coppersly
coppersly
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- Username
- coppersly
- Joined
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Comments
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I hope at least somewhat more than bug fixes. Double bumping into things seems like a fundamental design flaw that should have been addressed way earlier on than it was.
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What happens when you cancel it early? Do you just jiggle the lock really loud or something?
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@Ivaldi said:
https://forum.deadbydaylight.com/en/discussion/184771/rework-idea-for-dying-light
Uhh this looks like a nerf to me.. Dying Light lasts the entire game currently and can stack like crazy if you use Nemesis. With your rework, you'd only have 3 minutes to get a little regression and then it disappears.
Dying Light deactivates when the obsession is dead, although it can re-activate if a new one is created.
The idea behind this perk is to build stacks from hooking non-obsessions so when you do hook the obsession the slow debuff is stronger. It works multiple times throughout the match.
That being said, it is kinda meh. Better than the current one but only because of the healing speed increase imo. Without that Dying Light would be a pretty good slowdown perk.
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@oh_0k said:
What I would do with him:
Fix his hitboxes
Let him start a rush at any tokens
Swinging in rush doesn't take a token
Non lethal rushes don't have a fatigue
Give him longer lung distance in rush
Rush hit count as basic attacks
Those are like all of the issues he has.
Not a complex or interesting power so that list should fix it up nicely so we can move on to the next killer or bug patch.
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@Peanits said:
Wow we're just forgetting about Quentin, huh? We already had a hot male survivor.
If he was more faithfully recreated from the films maybe.
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@Crowman said:
https://forum.deadbydaylight.com/en/discussion/comment/1548842#Comment_1548842
Honestly there's no point in running both. Personally I think undying is far better as active totem defense is just not a good use of time. Undying let's you not care if survivor spawn next to ruin and cleanse it immediately as you will still have ruin. Thrill would require that you can make it to the cleanse to stop it.
The other problem with Thrill is if survivors catch on that you are spending time pressuring your lit totems. 1 or 2 survivors can just keep tapping you totems and distracting you while everyone else does gens.
Yeah you've pretty much summed up my thoughts on it so far.
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@ProfoundEnding said:
https://forum.deadbydaylight.com/en/discussion/comment/1548764#Comment_1548764
Felix would dare not hook up with Dwight and leave his girlfriend and child behind. Unless of course you mean in a fan fiction setting lol
Oh damn his lore has him married already? Dangit :(
Yeah I guess it'll only be in my heart and in fanart.
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@Dwight_Fairfield said:
https://forum.deadbydaylight.com/en/discussion/comment/1548694#Comment_1548694
I'm intrigued. Which killers would be allowed smash you? 😉
Hot Cakes Head no doubt.
@WatermelonSugar said:
BHVR thank you for Felix. Finally my hot main one <3 Just please, keep updating him with new outfits 🙏
Anyone excited about new survivor?
I hope they add some steamy outfits for him. He's got some thicc thighs ( ͡° ͜ʖ ͡°)
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@Crowman said:
Thrill is better for actively defending totems as the noise notification let's you know exactly which totem is getting cleansed and the increase cleanse time means you have more time to stop it.
Undying is better for passive defense as if they cleanse a non undying hex it'll just move to a new location. The aura is more of an added bonus as I doubt the 6 second aura for a survivor being 2m from a totem is going to be that useful. You would have to be really active in looking back at your hex to know if the survivor is cleansing it.
You make a point that you'll have to be looking to get the auras, but at the same time the sound notification is shared across a lot of things, there's no telling if it was the totem or someone doing a loud action in the same direction. I guess both together would be ultimate defense but then you're down a interactive hex perk or another perk in general.
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@YaiPa said:
tbh the game came up to a state when you need to power creep perks.
I hope they do something for ToTH though. Right now it's only good for it's slowdown, and not even that much.
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@Gylfie said:
I have been waiting for them to add a hot guy to this game and they finally did it.
Finally someone worthy of Dwight. I like David but let's be honest, he was only chosen because there wasn't anyone else.
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Who doesn't love a blonde stud in a suit?
Here's hoping he get's a skin with glasses.
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I'd like to improve this idea. Keys open doors on loops for a survivor to escape mid chase through, and the door closes behind them so the killer has to walk around. That's an incredibly powerful tool mid chase that is more interesting, useful, and fair than a free escape key is.
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@Opex said:
https://forum.deadbydaylight.com/en/discussion/comment/1546769#Comment_1546769
I mean I still enjoy playing her but I just named a few things that I really hate about the new nurse and what SHOULD get changed in my opinion, and what NEEDS to be changed in my opinion (cooldown and bugs).
I agree the cooldown needs work. Right now it's either you run the cooldown addons or the range addons. The rest are trash, and even if they weren't a bugged mess they still wouldn't be anywhere near the CD addons. As long as she has a cooldown (and it can be cut down by 50%) it will always be the goto addons and nothing else is useable.
Now the addons suck, the killer sucks without them, everything is off. I desperately hope they're working on her in the background.
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@Arctus said:
https://forum.deadbydaylight.com/en/discussion/comment/1546522#Comment_1546522
Not with stridor it don't
Oh I guess that's a good point, and in context makes more sense than my point.
@gunbanshee said:
https://forum.deadbydaylight.com/en/discussion/comment/1546522#Comment_1546522
Yes it does. At Iron Will 3 all survivors are at 100% so it doesn't matter who you use.
This was my point but factoring in Stridor their sounds are a factor in hiding.
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@Inferno427 said:
https://forum.deadbydaylight.com/en/discussion/comment/1546503#Comment_1546503
Not at all. Claudette is the hardest to see but Ace is the hardest to hear.
If you're running Iron Will though doesn't that negate any sound comparison?
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Why Ace specifically? Wouldn't someone like Claudette be better because she can hide more easily?
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@Mikeasaurus said:
I'm glad it's gone for me. I was getting nothing but low rank players, and yes, rank means nothing, etc, etc, but they were clearly newbies. The MM hasn't been too bad since it's gone now Cross-Play is here. I still get a fair few potato matches, but it seems I get more good survivors than bad now.
I'm living the exact opposite experience. When MMR was on I had a few potatoes but it didn't feel worse than normal, probably even slightly better. Now though with no real rank system and a bunch of console players I can't communicate with has lead to potato after potato match for me. Good thing is though some of the killers are potatoes too.
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@joshuashep22 said:
so can someone actually answer my question.
Yeah why would you think a chapter is only going to have a killer without any previous mentions? They announced when it was going to be a paragraph ahead of time. So seeing as how they haven't hinted at that in the slightest I think it's safe to assume a normal chapter of 1 killer 1 survivor.
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@RakimSockem said:
Or consider this..... no one talks about her anymore because she's fine and still the most powerful character in the game as long as you know how to control her well
That's why every single Nurse main is screaming for QoL changes, bug fixes, and SOMETHING else besides a stupid 2nd cooldown, right?
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@[Deleted User] said:
Trust me I know, playing solo queue is why I make more frequent visits to the liquor store before playing.
That's a great idea actually. Take a drink every time you're supposed to be having fun and you might empty out a bottle a match lmao.
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@Iceman said:
I love how the killer shack is now matching the theme of the map.
Yeah it would be cool to see a unique shack on every map.
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@Clevite said:
https://forum.deadbydaylight.com/en/discussion/comment/1545536#Comment_1545536
The down side is you can't hear skill checks, or much of anything else for that matter. I know everyone believes all SWF are constantly communicating about the game. But not us, my lady and daughter talk so much I can barely hear my skill check warning. It is like playing with 5 stacks of Huntress Lullaby every game.
That's not really a downside, and even if we do consider it one it's entirely in your control as survivors. The killer has NO way of affecting that positively or negatively.
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Doesn't matter if you're a toxic group or not.
Doesn't matter if toxic groups are rare.
You shouldn't be able to gain such an insane advantage over solo survivors while also incurring NO downsides for it.
It's cool that friends get to play together. It's not cool that that same mechanism that lets them play together is also basically just cheating for serious groups.
You don't always balance something because the majority couldn't abuse it, sometimes you have to balance something because only a very small portion of the community can abuse it so well. Look at Zenyatta from OW, an overwhelming majority of the community doesn't even use him, but because a single pro player was so good with him they had to nerf the character. Same kind of logic here, most people are fine in SWF, but those that are so game-breakingly abusive with it will never get put in check if we just ignore SWF all together because "Not all SWF groups are toxic"
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@handfulofrain said:
https://forum.deadbydaylight.com/en/discussion/comment/1545221#Comment_1545221
Otz ran it on Trapper last week to meme. That's what the perk is lol
I wouldn't call it a meme perk, it's designed to help killers who lack any amount of tracking or their play style makes tracking substantially harder (Nurse fatigue, Spirit losing survivor vision during power)
If they ever release more killers with those tracking downsides I'm sure we'll see it on more than just Spirit and the blue moon Nurse.
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The main flaw in your argument is that one perk shouldn't be able to cancel out the other. That's hilarious coming from a survivor perspective because they have hordes of perks that are completely uncounterable by a killer and also straight up over-ride some killer perks, and killers have only a few perks which nullify select survivor perks which you can just play around like 90% of the time.
I agree that it shouldn't become a meta about nullifying the other players perks but when you have a 16 v 4 loadout, the 4 perks should be able to nullify some of the other teams perks.
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@[Deleted User] said:
Nurse can cancel fatigue with a frame-perfect lunge. The sound will play but she won't go through the animation, bob her head, etc. There are only a few Nurses in the world who I know of that can do it intentionally.
It happened to me once and I was so very confused lol.
@OP There's a bug (triggers on getting stunned the most for me) that will have you in the fatigue animation and sounds but you can start charging your blink before you're supposed to be able to. That may be what you experienced too.
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@Veen said:
I heavily doubt it'd be Benedict since his journal heavily implied he's more and more torned into "The void".
And everyone knows the void and darkness are our old friends, not killers.
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While I agree it's lazy and not particularly engaging or fun, without challenges like that it would be immensely harder to fill the Tome with enough challenges. It's hard to think of a creative and interesting challenge, it's very easy to say "use x perk" or "x killer power" or "x perk with y killer" that's 3 alone with every perk makes a lot of permutations.
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@Veen said:
https://forum.deadbydaylight.com/en/discussion/comment/1540471#Comment_1540471
Which kind of mind game has 4 blinks nurse again ?
I was talking about her basekit, not 3+ blinks (I don't use them and barely ever did back then)
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@Veen said:
I'm fine with the new nurse too, she has the higher skillcap and can be a monster in the right hands, I think they should focus on fixing her bugs first.
Why do people think it's a higher skill ceiling? They lowered her skill ceiling not raised it. They only did negative things to her, with no new way to do anything only less ways. That means high level plays and mind-games were erased, thereby lowering the ceiling.
They lowered the skill ceiling and raised the skill floor. Nothing else.
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@OtakuBurrito said:
oh no he said the forbidden word hacker. time for him to go byebye.
say it with me.
there are no hackers in dbd. you are safe here
There are no hackers here in Dead by Daylight. You are safe within it's walls.
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@Dead_by_Gadfly said:
If they bring it back they need to loosen up the skill matching. I hated the mmr cause EVERY GAME was sweaty ass survivors. ######### gets real old real quick
This is my only fear with MMR. I love that it will pair sweaty survivors with good killers, but at the same time when you're the good killer getting non-stop infinite climax action with survivors it can get old pretty fast. And there's only so many killers you can switch to after a while.
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I would sell my left nut if it meant a bugfix patch with more than 1 random map specific fix for Nurse.
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@johnmwarner said:
https://forum.deadbydaylight.com/en/discussion/comment/1525157#Comment_1525157
Here’s my honest guess/assumption about Nurse. She is wayyy to hard for them to work around when it comes to new maps, almost every time a place pops up she can’t blink to. Even older maps somehow develop these places after patches.
I think they would prefer as few people as possible play nurse so they’re trying to keep it as annoying, buggy and hard as possible.
That would be a good guess. It explains why she gets so few bug fixes and why they take literal years to get fixed.
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@Roobnus said:
https://forum.deadbydaylight.com/en/discussion/comment/1525068#Comment_1525068
Hey genius, ever heard of probability calculations?
DbD has 15 realms and 35 different maps. How high are the chances to get 3x The Game and 3x Ormond in a row within 6 matches?
I let you do the math.
I'll run the same map upwards of 5 times in a row sometimes. It happens more often than you'd think.
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The fundamental map design problem of Haddonfield is still there.
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They showed they were capable of changing things with negative feedback on Billy. I think it's time they relook at Nurse.
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I used to run Surge on Nurse when it came out and I loved it. Pairing it with tinkerer meant I could down someone right on the gen (instead of grabbing) and I'd get it to be kicked and regressed 8% (setting Tinkerer up easily on that gen again) just for doing what I already do, and with less actions now too.
But what made me drop it in favor of something else (ruin in this case) was that the cooldown meant I couldn't use it as often as I'd want, and the range of the perk itself is rather small.
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I'm glad it will be like this. Sweaty SWF should only be paired with skilled killers in the first place, and once the MMR rating places a majority of killers hopefully that means they'll only face killers who can actually deal with them. It shouldn't sacrifice a quality match just for a quick que.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/1519874#Comment_1519874
He would be A-Tier, if his pinky finger would just work with the toxin and not a direct hit.
Tbh it would be broken S+ tier. But I would totally enjoy it nonetheless.
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A baseline MMR wouldn't hurt but it would have to be done in a way that doesn't defeat the purpose of the MMR system in the first place. I think once everyone escapes the elo hell after a few hours on survivor or each killer the games should be much better. It's gonna suck for a while though but it's better than watching your old system fall apart around you.
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@PleassBuiltInNoed said:
i had a bit different idea, you could take their breath when they are on the hook and by doing this you would get blinks, when you run out of blinks you become enraged and you will move at 110% ms and gain new ability that has to do smth with nurses telekinesis. I was thinking about smth like force waves which would push survivors to any direction you want, even knock them back when vaulting a window or pallet if timed and aimed correctly and survivors would get that notification like when PH uses his ranged attack
would be cool i think
As cool as a telekinesis ability is I don't think Sally needs it. It would be better suited to a brand new killer focused around it. Possibly someone like Carry or an original character.
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@Alice_pbg said:
Trapper: Clunky power that has clear counter-play. Can even be lackluster with double ultra rare add-ons. His saving grace is survivor mistakes and the paranoia his traps instill.
please don't use trapper with both pink addons... they are not even his best addons.
Why not? I totally get the argument they're not his best but together they're not that bad, they reset themselves and injure survivors who disarm them. They become passively way more dangerous.
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Yeah there are some cool ideas in this but it's all very unnecessary tbh. All she needs is QoL stuff and addons changed (again) and/or removal of the CD mechanic. What made her the best designed killer was her simplicity which allowed for the most versatile power in the game (imo).
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@Lx_malice said:
These days I mainly run Ruin, Infectious Fright, Whispers, and Tinkerer since it got buffed. I got the tinkerer suggestion from @coppersly and it works great on her. It can get you free hits and grabs and when used with ruin you can chase people off gens and get it to activate over and over. Whispers because it helps with early and late game and Infectious cause it helps you build massive pressure easily.
I'm so glad to finally see another Nurse run Tinkerer, and to see you're getting the exact benefits I've been talking about is mesmerizing.
@PrettyFaceKate said:
I'm all ears is a wasted perk on her. When it procs, you don't need it, because the fast vault notification is already a death sentence unless you're in your fatigue and then it doesn't help anyway. And when you need it, it doesn't proc. E.g. quick and quiet.
Her current meta perk is infectious. Beyond that, it's up to you. A meta build would be corrupt/surge/pop, sloppy/nurse's and bbq/whispers/discordance.
Both of you run IF and I'd love to try to fit it in but there's just no room. Between BBQ, Ruin + Tinkerer, and a tracking perk (Spies) there's nothing that I can really remove. Maybe Tinkerer but I love it too much.
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I'd have like 5k addons to sell just from Nurse alone. I have like 9 and 13 of the only 2 addons I use, easily 200+ on most others.
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I would love to see one for Nurse. We could finally explore her lore more and I pray it comes with a dedicated bug fix patch for her, and if I sold my soul to the Entity we might even get a revision to her (not good imo) rework that at least addresses QoL issues with it if nothing else.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/1495338#Comment_1495338
Yeah I was actually going to also suggest expanding the number of perks each week but I forgot! Thanks
Maybe there could be a daily rotation and a weekly rotation?
I think just the weekly rotation with 4 each would be more than enough.
The real issue lies in the grind it takes to get 3 versions of the same perk which can eat up a lot of time and BP getting through to find the ones you're looking for. I hope they change it to just 1 version of a perk and no more. It would not only reduce the grind to what I feel is finally the appropriate amount, but it would also reduce the confusion for any new players on how perks work. It's not exactly super confusing or anything but it would just cut most of it outside of teachables.

