Avatar

coppersly

coppersly

About

Username
coppersly
Joined
Visits
1,884
Last Active

Comments

  • @SteveyTheExEevee said:

    Death squads don't exist. People do sure love to exaggerate in this community, lol. Luck defintely needs to do more though, I agree.

    Just because you don't experience them often and they are a "minority of survivors" doesn't mean they don't exist.

    Why are people like you so intent on calming there isn't a SWF balance problem when EVERYONE knows it and it is essentially a different game mode for survivors.

    It is objectively more powerful than regular survivors. You can pull off tactics that would NEVER work in unorganized teams like sabo, hook rush + DS, etc...

    They do exist. They happen enough to be a big problem. Just because there isn't a lot of them doesn't mean we should ignore the problem.

  • @Mr_K said:

    No one is forcing you to.

    😡🏹 if its on the shrine you better get it buddy.

    He could always buy Clown and enjoy playing him until rank ~8 or so. Then he better get off that ######### quick.

  • It is 25% of the total progress, so even if the gen is only 20% done after a PGTW kick it'll be at zero.

    And yes you should use it on weaker killers as it can help with gen pressure and control (although not much tbh)

    I personally don't run this or ruin on Nurse because of Tinkerer + Surge. They are my gen control and it works pretty well most of the time.

  • Well if we make luck increase chest rarity then the perks dedicated to literally just that become obsolete.

    Not triggering skillchecks could be a thing. It would require a good bit of testing though to see if its healthy for the game when you inevitably get the x4 offering death squad.

  • The problem is if you give an indication that she's phasing then you will lose the mind game every single time against a good survivor. You become an m1 killer in essence which is the exact opposite of what makes killers viable at high rank.

  • @oxygen said:

    https://forum.deadbydaylight.com/en/discussion/comment/792420#Comment_792420

    Do you mean SWF in general and not just the voice side of it?

    I'm curious, what exactly would you want them to do to "put it down a peg"? Because I'm fairly confident I can say that mechanical handicaps/nerfs applied specifically to SWF parties will never happen, and obviously the removal of SWF is even less likely.

    I agree.

    If we remove it we get another wave of review bombs and we just go back to constant lobby dodging until you get your squad. It fixes almost nothing.

    Also applying handicaps to them won't solve it either. They'll either adapt and be almost as strong or just find another way around it.


    The best solution I've seen is make solo survivors on par with SWF (information, strategy, whatever can be reasonably done) and then buff a majority of the killers to compensate for the shift in the game. Then we can just treat survivors as survivors in terms of balance. We won't need to think about solo and SWF separately anymore which would help SOOOOOOO much in terms of being able to actually balance the game.


    As I recall the devs don't want new gamemodes because it will split the playerbase, but isn't that already a thing for survivors? Play solo and have a good chance of getting stomped or play with friends and change the entire nature of the game. This is equivalent to adding in another mode because you already have 2 survivor game types.

  • @GrootDude said:

    I just wanna chat with my friends and laugh at our mistakes, but what is stopping us from using WhatsApp, instagram call, messenger call, swapping phone numbers, being in the same room, discord, or FaceTime?

    Exactly. Since we know the development of a game like DbD is going to eventually include comms whether the devs wanted it or not, we should just adapt and put it down a peg.

    Ridiculous we still have to fight such a broken and forced mechanic years after the game has launched just because it was review bombed.

  • @Broccoli_Jaeger said:

    I would make "Play with your food" better. It would be useful for all killers who can get looped. Right now it's extremely weak and doesn't work with the emblem system because you have to lose a chase on purpose.

    Yeah I would like all of the obsession perks to not reward playing the game wrong and actively going against the system the implemented to guide what you should be doing.




    If you're the obsession from your perks or the killers you should have a negative applied to only you. I don't know what, but it's annoying seeing an obsession when I don't run them and they have literally no downside.

  • @ColonGlock said:

    Buff killer bloodpoints for facing SWF and give an indication at the end of the match how many players were SWF without naming them directly.

    Killers will be amazed with they get rolled by solos, and feel a bit better about the defeat when a 4 man stack teabags out the gate.

    @Peanits

    This would at least acknowledge the imbalance and make facing them less stressful.

    It would acknowledge it, but not make it less stressful.

    I personally make a lot as killer in BP in a match. I don't want more just to face toxic SWF. It won't make the game go any better.

  • @Peanits said:

    I play a mix of SWF both with and without voice chat. I gotta' say that it doesn't make a whole lot of difference. If anything, I probably do worse in voice chat because we're more likely to mess around and go for silly shenanigans like Head On.

    I think voice chat is often mistaken for 'a group of good players who happen to be in a SWF'. You stick a couple good players together and you're going to have a rough time (unless you're an equally good killer). Likewise, you stick a couple casual survivors together and give them voice chat, they're not going to suddenly be amazing. They're still going to drop like flies, they're still going to search for Ruin for several minutes.

    I've played against loads of groups who were clearly playing together (matching names and all) only to win no problem. I've also played against groups of complete strangers who all played well and streamrolled over me. That's not to say that voice chat doesn't give you an edge, but the bulk of it just comes from knowing that the people you're playing with can be relied on, that other people are doing something productive while you get chased.

    In response to the OP, though, you cannot possibly prevent people from talking to each other. Even if you were to detect every single voice chat program out there and call it a cheat- and Steam itself has voice chat, as do the other platforms- you could just use your phones to communicate. It is unenforceable.

    That's all well and true, sometimes it doesn't make a difference.

    But it sometimes DOES make the difference. There are tons of tactics you couldn't do reliably without voice comms (hook rushing + DS/HO, sabo meta, flashlight gangbangs, etc..) that are extremely powerful.

    You shouldn't just dismiss SWF as a problem because it's a minority who is abusing it. If the game can only reliably support 3 killers --soon to be 2 :(-- at high elo where the most people are abusing it then it's a problem. I know there are killer issues and things that can be toned down but please stop dismissing SWF as you as a team clearly never intended it to be in game yet you still support it and talk about it as if it was a day 1 planned feature.

    No one is mad that people can enjoy the game with friends. We're mad because those who can and do abuse it make the game extremely unfun and nothing but a rage fest.

  • @ChainsawCharlie said:

    I went against a Nurse last night on Lery's on PS4 and she destroyed us. She's still very playable. I wouldn't even consider it a nerf, more than it was simply an adjustment.

    The changes haven't hit any live version yet, and also you're on a console so you can't possibly play the PTB on that.

    With all that said, what you posted makes zero sense.


    On topic, whether or not she is too strong and the changes make her too weak are mostly irrelevant, because she isn't FUN to play with the nerf. You're constantly monitoring the gauge so you don't ######### yourself over and extend the chase yet AGAIN, the sound is constantly going off and annoying you, and you walk like an m1 killer while you wait for your power. I constantly found myself asking if it was even worth it to use the blink in certain situations because if I missed or I found someone then the chase was just going to reset and I wouldn't have my power. Not fun.

    The allure of Nurse was that you can move through objects and that you are CONSTANTLY using your power. That was good design. Bad design is limiting a power artificially behind a cooldown mechanic so they can be a bland m1 killer in-between actually using their unique power. And she is only as good as the person using her. And SWF cancer still exists. We don't need to change her basekit right now if ever besides bug fixes.

  • @darktrix said:

    https://forum.deadbydaylight.com/en/discussion/comment/786345#Comment_786345

    SWF is tolerated because 1) there's absolutely no way to enforce a ban on using 3rd party chat 2) people like to be social and play games with friends - and they often like to speak with said friends during a game. To take that away will diminish the appeal of a game for quite a significant portion of the player base.

    So let's keep a clearly unbalanced and obviously unfair advantage to solo survivors just so friends can play together. As long as they're having fun who cares if the killer or other solo survivors in the match are having fun.

    My problem isn't that you can play with friends, its the extreme amount of free perks and knowledge you get at all times that was never intended for the game. Yet after a review bomb they added it in without balancing the game around it. Now we HAVE to suffer with the toxic groups who abuse it because there is no way to not deal with it.

    In my personal experience unless I'm nurse they are usually a toxic group who genrush and try to bully 4/10 games. Is that really fun for me or any survivors getting sand bagged?

  • I love how we all acknowledge the game wasn't built around communication and the devs clearly won't implement it because it goes against this, so why is SWF OK??

    We won't implement it because we feel it breaks the game but it's ok if they use discord.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/98310/grabs-dedicated-servers

    Yes, you don't get the grab, NOR do you get a hit. Screwed by Dedicated Servers

    I agree it's an awful feeling but I'm not trying to knock Dedicated Servers. Quite frankly I really don't care what we end up using just as long as it works most of the time. P2P did that for me personally pretty well, I have a fast connection. I understand DS might help others though and that's awesome, as long as I can keep a semblance of what we have now with P2P I'm all for helping others get a better game experience.



    @justarandy said:

    Yes. I mean, grabbing was buggy previously aswell. But at least with the p2p connection you would get a hit instead. However dedicated servers you don't get the grab nor a hit. Just stuck in animation and the survivor can run away for free.

    Exactly. Half the time I think I've dc/d and am left wondering what the hell is happening while they just run away like "lulz" and it feels awful :(

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/784103#Comment_784103

    I picked her up in like 5 matches. It really isn't that hard if you have seen some gameplay before trying her.

    I agree, her basics aren't hard to pick up especially if you have watched someone beforehand.

    However, there are so many nuances and small things that come with playing her that tend to take a lot longer to develop than it does to blink around semi-accurately.

    Look at the recent Nurse PTB changes. Literally one change to her base-kit altered so much of her and it was all pretty much bad. She lost mind games, map travel, etc... that you pick up after the first week of playing her.

  • @AshleyWB said:

    We need a new game mode. Something less competitive and more forgiving.

    And a double killer mode. My bf won't play this game anymore because it's so toxic but he'd be willing to play it with me if we could both be killer. Also it would be so cool to see the killers in the same match interacting. Mashing a bunch of super-powered killers together against a bunch of survivors? Sounds very fun.

  • @Peanits said:

    Funny you should mention that, some of his cosmetics were already altered to be more visible (at the same time as the famous Blendette nerf).

    I can't say I exactly have a hard time seeing him, though. He's a pretty hefty boy. He's like a needle in a haystack if the needle was six feet tall and protruding right out of the hay.

    I had a game where he insta-healed and crouched around a corner. It was hard to find him because I still thought he was injured and not hearing the injured noises was messing me up hard. He also blended in with the wall so perfectly when I hit him I was 92% shocked that it was a person and not some pile of rubble in a coat.

  • @KillermainBTWm8 said:

    And how does the pip reward you?

    Well I will do my best to connect OPs logic.

    If we balance the game around the 2 kill model, that really only works when we're thinking of red ranks. It makes sense that at that level 2 kills is fine if it's the norm (it's not and toxic survivor blah blah blah) because you don't really need to pip up at that point.

    But if that is the intended goal for every rank then it creates a problem where certain killers can blast through to red ranks because they're strong and weak killers are stuck in brown/yellow rank because survivors can stomp an m1 killer who is balanced around always letting 2 or more go.

    I personally agree with OP, escaping should be less common, and the last survivor should have had to work for their escape, not just get a free hatch because they were lucky and not the 2nd to last found. And we should strive to make all killers on or at least near Nurse level. Imagine actually having to change the way you play the game depending on the killer used? Isn't that a crazy concept?

  • @Mochan said:

    "Nurse isn't even that strong"

    Oh wow, really, wow. How can anyone be playing this game and think this? On my very first match as killer I played Nurse and got an easy 4K. No perks and no add-ons. That was about a year ago and survivors were a lot stronger back then.

    And how are you playing basekit nurse when you are using up all her stuff? If you are using up all your add-ons surely you aren't playing basekit nurse.

    Well it's a good thing we don't decide balance around playing 1 game right?

    It was your "first" game with Nurse, I doubt you stomped them unless they were playing their very first game too. You don't pick Nurse up in 1 game, it takes hours of work.

  • @Horror_Gaming said:

    Make clown have bottles that charge over time to refill instead of having to manually reload

    Take the recharge on Nurse blinks... and move them to Clowns bottles. Everyone's happy.

    https://media.makeameme.org/created/move-this-over.jpg

  • @justarandy said:

    I'm part of that. Im currently using up all my omegablink addons, black wards, puddings, party streamers and moris on Nurse because I'm very convinced that I won't touch her if the basekit nerf won't get reverted. It's good to feel powerful, it's the last chance so why not.

    Same with insta heals, I'm currently popping all my addons. Had 100 straight games and still around 200 left. I probably won't make it to use them all till the update, depends on how long the delay is.

    Yup I'm getting in the last of my Nurse games and days in DbD before they make her unfun and unrewarding to play and I can finally stop playing this game and move on.

  • Honestly I'd like to see the most run perks become baseline for both sides. WGLF and BBQ because they're both run so often.

    Something needs to be done about the main objective in general, and once that's done we can work with ruin and perks like it.

  • In solo survivor I'd say it usually is the killer. Unless of course you've got lmg experts who run loops for breakfast then it's a tossup.

    When SWF is involved and the team is coordinated and good they of course are the power role. They can bully killers. How is that not the power role.

  • I know I hate when they happen as killer. And if it's because I'm doing too well then I usually try and let some go if they're not being toxic.

    I know gens could be made more interactive and interesting but I'm not quite sure what we could do for killers. I think there could be an invisible mechanic that slows the game down the more survivors are alive and speeds up their actions slightly per dead survivor if gens are still not being done. Like total percent across all of them so we don't get pigs dumb counter either.

  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/771261#Comment_771261

    Incentive to get the premium pass from nurse mains however

    They mentioned seasonal cosmetics coming out when the seasonal event comes out again.

    While it might not be exclusive it's probably not going to appear on the store for a year

    They messed up the order though. You usually release a skin and wait for everyone to buy it then nerf them into the ground. Tsk tsk.

  • @[Deleted User] said:

    Nurse needed a small nerf, but this change was way overboard.

    She completely plays differently and it feels awful and it's not because she's weaker. It completely complicates everyone's muscle memory and is a complex solution for a simple problem that creates multiple new problems for the Nurse, all in order to solve one problem.

    It's unnecessary. Simply tweaking her fatigue times would have been a more appropriate "slight nerf" to her base kit and would have ultimately done basically the same thing as the rework without compromising the integrity of how she plays and feels. If that wasn't enough, perhaps another step could be taken, but this wasn't a step in the right direction, it was a leap and completely botched the landing.

    With the new Nurse, my eyes are glued so much onto the power gauge that I'm looking and playing around it more than what the actual game in front of me and looking at what the survivors are actually doing in a middle of a chase. It's not enjoyable in the slightest, even when I was still getting 4ks, and eyeing the power gauge so much literally gave me a headache more than once.

    You're exactly spot on. I hope someone with power to change this stuff is reading comments like yours.

  • @Shraar said:

    For me, the best part of playing Legion is going on a stabbing spree with Feral Frenzy. It sucks when they know this is coming and sprint away, and you awkwardly chase them until Feral Frenzy runs out without tagging them.

    I would like if they removed the Terror Radius and Red Glow from Feral Frenzy, and reworked it so Killer Instinct reveals in a radius = to the TR (even if it's currently silent).

    I think this would reduce the likelihood of survivors knowing exactly how to split up to counter FF, while still preserving enough counterplay (They see Deep Wound being applied ofc, they know a spree is on) that they can react. Due to the long stun and loud shout as it ends, Legion can't sneak up on you after it expires.

    Additionally, I'd also like to see the orange outline on survivors located by Killer Instinct, and remove the power drain on regular M1 hits. Why is that even a thing?

    "Because we want players to have fun using our base m1 mechanics while their power that makes them unique and interesting is on cooldown. It's called synergy."

    -The dev team, probably

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/766209#Comment_766209

    But there is no way to fix this issue unless they bring solos to swf levels. If you balance a killer against those rare swf's then they will be too powerful against solos.

    I've long advocated we bring solo up to SWF. I don't see another way to make the game balanced without ditching SWF so buffing solo survivors is the way to go.

    But in return we have to buff all the killers, obviously some way less than others but at that point the game can actually be balanced and there won't be 2 survivors options: lose / abuse with friends

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/763728#Comment_763728

    I beat SWF with Trapper and I don't even claim to be that good. I destroy SWFs with Spirit. If you can't beat them with a killer who can blink through pallets, walls and floors, you should look more to yourself than the killer.

    There are very few groups of survivors that are among the elite who can destroy any killer, so spare me the comparison of those groups to the regular red rank swf.

    You've completely missed the point. They exist, they are a problem. It doesn't matter how many potato squads you take down with a weak killer it doesn't mean that they aren't broken even against a good killer using a good killer.

    I am so tired of hearing that argument. No SWF should ever be able to toxic tbag and bully killers at any level, especially in red ranks.

  • @Saitamfed said:

    https://forum.deadbydaylight.com/en/discussion/comment/763728#Comment_763728

    SWF should not have that amount of power... Stop being biased. "Oh, killers are nerfed but in the meanwhile sweaty SWF are..." and believe me, I went against those sweaty tryhard SWF a lot and I don't like it but that's not the way because half of the players, play solo and it is not cool facing a mastered nurse as a solo (and a lot of player lower his rank on purpose so It's not a mistake saying green ranks). A lot of players just like to play casually with friends and end dying so SWF mechanic is not the issue. The problem is when you are being bullied by these SWF people who plays a casual game like a competitive one when it's not and their behaviour should be banned in someway like disabling SWF option for them for a while.

    By the way, I am a main surv but think that perks like Adrenaline should change because a lot of things have changed since then.

    I personally get a lot of SWF groups. Usually they are toxic or they just genrush so fast the game is over before it even really began. There is no fun when 4 coordinated people can tactically destroy a game that was built around not having the tactical knowledge of an assault squad and use communication.

    So yeah, until they fix that don't change the 1 answer to it.

  • @yandere777 said:

    https://forum.deadbydaylight.com/en/discussion/comment/763718#Comment_763718

    There goes my chances of getting good with nurse now on ps4. I'mma be punished even more for learning a killer. Hooray... Not. This basekit change blows. It'll be much more punishing on the lesser skilled nurse players and will make using her excruciatingly difficult.

    When people say it won't stop good Nurses, they're mostly right. It obviously hurts her but the biggest problem for those good Nurse players is she isn't nearly as fun as she was on live.

    I play killer to have FUN, not min-max just to even safety-pip.

  • @8obot1c said:

    If you don't want gen tapping there is overcharge

    That still doesn't stop it. I used to run it before surge because I hate when Tinkerer goes off and it doesn't re-trigger because they gentapped.

    They will still be able to hit the skillcheck while getting chased, multiple times. Honestly if they work on a gen for less than a second and get off it should trigger an even harder overcharge without having to use the perk. That's how busted gentapping is.

  • @Warlock_2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/760202#Comment_760202

    Everyone on here should know by now that I main killer. I agree with the Nurse nerfs. One of the reasons I don't like to play her is she is easy mode. Very few survivors can counter her and most of those are rank 1.

    As for her addons, I think they are collectively better as you can now make varying builds concerning her recovery speed. Her map pressure is still better than most killers and she is still hard to loop.

    Enough crying already. Nurse needed this.

    Survivors not playing the game differently when a killer is used does not mean the killer is broken.

    Why are we going to nerf the hardest killer in the game that is rarely even used to her max potential when SWF can still cuck and destroy any killer they want. If 5% of the survivor community is too small to balance around then so is the incredibly small pool of Nurses that can play her well. She still has counterplay, it's up to the survivor to use it.

    PTB Nurse has counterplay and then extra on top. Good luck ever beating even a mild SWF now.

  • @Aven_Fallen said:

    Wait until the reworked Nurse is live for a few weeks. Then you will more likely get an answer, which is not from a whiny Killer Main who thinks she is dead or a whiny Survivor Main who thinks she is still OP.

    You won't be seeing many of them. She is less fun overall to play now, way more punishing, and her map/chase pressure is way down with all the old negatives she already had.

    Who want's to play a killer that punishes you extremely hard even for successful hits when killer is already stressful and sweaty.

  • @Acesthetiic said:

    https://forum.deadbydaylight.com/en/discussion/comment/762583#Comment_762583

    You don’t have to use corrupt at all. Flashlights don’t destroy her. More than two can be annoying, but I’ve never seen that in my Hag games. Most is usually one or two, which doesn’t destroy her.

    The only reason I have trouble in Hag games is because survivors are getting ever better at trigger them at the farthest distance so they can run to something safe in time, or waste my traps when I'm away, or just never run a loop twice so traps are less effective.

    But when she works she is pretty fun.

  • Hag is pretty strong when you get a good map.

    Get a huge map though and it's GG.

  • @UltraBanana said:

    I'm a killer main and I want her nerfed into the ground. Too many bad killers carried by her being OP, same with spirit.

    Looking forward to some spirit nerfs and then maybe survivor will be worth playing again without having to face the ~big three~ like 80% of my games.

    Let me stop you right there.

    You can't get carried by Nurse. You need to know how, when, and where to blink or you're going to miss and constantly watch them run away just out of your fatigue sight.

    Getting carried would mean you didn't put in skill proportionate to the reward. You will NEVER get that on Nurse unless the survivors are actual potatoes and run into you after every blink.

    In fact, survivors skill proportionate to their reward is a complete joke. Solo survivors don't have fun because they can't coordinate and make many mistakes as a group, and SWF groups are incredibly strong and game-breaking on every killer but S-tier killers, and even then you still need to be good at the killer to stand a chance.

  • @SeducedByDaemonette said:

    https://forum.deadbydaylight.com/en/discussion/comment/754666#Comment_754666

    if you get looped as Trapper or Hag , it's not a bad killer , it's you who bad at game

    SWF can disable your traps by knowing exactly where they are at all times, and can disable them whenever you're busy.

    They can trigger a Hag trap and run back to safety before you can actually move to swing if they're smart.

    Survivors can and do absolutely shut down trap killers. They're my favorite second to play as after Nurse but they just aren't good when survivors start grouping up. You can't apply pressure to the 3 gens the others are working on and it's game over if you don't have a god hook in the first 3 gens.

  • They have to had touched the gate and you have to had gotten a down. That can be hard if they've gotten to the exit gates.

  • It's not overpowered. It's hard to activate and you always have the choice to run out before it activates. You can also leave gates at 99%. You can run away from gates and then come back.

    It's annoying sure, and very scary if it happens, but that's the point of the perk. To punish you for staying behind.

  • It was originally Hag because I love trap killers and Hag was the single best at it when I started. She was also cool being more monster-plant-creature than just human, and I loved teleporting with the traps. Freddy is a close 3rd now because of his trap rework.

    I moved onto Nurse because not only was she effective she was incredibly fun. Blinking to move and learning how to read an area in an instant after blinking became addicting and very fun to master. If I was failing in a game it was almost entirely my fault usually. I was in control of how well I was doing and that was something that other killers don't have for me. I can only do that with Hag in lower elo's despite knowing her very well. She just doesn't have the tools to counter SWF like Nurse does. Plus blinking out of the basement and onto someone from BBQ is the best.

  • I've thought about expanding perks slots but it always comes back to this problem: People will run as many meta perks as possible making the game even worse. While I wish at least killer had 5 perk slots to be more powerful I don't think everyone instantly equipping one of 4 perks in that extra slot is very healthy for the game.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/754586#Comment_754586

    But to be fair all of those killers have some downside to their ability. Demogorgon has to first set up his traps, and they can be destroyed once activated.

    Freddy has a long cooldown on his ability.

    And Hag, well, she can only teleport if survivors trigger the trap.

    Hillbilly is the best other killer with map pressure, his only downside is that objects can be in his way. But to be fair he also has the least tools to help him with looping. Obviously he has a strong instadown attack, but still. Nurse had just as good if not better map pressure as well as better chase potential. So her map pressure taking a small hit shouldn't be a problem.

    It's not a small hit though. It actively takes away minutes of your game by the end of it with all the waiting around doing nothing. She already had her downside of the stun and loud scream announcing she was blinking. She also has objects in her way if her blink ends in them (happens a lot with trees etc..)

  • @twistedmonkey said:

    I think consistency overall can work well but I do think certain conditions with add-ons could and maybe should change them up.

    Take Myers the biggest change undetectable makes is to his EW1 build. A simple fix is to remove undetectable when using those add-ons so it gives more options.

    Plague I can understand the consistency with pallets as she has a range attack so to be able to one shot down someone after a stun from a distance makes that stronger and more viable than the standard M1 killers with timed one shot downs like Myers.

    I'd agree with the Plague pallet interaction if she was actually able to get her power off in a normal game. I think the one where she gets it every time a gen is done should be base-kit, or have something that gets increasingly worse the longer you let yourself stay broken so you actually have incentive to cleanse at least once during the match.

    Right now you get it maybe at the end after the gates are open for 5 seconds while they t-bag you on the way out.

  • While you can learn from a bad game and your mistakes, sometimes it really is the game and there was nothing you could realistically do to alter the outcome.

    You're trapper against a sweat squad who knows where you are 24/7. Are you realistically going to stand a chance? No. There's very little you can learn from that match except how to hold in anger and not break the nearest object.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/754647#Comment_754647

    so youre not okay with the nurse being at the same level as 90% of the other killers?

    Contrary, I want other killers to be on Nurses level. She makes you change the way you play the game. I think that's what all killers should do. Depending on the killer you have to do stuff differently? that keeps the game fresh and interesting match to match.

    Right now it's: Hag? loop. Pig? loop. Leatherface? loop. Nurse? play differently break los. Trapper? loop.

    I would much rather the game have more diverse ways of dealing with killers other than running around a god damn pallet and L-wall for 2 minutes.

  • @Mr_K said:

    Billy is next. Have to work those addons, right?

    Don't worry though, the worst they would do is some slight changes to his base kit.

    *Billy now has a 2 second cooldown for every meter traveled in chainsaw sprint. This is to give survivors time in-between sprints to break LOS and hide*

  • I normally play gen jockey myself but I wish there was something more to it than holding m1 and pressing space a few times. I really want to see an improved main objective that requires actual skill to complete.

  • @underlord99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/754624#Comment_754624

    the part where you said you get punished for bad blinks, isnt that how most killers are??

    It's fine for balance purposes to have bad play be punished, but she already had that. This is double punishment that makes it even harder to actually catch back up. Also it's not fun. I don't like being an m1 killer inbetween being Nurse.

  • @humanbeing1704 said:

    well I mean I love the hags who place everyone of their traps around the hook instead of actually playing hag in a skillful way

    Yeah if you encounter a Hag who wastes more than 2 traps at your hook you can easily outplay her with crouching as fast as possible to a safe area on the map.

    Or just have someone run through all the traps and distract her, she's very countered by SWF.

1 … 35 36 37 38 39 40