw matches where people throw themselves at the hook, others where 2 are left and manage to do 3 gens. Its never over till the fat lady signs. Even once the gens are done its never a good idea to give up as a kill can be just a few steps away.
Patterns change constantly and why the nature of a PvP game is different. The unpredictability is what makes them fresh even with such simple concepts.
I laugh at unpredictability. The game is about running in circles around the same objects and doing the same gens over and over and over
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@Venom368 said:
I'd be curious if devs had any feedback on this, but if I had to guess in they had future plans for increasing the length of the game: yes they do.
They likely have ideas for future changes to make, but need to see how killer games (with and without new Ruin) are going over the next few weeks in order to tweak those plans, and see if further changes actually need to be made in the first place.
A few months ago I might've agreed with you. But every single change so far has just ignored the pacing problem of the game and they cxlearly only care about survivors fun right now since they even word it as such in their design notes.
I have lost all faith in the devs since Nurse, Legion, SWF, and the ongoing ignoring of core problems to the game.
Nothing has been done about SWF.
Nothing has been done about the pacing of the game.
Everything has been done to make survivors experience more fun and less annoying. Have you seen ANYTHING at all from the devs saying anything even remotely similar for killers?
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I'm glad someone else noticed it, it felt like everything was purely from a survivors persepctive. Nothing about playing killer or any experiences you have as one were addressed or even mentioned.
But when they think a change like they did to Nurse is "slight" and works well then you really can't hold out any hope they know what they're doing for killers.
It feels like Family Guy writers with Meg. They didn't have any female writers so they couldn't write a young female character and instead turned her into a reptitive joke with no substance. Replace "Meg" with "Killer" and that's basically BHVR right now.
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After the baseball bat to Nurses knees and Ruin going away I doubt the devs even care about killer gameplay right now.
Look at their design notes, it was written in a way that suggests the changes are only focused on what survivors experience. Did you see anything in there that even remotely implies they thought about any of these changes from a killer perspecitve? It feels solely based on what survivors find fun or boring.
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@Usui said:
https://forum.deadbydaylight.com/en/discussion/comment/915259#Comment_915259
Not saying that with predjudice. I mean it. She breaks the game in every means of the word. You can't balance her because of how she ignores any defenses survivors have against her.
Eventually another killer will be released that ignores pallets and windows similar to Nurse. The counterplay will be similar, you will have to do something other than run circles around them. You will have to actually plot your path along a chase based on hiding and LOS instead of window or pallet loop over and over.
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@Rivyn said:
https://forum.deadbydaylight.com/en/discussion/comment/914562#Comment_914562
I still feel they should have done her nerf as a two parter. Addons first, let them settle and gather data, then maybe add the cooldown if they felt it was necessary. I believe they would have found it not to be the case, as most people would have been happy with just the addon changes. But as somebody else said, the cooldown was slapped on because they ran out of ideas for her addons.
Nothing screams creativity and reward like disabling your unique power for literally walking!! Exciting stuff.
