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coppersly

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  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/1728031#Comment_1728031

    If there isn't a whole lot that can be done for good players, then this is not an idea I can ever get behind.

    I'd agree with you normally, but DbD has time and time again rejected the notion of competitiveness and insists on it being a casual game. Therefore we can't hold special balance exceptions for the top percent of players (but we'll still nerf a killer who is only good in that range cough) so yeah, in this case I'm willing to sacrifice <3% of the game's population to hinder greatly toxic people and their effects on the game.

  • @TAG said:

    What is your solution to players who are blocked by salty people for just being good at the game?

    Well the hope is that they block so many people better than them they only get easy games and therefor themselves become blocked by so many people they have no one or hardly anyone left to match with. This is an ok solution because abusers have to invest into it and get punished for it. Nothing wrong there.

    For good players that get blocked by salty people, there's not a whole lot that can be done. I've suggested that instead of permanent avoid it becomes a timed one so that each player doesn't have to interact for a while and hopefully forget and virtually become new players to each other again. Or they can just take it on the chin for everyone else since they're by far a minority in the game. That's not ideal but neither is toxic people ruining the game for everyone and there being no mechanisms in place to even attempt to fix it.

  • @Axe said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727063#Comment_1727063

    sure on xbox and PS. But on steam you can just family share it up to 3 to 5 alt accounts

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727063#Comment_1727063

    You can use Steam Family Share to create alt/smurf accounts completely for free and keep all DLC. It'd cost nothing but a new email address.

    Thanks for reminding me. This is actually how I started out in the game so I can't believe I forgot that bit lol.

    @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/1727645#Comment_1727645

    They definitely had it Blacklisted in EAC, and if EAC caught you using it and banned you, the devs would basically wash their hands of you and say "that's your problem, you were warned, but you did it anyway and got caught." Then the Dedicated servers came out and made it obsolete, just as you said, however, up until then there were still ways to bypass EAC and still use MLGA, but fortunately not everyone knew how to do that, so MLGA saw a major decrease in usage due to the Blacklisting. Which leads me to my point: BHVR themselves acknowledged the problem MLGA was causing their game and the community due to players blocking other players, and acted against it by having it Blacklisted in EAC. Yet here's a post asking the devs to basically reinstate the function of MLGA that got it Blacklisted, i.e. the ability to Block players, as an integrated part of the core game... Methinks the OP is "barking up the wrong tree."

    Even if they did implement a block player feature into DbD with a limit of 10, that would still cause a huge issue for the top % of high ranked players. Can you imagine a good red ranked Killer getting blocked by every survivor they play against on the dedicated server they play on? While its true each player would only have 10 slots to use, that's still 4 players per match blocking that killer, and eventually that would create an ousting environment wherein the best players can no longer play DbD, because every time they get a match, the players use up one of their slots to block them, and eventually that players queue times go way up because nobody will play with them. It's not their fault that players don't want to take up the challenge of playing against them, they worked hard to get as good as they are, but a block player function would reward them with what basically amounts to a "community chosen" ban from the game. That would be like if the top player in an esports game like Overwatch was kicked out "for being too good" which doesn't make any damn sense in any multiplayer platform. "Congratulations, you're one of the top 100 players in our leaderboards, enjoy your ban!" yeah... that sounds fun. /s

    While the "Intention" for having a Block player function may be to weed out the toxic, unsportsmanlike, and hacking/cheating players, the reality is that it wouldn't be used that way, and genuinely good players would end up suffering because of it. BHVR knew that when they blacklisted MLGA, so I don't really see the point of asking them to implement an "Avoid Player" function into their game as a feature.

    I've argued on this point before but I've come up with a way to help ease that problem over time. Instead of a permanent avoid feature maybe it's timed for a few months? This would allow those really exceptional players to still find lobbies, albeit at a slower pace than now.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/203313/rank-1-killer-a-nurse-opinion

    First of all, everyone knows that Nurse is the best killer in the game.

    Second, no perk is mandatory on Nurse except shadowborn.

    Third, the arguably best Nurse build in this game is BBQ, Whispers, Shadowborn, and A Nurses Calling.

    Fourth, her best addons are blink recharge.(Fragile Wheeze and Dark Cincture.)

    Fifth, newer Nurses shouldn't use plaid flannel, or they'll get used to it and won't ever know blink distances without it.

    Sixth, I'm very glad to see more Nurses, since she's one of my favorite killers to play against! Have fun playing her!

    Seventh, what outfit do you use? I don't know what to wear lol. I usually wear Grim Veil+Reaper Wedding Dress+Bloodied Bone Cutter, but I'm bored of that and don't know what to wear.

    I've tried using shadowborn on her before and it only throws me off and makes it much more awkward to take in all my surroundings before the fatigue sets in. On that note I'd argue her best perk without a doubt is BBQ since she is the only killer in the game that can get to someone before their aura disappears no matter what is between them without addons. But tbh there are a few perks that could be considered her best depending on your playstyle with her.

  • @Axe said:

    Would just encourage people to create alts and smurf accounts which would ruin low experienced players gameplay

    That would at least require money to do. Right now you can do virtually the same thing with enough deranking games.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720210#Comment_1720210

    It actually doesnt solve itself as much as you think and still manages to be a HUGE issue for others. Overwatch briefly had this system in its game for example and quickly discovered that one of the best widowmakers in the world was having HORRIBLE wait times due to how many people would block him, not because he was being toxic...but because they wanted to avoid playing against him. It wasnt fair for that player to be effected negatively there and it wouldnt be fair for the same to happen with DBD.

    Yes I'm well aware of that example. I acknowledged that there would be players like that that would disproportionately suffer from it but an overwhelmingly majority of players won't have that issue.

  • @Fog_King said:

    Unless you get the same person like 2 times or more and they behave the same, I believe judging someone from a single match is a mistake. I myself behave in different ways if I'm playing alone or with friends, if the killer is this or that, if I have not been hooked or I'm on the last hook or if I am doing well as a killer or badly.

    I remember a match, some time ago, where another survivor was t-bagging the killer so much, making the killer rage after them, then dropping pallets and blinding them. After the match I messaged the survivor, asking why he was so mean to the killer. He answered he had the challenge to blind the killer x times and it was why he was doing all he could to make to the killer go for them.

    So, if I had not messaged the survivor and I had that avoid player button, I would surely use it. He was not toxic to me, but I didn't like it. Same with people I see some times, when in a match they are very helpful and in another they hide in a corner, afraid of doing anything. One match is not enough to judge a person as a whole.

    This is a reasonable and fair counter point. Most instances I see myself using this feature would be to avoid extremely toxic people I've seen just once as opposed to the rarer repeat offenders. You make an excellent point that that specific match is an anomaly for them, but I'd still rather err on the safe side.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720276#Comment_1720276

    69K Players not considering that these players can be playing in different regions and be in different ranks. If you start blocking people who play at the time you play, in your region, and around your rank. Your queue time will increase.

    Yes that's exactly the point. Most people won't be using it often, that leaves people who abuse it and those who are blocked as the only major groups negatively affected by it. Of those sub-groups only players who are disproportionately blocked because of their skill will be extremely far and few between. From the devs POV they claim this game isn't competitive and won't balance for such things so those players are already left out, nothing new if they have slightly longer que times. They suffer, but everyone else gains.

    I don't care if toxic people or people trying to abuse the system are suffering long que times. That's actually great because I don't want those kind of people in the game at all. If they want to try and abuse it and pay the que time price that's on them.

  • @SunderMun said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720180#Comment_1720180

    I mean, the easiest way around this is to simply limit the number that can be avoided at once; make it a list. Overwatch started with 1 avoid per person, and worked it up to 3 over a very large amount of time, for example.

    That could be a possible implementation too. I'd like to have more than 3 though, something like ~15, ~20 seems reasonable.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720210#Comment_1720210

    that's what i said in my comment. you'll go into desolate players town before quitting the game due to severe issues with queue times. it's harmful for the game overall.

    If you're abusing the system. As far as I'm concerned if you're trying to abuse it for easier matches you shouldn't be playing in the first place. As it stands right now you can do just that and there is nothing in the game to stop it. Ranks were never any good at it and MMR is still a ways away.

    This has some start-up costs and problems but they go away eventually. Our current system is band-aid after band-aid and it's starting to fall off piece by piece.

  • @Mandy said:

    I think it would be a big problem to add this feature - you'd be able to "avoid" someone playing a killer you don't like or a good survivor is going to get avoided by all killers that play against them. It would just be too unfair on players.

    @[Deleted User] said:

    What would stop people from adding every single high-rank player they come across in order to force the matchmaking system to match them with weaker players?

    Rather than build a feature to avoid toxic players, I would rather have the devs work to balance the game and make it more fun for both sides. That way the game will actually be less toxic and there will be fewer players you might want to avoid.

    Yes this is a problem, but it eventually solves itself:

    @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1720185#Comment_1720185

    Someone gets salty at a player who's better than them.

    They get put on the "Avoid list".

    Rinse and repeat until there's no better people left.

    They face weaker people and stomp them.

    They ruin the game experience for them.

    They never improve themselves, since they'll always stomp people.

    They get put on the "Avoid list".

    They get no more matches.

    They quit the game.



    If you avoid better players then eventually you'll be in noob stomping town before shortly being kicked out into desolate players town. If you abuse the system it literally fixes itself given enough time.

  • @DaKnight said:

    It will just be abused in the same way the killer identifying programs were. Anyone who beat me? "Avoid player"

    I only want to go against people 10 ranks below me.

    Eventually though everyone they come up against will avoid them too, leading to insanely long que times because they've avoided nearly everyone in their elo and everyone they do play against just avoids them in the future. Still better than now where there's no mechanic at all to stop or reward proper play.

  • @MadLordJack said:

    https://forum.deadbydaylight.com/en/discussion/comment/1669175#Comment_1669175

    If we're assuming bad players like you seem to be, then no-one needs changed. If a good Nurse charges a blink, you're dead unless she screws up. Zero counterplay.

    I consider myself a pretty good Nurse, I don't miss much and I'm very deadly most games. That being said, there are still survivors who are very much capable of dodging at the last second even on 0.01 second charge blinks. Just because it's very hard doesn't mean it does not exist.

  • @MadLordJack said:

    Spirit: have her husk shift to her position every half-second.

    Pyramid Head: Increase his cancel time, decrease his attack cooldown, increase his wave travel speed.

    Deathslinger: increase cancel time, increase ads sensitivity, increase ads movement, decrease ads zoom, increase ads activation time, increase tr to 28m, increase chain break time.

    Nurse: Delete from game. There's no way to make her fair in a chase. Her power is literally the ability to blink to you and hit, ignoring everything you can do.

    Hag: remove flashlight disabling and create manual disabling, at a time of maybe 7-10 seconds.

    Freddy: Add snare placement slowdown, remove the drastic increase to waking someone up, and give more ways TOO wake up that aren't detrimental to the survivors.

    You act as though Nurse simply charging a blink while in a chase is game over. There is PLENTY of things survivors can do without pallets and windows. God forbid a single killer made the gameplay slightly different than ring around the rosie.

  • @LetsPlayTogether said:

    Devs cant change SWFs cause this would mean that they have an impact on the killer players skill. Its nothing more than your own lack of skill against SWF. On the other hand, it has nothing to do with skill to tunnel, camp and slugg. Its just a flaw in game design that DEVs are obviously unable to change though its just making the game loosing players.

    I don't really have problems with SWF unless they're pretty pretty damn good on Nurse. My problem is when I want to play another killer I haven't poured hundreds of hours into I'd like to at least have a chance at fun against a group. If you're not playing an A+ tier killer SWF can and will stomp all over you. The only chance you have at winning is when they make mistakes. That's just not healthy for the game.

  • @EvilJoshy said:

    Sooooooo the devs should deal with camping/tunneling by not doing a damn thing about it? Cause SWF has virtually been untouched.

    I realize the title implies that but I meant they should both be addressed. It's really unfun when other people are basically turning your game off.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1656138#Comment_1656138

    A good Nurse definitely could on a Macmillan or autohaven. Idk what the other guy is smoking. That was even more true when prenerf omegablink was a thing. Good times...she had some very fair and balanced add-ons before.

    God I miss Omega Blink. Nothing like 1 blink getting me to someone I saw with BBQ. Those were the days.

  • @KIKI_ said:

    No, play nurse. 😏

    My recommendation.

    If you really want mastery of the game no other character will allow you to decide things like she will. Of course that's if you manage to go 5 seconds without hitting a bug.

  • No. If it did then we would see some meta builds revolving around healing yourself on the ground as fast as possible for nasty easy saves or possible flip-floppery, basically reducing the amount you can travel for hooking and stacked with anti-hook offerings it would just be a different form of sabotage meta no ty.

  • Yeah it must be nice to not have to need a bugfix patch all your own *cries in Nurse*

    But yeah some of the perk changes I like and I'm really excited for the PH change, as I hope it will address all the problems I had with PotD.

  • Well based on the fact they've said they don't want slowdowns stacking very much I doubt they'll increase it to anything above 6%, and even that's highly unlikely imo.

  • @Golden_spider said:

    They were THIS close to buffing all of Demodog's Teachables, RIP dream of having a fun and viable Surge.

    Oh yeah and the buffs to Cruel Limits and Mindbreaker don't seem that great anyways, I don't expect much increase in their use.

    Seriously what good is an 8m increase to Cruel Limits when the fundamental idea behind the perk is flawed?

  • @sad_killer_main said:

    Ah, classic red rank survivors who don't know that other perks exist.

    More like other perks don't lift nearly as hard as those so they practically don't exist to anyone not screwing around or motivated by fun.

  • No one knows yet, same with the new way to acquire tokens for it.

  • The reason there's a downside is so it's not incentivized to completely and utterly ignore skill checks with it on.

    Imagine an entire team that NEVER makes a single generator noise. It wouldn't be game breaking but it would completely and utterly negate one of the tools killers have, without any downside other than you can't run another meta perk alongside it.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642977#Comment_1642977

    Sure but Nurse is much louder and also doesn't have an instant down.

    Plague doesn't strictly speaking have an instant down, but she does have a 1 down combo, and more importantly, unlike with Bubba or Billy, her combo is much quieter while charging.

    Billy with Apex Muffler is of course the absolute best Trail of Torment user, but that requires an iri addon.

    That's actually what makes Nurse so good with undectable, she screams loudly and the boom from each blink is hard to miss. But normally you have the TR to tell you if it's close or not, but without it and no visual LOS you have no idea if it's far or near.

    I do think Plague is probably one of the best ones for the perk, maybe Hag wouldn't be bad either.

    I disagree with Billy being the best even with Apex Muffler since he requires more open maps to use his power and not every gen is going to be in a good area for him. But we'll see maybe someone like GF will be the best for it who knows lol.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642959#Comment_1642959

    I'd honestly be more scared of a Plague using it.

    She gets a lot of use out of undetectable perks. Moreso than Nurse.

    Probably even more so because you can make the gen you kicked very undesirable for someone not sick to touch too.

    Idk tho there's just something so satisfying about being right behind a wall undectable and then blinking through it for a grab or hit, very few feelings as powerful as that lol.

  • @Crypticghoul said:

    DS just needs to deactivate when you touch a gen, attempt to unhook, hop in a locker, or touch bones and it wouldn't be as big of a problem.

    The fact that people can get in my face doing these things when I play killer and if I accidentally or intentionally grab them then I get punished for it is stupid and frustrating.

    I think this would go such a long way towards making DS less of a nightmare for killers. It'd be much easier to ignore a survivor who is suspiciously doing no interactions and being near you for a minute than someone who just does ######### in your face.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1642932#Comment_1642932

    While the PH changes are overall the right direction, he's going to be forced to be an animation punisher so long as the attack width and speed stays what it is.

    Right now you can dodge the attack on reaction, so unless you are in an animation a good Survivor will never ever be hit by it no matter how good the PH is.

    Yes hopefully they'll change that too but at the very least I won't feel so agonizingly slow after each attempt. Progress.

    @Sonzaishinai said:

    I'm very excited about the trail of torment buff. It's going to lead to some fun interactions i think. Especially with blindness builds

    All the rest seem like fine changes. Wonder how much difference Cruel Limits will make. Probably not that much but still curious. small changes like that can be decieving.

    Kinda scared about blood pact though . Screams swf bully time, but on the other hand if 2 survivors have to stick together that means at most only 2 survivors are on gens. Probably will be fine but will be something you have to keep in the back of your mind as killer

    I'm trying to imagine if it has a place on Nurse or not. Would it be terrifying knowing she could be anywhere while you see a yellow gen and you can't tell if that screech was behind the wall or across the map?

  • Me when Devs said no need for a health chapter like my girl Nurse isn't the floating poster child for a bugged character:

    image.png


  • @NuclearBurrito said:

    The trail of torment was the EXACT change I wanted them to do to the perk. The only difference being that I had suggested a hard limit while the devs had it deactivate on down, which fills the same purpose.

    "BC otherwise survivors can just instantly tap the gen to remove your perk."

    The thing is that this unintuitively buffs the perk. Right now the perk reveals where NOT to go, because the gen is highlighting where the Killer is which ruins the point of the perk. Now it's highlighting where you HAVE to go. So a Survivor goes in to tap the gen and then you ambush them. Or they don't and you have plenty of time to make distance and actually make use of the undetectable status.

    Yes that was also my favorite perk change and for the same reason. Before it was just counter-intuitive and better to just avoid the area for a few seconds. Now it's actually risky to survivors and offers them the choice to risking an ambush or cancelling the perk early. So much better imo.

    And I absolutely love the PH changes. Instead of being a dumb animation punisher now it will hopefully function more like an actual ranged attack more akin to Huntress.

  • @NuclearBurrito I like this idea it's pretty cool and I like the idea of a realm without interaction except hooks. Pretty neat.

  • @SCP_FOR_DBD said:

    Isn't spirit supposed to exist in between the Spirit and Dream World? Its called "The Ethereal Plane" and takes elements from both of them.

    For all intents and purposes I guess we have to consider it another, separate realm from the Entities and the Spirit World.

  • @Walker_of_the_fog_96 said:

    https://forum.deadbydaylight.com/en/discussion/192830/other-spirit-world-killers

    The wraith when he make himself invisible, enter in the spirit world, that's why he cant touch any survivor.

    Yes but he was released before Nurse, so Nurse is the last killer to have any interaction with the Spirit World. (That's why she screams, piercing it is agonizing to her)

  • @TheStabbiNAngeL said:

    What if there was a killer that could enter the ground but not like a mole man but be a shadow on the ground to go through, walls,pallets etc.

    Yes a shadow based killer would be cool as hell.

  • @nursewannabe said:

    https://forum.deadbydaylight.com/discussion/comment/1627685#Comment_1627685

    Uhm, I don't know lol I used torn bookmark only a couple of times because that recharge time, paired with the line of sight requirement, is NASTY

    Oh yeah it basically makes it useless. What goods 3 blinks if they aren't even real blinks?

  • @nursewannabe said:

    https://forum.deadbydaylight.com/discussion/comment/1626859#Comment_1626859

    Yes. Torn bookmark let's you blink everywhere you can directly see. For example, in the game map, you can blink upstairs from those holes in the ground too

    Does it drop you down from a steep enough angle? It would be hilarious if every time you wanted to get up through that you had to fall

  • @DontNerf said:

    Ive had this happen to me as well its an issue that happens whiles hooking and using your power whiles also lagging....i think thats when its happend to me

    I think I know what you're talking about. After I hooked them I couldn't use my power (it just endlessly goes in a 0.1 second loop of start-up no matter who you're playing) and you are constantly being pulled backwards a little bit making you slower. As far as I know it will at least fix that part of the problem if you can manage to hook someone else.

    @PanicSquid said:

    Its a bug, because that person is still on your shoulder from their perspective. I've been on the other side of that bug one time, probably 6 or 7 months ago. I'm pretty sure the devs know about it and its pretty rare, but if it keeps happening you should report it in the Bug report part of the forum.

    I'm experiencing it more often than pretty rare :(

  • I don't really have any software for recording games but I'll try and use Nvidas built in one next time it happens. But basically The EGC can completely finish and you'll just be stuck in the game with the hooked person until one of you Dcs.

  • @RizeAki said:

    Like @Aven_Fallen says are you sure it’s not that they dced because they got stuck?

    To be fair I'm not sure it was a DC. Someone else Dc/d and I might be reaching to say it was caused by a DC too lol.

    @Exerlin said:

    I don't think this is abuse-able. This bug (or one similar to it) has been happening for quite a while, and its trigger is unknown.

    I find it odd that there's always that person still in the lobby though. Why would they stay if not to make sure I have to quit? Idk it just seems fishy to me but I hope it's not something people are able to abuse on command.

  • I'll put my 2 cents on it:

    On console you have to mash buttons to wiggle out and struggle on hook.

    On PC I bind those to 2 macros and hit a single button ONCE whenever I need them and save my keyboard, time, and energy. Also I would like to play Nurse without the extra frustration layer on top of all of her already existing frustrating layers.

  • Oh I thought we were going to discuss our thirst over the cast. I was ready to flex on Felix but I guess wanting news is good too.

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1565509#Comment_1565509

    I always feel such shame when I make a bad read or loop and literally walk into a hit from a “walking,” nurse UGH LOL

    https://forum.deadbydaylight.com/en/discussion/comment/1573109#Comment_1573109

    Yup, her learning curve is the only reason you don’t see more of her. If someone really wants to “win,” then learning Nurse well is the only way to practically guarantee that. I’ve tried a few times and have become passable as her, but I can’t keep the muscle memory when I swap killers and swap back so she’ll never be my “main.”

    Yeah when they run around the corner right into me I always lol.

  • They're afraid of strong perks. But also at the same time not opposed to good perks that can be absolutely b-r-o-k-e-n when x4. So who knows for sure why.

  • Personally I find 1 stack of Lullaby actually helps me hit great skillchecks easier. But after 2 stacks it's definitely negatively affecting me and my team.

  • Well Felix is carrying a lot of stud around and is surely rocking a full dumptruck rear. I have no doubt so much sexy in one man would be loud.

  • The fatigue interacts weirdly with stuns. Sometimes it can make you wait incredibly long times before you're able to do stuff again, other times it's incredibly short and you're able to use blinks before the animation is even half over.

    So no, I don't think it's supposed to stack like that but I don't think that it is an uncommon interaction either.

  • @burntFuse said:

    A Spirit player who can't use her power well is still a functional killer.

    A Nurse player who can't use her power well is practically harmless.

    When anyone asks this question this is really the only response they need. Every other killer (maybe Hag and Huntress?) can always default to m1 playstyle and at least win some chases. Nurse can't do that unless they're tripping over themselves.

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