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drsoontm

drsoontm

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drsoontm
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  • @KerJuice said:

    Hmmm no clue. Has anyone posted a Steam chart since the anniversary announcement & blood hunt began? I think that would be interesting to look at.

    You mean this? https://steamcharts.com/app/381210

  • Boons, in their current state.

  • If BT is straight-up removed, there will be a huge drop in survivor MMR. That perlk usually translates to a 3rd life stage or several seconds more in a chase.

    Way fewer survivors will be able to handle the arguably more powerful Sprint Burst.


    I'm curious to see what BHVR will do to it.

  • The possibility to de-pip kind of makes me want to play hard when I'm close to the end of a grade.

    If a de-pip was impossible, I would rarely play "hard".

  • I had a similar experience.

    Now, when I play Nurse and I feel like the opposing team may be inexperienced, I play without any perk nor add-ons.

    (And sometimes I'm wrong and I'm instead going against 2/3k hours survivors but it's still fun to play with a severe handicap.)


    I still kill 3, if I can, and give one hatch because it doesn't count.

  • @Mandy said:

    the first page, so with the bonus BP offerings, BBQ etc

    If you've done it wrong it's ok, things will get tied up on our end - as due to the current visual issue with BBQ we are aware of the situation.

    The first few surveys, I've put an approximation of the BPs because I had left the screen and could not remember. Do they count in the total of 7?

  • @Viskod said:

    Haha the release of Evil Dead caused DBDs numbers to go up. Hilarious.

    Maybe some have tried and decided this wasn't so bad after all ...

  • As killer, I have no problem with any of these perks.

    And people using BT to body block are asking for the down they get a few seconds later and can meditate about it during their next hook stage.

  • @Brokenbones said:

    Don't forget stealth is a thing

    Nurse is a slow killer outside of blink, she doesn't have the time to fully search an area like a 115% might.

    Outside of auras helping with landing blink attacks, tracking perks also minimize stealth play which is why most Nurse players run at least one tracking perk of some kind if not multiple

    Also one trick that I'm trying to master is learning which objects the Nurse simply cannot easily blink through and use those to your advantage.

    For example: On most macmillan maps there are 2 pieces of geometry that spawn that Nurse has a hard time blinking through easily, those would be the big pile of wood logs and the water tower. You can run a Nurse around these for a decent while if you're decent and make a good read or two.

    Second best advice, although a Nurse will often blink in reverse to quickly check a tile and maybe second-blink a hit.

    It's true that detection is the biggest weakness of the Nurse.

    As for hard-to-reach places, it will work even against very good Nurses : everybody makes mistakes.

    @hatchetChugger said:

    https://forum.deadbydaylight.com/en/discussion/325952/tell-me-how-to-counter-a-nurse

    2 other things :

    Understand how long she has to charge her blink for her to reach you from her current position

    Hug walls, objects, anything with a hitbox incredibly tightly. I can not tell you the amount of times I have missed a hit on a survivor because it seems like my saw has locked onto the wall rather than the survivor.

    Third best advice. Don't we all despise auto-miss?


    ...


    And then on the second page there are way too many good answer : this thread is a gold-mine.

    It also show why so many players have an issue with the Nurse (praying doesn't help, neither does giving up, taking the game hostage will get you banned, ...)

  • @[Deleted User] said:

    Run earlier. This is the most consistent one that survivors mess up. You're straight up throwing against a good Nurse if you get found near a 40% gen. Get away from it if you hear a heartbeat at all. You shouldn't be within 2 tiles of a gen by the time she gets there unless she has double range.

    Break LOS. People say this doesn't work, and I guarantee they aren't breaking LOS like they think they are. Use the entire map, not just conventional tiles. You have the entire map available against Nurse. It's not enough to only break LOS for the first blink. She has a second blink.

    You can move in a lot of different directions. Survivors tend to only move forward and backwards in straight lines. It's a holdover from M1 looping. Tip: a Nurse can't hit you at 10-12m on her second blink if you sidestep it. Don't give her a static target in a straight line. She's a projectile. You wouldn't run in a perfectly straight line against a Huntress.

    Don't animation lock yourself on pallet vaults, window vaults, or long drops without Balanced. This should be obvious, but players still do it.

    The best advice so far.

    I would add to check her hand. The Nurse will often fake her intent. Fake yours too. Way to many survivors stop playing mind games against her.

    Also, when she is on cooldown she doesn't see far at all. Take advantage of that. She isn't deaf though.

    Finally: play her. That way you'll learn her blink distance and many limitations more easily. You'll also see what survivors do to beat you.

  • Here we go again ...


    Play her.

    See how decent survivors are wiping the floor with you.

    Try to emulate them.

  • @BenZ0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977513#Comment_2977513

    Map size isnt an issue, a big map also benefits you as the Killer since survivors need also to run more distance to reach a hook. On a map like wreckers yard any survivor at any spot can go for the save at any moment, however on red forest a survivor hooked at the shack (not basement) cant be saved from someone at the other side unless the person immidiatly strat running after the hook.

    I agree that loops in general got bigger and saver but this isnt the main or the biggest issue imo.

    No, how can you even say that?

    When you do a 3-gen, you do it on 3 far-away corners of the map?

  • @GannTM said:

    Well then it seems like you rely on add ons too much. This is what I try to tell everyone, don’t use her best add ons when you’re new to her if you want to improve.

    I almost never used add-ons and I still don't. Same as every other killer I use. And without add-ons that's how she feels.

    If I wanted to use add-ons it would be pretty easy given how many I've accumulated over the years.

  • A map offering would do it, usually it's a bad one. Survivors have chosen the place to be buried in.

    I'll make a point killing a survivor who has worked against his team.

    Of course, bully teams don't get the hatch. If I'm nice they'll get the hooks.

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/comment/2977631#Comment_2977631

    I'm not sure nor an expert, but I think whatever would track everything was not included originally, and to add it now apparently is too much work added to an already overflowing plate.

    Maybe ask for more technical details if you're really interested? I ain't smart enough to fully get it myself.

    That it is a lot of work makes sense. As for "too much", it depends on how high the priority of the war on cheaters is.

    Even if the code was a spaghetti monster, the way to do it would be to write a kind of state machine that would be fed with data at every tick. (So indeed, a lot of work ...)


    Don't say you aren't smart enough. Not knowing isn't the same as not being able to understand (given a proper explanation and time).

  • @JPLongstreet said:

    https://forum.deadbydaylight.com/en/discussion/325769/keep-track-of-everything-in-the-game-server-side

    I believe in their last Q&A the devs said in order for this to happen they would have had to code the game with this in mind back in 2016, so it's way too late.

    The alternative would be a complete recoding if the game from scratch, and while we all would cheer them doing that, prolly won't happen.

    It doesn't sounds right.

    The game knows what happens at every tick. Recording the state/context and checking it requires some work but it isn't rocket science nor should it requires to rewrite things. It should be a kind of parallel system.

  • Saying 'gg' is being polite.

    I usually say 'gg wp all' or 'gg wp' in all my games, survivor and killer.

    If the game was truly awful (and you know these happen for various reasons), I'll still say gg.


    The only time I'm silent is if I'm getting out of the match early and I don't want to wait several minutes.

  • @KateMain86 said:

    I tried the build before but never got in a situation where I could really test it yet but I think if you use unbreakable, no mither, flip flop and power struggle you might have just enough time to to get enough recovery progress to use the pallet if the killer has normal M1 recovery speed.

    No unbreakable in play. No power struggle either. Also that was literally 2 or 3 seconds.

    @Steel_Eyed said:

    Did the survivor win? Sounds like a scenario where you’d just chase them down again.

    He kind of vanished and escaped. I didn't see anything so I couldn't say there was a speed-hack there.

    As for winning, no. Cheaters don't win.

  • @vladspellbinder said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975361#Comment_2975361

    • OK, I just want to know: what is a "One-stop shopper" in this context?

    That's how Steam calls accounts with one game. (Our, apparently, very few games)

  • @Prex91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975341#Comment_2975341

    But it seems you dont understand the parte where devs will nerf/rework the most used perk. But in reality you understand well I think, simply you dont Accept meta perks changes. Bored to repeat.

    The announce about them working on the meta perks has nothing to do with this. For each perk, these changes can be buffs, nerfs or even no change at all (as they haven't finalized it yet). For DS, they could increase or decrease the cooldown, or the stun duration. Making the locker disable the DS doesn't fit the purpose of the perk. They could even make DS base-kit.

  • I'm kind of impressed when survivors use the flashlight to disrupt my blinks. I'd rather keep the mechanism in the game.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975198#Comment_2975198

    2hooks on all of us, reads more like all on deathhook.

    The story sounds more, like other have already said here, like a 8hook/0kills killer like me and others.

    Then the trial itself is no "suffering" but the "survivor wait for the whole 3 minutes for whatever reason" is still annoying and turns probably a good amount of fair killers away.

    Yes, now that you say it it makes more sense to read "all of us" as "each of us".

    I've stopped trying to do that myself. I only do a survivor "round-robin" if they are giving me the time to do so. Otherwise I'll make sure someone dies fast. (As a rule of thumb, I want one survivor dead by the time two gens are left.)


  • @Talamasca said:

    Here is cheating - had to survivors in game that flew across map, insta healed, caused other survivors to scream; and then insta killed them on hook while twerking. I got the steam ids for both the players who were also speed running across the map.

    Yes, I used to get about 3 cheaters per night, obvious ones. It has calmed down after the ban wave. I'm also avoiding certain profiles.

    @Talamasca said:

    And then after me and the person I was playing with got back to leader board - the game crashed and we had to send a crash report. But not before I got the person's name and identifying information.

    Nice. Apparently these stain have a way to crash your game is you try to follow the match after getting to the end-game lobby.

  • To be perfectly honest, I don't play lobbies with ...

    • Bans newer than 800 days.
    • One-stop shoppers.
    • Fully numerical or random names.
    • Steam profiles that haven't been setup.

    I'm getting way less cheaters that I used to.

  • If you mean to not be matched with players having a recent (e.g. less than a couple of years) ban for any game, I would like this also.

    However it may break the matchmaking and queues even further.

  • If I understand what you are saying : you want that a survivor getting into a locker loses DS?

    Absolutely not : DS is meant to prevent tunneling and is almost perfect as it is.

    (The almost being for some corner cases that are too tricky to judge and pretty irrelevant anyway.)

  • @ChurchofPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975301#Comment_2975301

    If they didn't have Power Struggle and the only other person alive was slugged, it kind of doesn't matter what the map is. If they didn't have Power Struggle and that happened, then yes it was cheating. If they did have Power Struggle, idk? Maybe?

    I've never used that combination so I don't know. I'm pretty certain he was cheating but I wasn't 100% sure. It felt pretty ridiculous.

    As I thought.


    I was playing a low-MMR killer so I didn't have my recorder running. That's a bummer.

  • @Bwsted said:

    They would need power struggle for that and it takes some time to recovery to be ready.

    Did you get the notification?

    Are you sure that no one else was around?

    Two dead, one slug. I didn't see a notification but I was shocked.

    To be clear : I was in "The Game". I've downed the survivor on the other side of the closest basement pallet and grabbed him immediately. As I turned, I got hit by the pallet.

    @BenOfMilam said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975267#Comment_2975267

    Boon: Exponential + Unbreakable? You can get a lot of recovery progress in a very short amount of time

    No boon, as for Unbreakable it was literally an instant down/grab.

  • @BenOfMilam said:

    Maybe it was a stealthy pallet save and you didn't notice? I've had pallet assassins come in and get a surprise save when I thought no one was around.

    No, two deads, one slug and him.

  • @Devilishly_Rowdy said:

    Had this match against a nurse, she played very well, got 2 hooks on all of us, downed us pretty fast, didn't camp and tunnel, but still all gens got done fast af cuz our team was efficient on gens (that's all that's needed for survivors to win). So as soon as the exits were opened she knew that she had lost despite doing so well, so she just stood in a corner waiting for us to end her suffering and just leave. However, the other 3 survivors just kept clicking at her while she stood in the corner, refusing to leave. They were doing that to a killer that played "fair". Killers are such a joke in dbd, i genuinely feel sad for people who play this role, but i also respect them. Congrats devs, you've managed to make this a horror game FOR the killer.

    One cannot fight against gen speed without kill speed. She should have learn to tunnel to keep the pressure up. Two hooks in about five minutes? I presume it means the team was pretty immerse (and in that case, camping may be more suitable)

    That being said, I really don't like it when my teammates wait at the door when the game is already won. I find this childish and lame.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975082#Comment_2975082

    But why? Pig have a lot of perks you want to use on every killer?

    All my killers were already at 50. I'm just p3-ing the ones I don't really care about : Nemesis, Artist, Deathslinger, ... now Pig.

    The others on that list are Billy, Clown, Ghostface, Blight, Trickster, ... I'd say Onryo but I don't really consider that one a killer. (I don't even have one panel of perks for her.)

    I'm doing this in the off chance the yet undefined bonus has any interest.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975001#Comment_2975001

    Exactly, even inexperienced killers can seem the same as brutal top mmr killers to a survivor because of how killer sided the game is. I am NOT trying to bully new players, but I cannot tell if they are new or not.

    That's not what I meant. Survivors have way less interactions with the killer that the killer with survivors, by the time they see the killer play it may be half of the game already.

  • Since the announce, I've started to prestige killers I don't care about so I don't waste that many add-ons and perks. Thanks to the double-xp I've got three done already and Pig is already well on her way.

    So far I've spent about 10 millions BP over this.

  • This situation feels worse when you are a survivor going against a beginner killer than the other way around.

    When you are going against inexperienced survivors, you usually notice it easily and can control the flow of the match to make something of it (purposefully ignoring fatal mistakes, feigning to not see someone, going to look on the other side of of the map to watch grass grow, ...) and, ideally, you can finally decide the three survivors to kill.

    When you are going against an inexperienced killer, it's not so easy to notice and even if, there isn't much you can do. At best you can finish the gens and leave, at worst, anything you do short of letting him hook you will look like bullying. And you cannot let him hook you (and potentially kill you) or your MMR will drop.

  • @Triplehoo said:

    Seriously, on these kinds of cases, namedropping of the Killer player should be allowed. Effin' hell... How small of a person do you have to be to something like that??

    If you want to call that "a person" ...

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2974299#Comment_2974299

    A missed attack is 1.5 seconds of standing still, doing nothing. A "do nothing" result is less than a second. It's a straight-up nerf to lock you into a melee swing without making it a 100% successful hit.

    The BETTER solution would've been, you know, VALIDATING the gen grab. Like they did with pallet drops, Dead Hard dodges, and will no doubt eventually do for survivor vaults.

    But, you know, they didn't. Because R E A S O N S.

    I disagree. Until they've announced that change I've hoped they would do something like this. It was requested on the forums by several players.

    It makes sense too. The killer pressing M1 is bound to get either a hit or a grab, not "nothing" that will give the survivors time to move away without any downside. Hell no.

    As for validation, it's difficult to know how good or bad they are. It's the same story for hits, hatchet hits, ...

  • @Adjatha said:

    https://forum.deadbydaylight.com/en/discussion/325689/they-never-thought-to-add-hit-validation-for-this

    "Hit Validation to GenGrabs"

    Oh, you mean that thing where, instead of validating gen grabs, they decided to force you into a weapon swing instead, which can be dodged by the survivor, making it actually WORSE than it was before? And you don't get gengrabs like at all ever? Instead of letting you grab greedy survivors off of gens?

    That validation?

    Between a grab being straight-up cancelled and a grab being transformed to a hit, I know what I'd rather have. (The hit, any day)

    @Obelt said:

    For the veterans of dbd you probably seen the devs add hit validation to pallets, gengrabs and deadhard but how come they never added it to Vaulting? Out of many matches and videos from other players from both sides they always seem to ask the same question myself included "How did that hit?"

    What are your thoughts if devs added this

    For unexpected hits, as well as unexpected misses, watching the screen of both sides usually explains the result.

  • Tunneling is the most efficient way to eliminate a survivor. If a killer is struggling, be it by (relative) lack of skill, experience or time then it is the way to go.

    Lack of skill and experience could only be fixed by matchmaking.

    Lack of time can only be solved by preventing the generators to pop that fast (particularly in parallel). Since doing a generator is a pretty boring task and takes already a while, the solution has to come from some artificial limitation on parallel work.

    Of course some players will tunnel just because and there is no magical solution for this.


    (Some variation of) camping is often the best move in some situations. e.g. Force a hook stage to punish survivors playing gens-before-friends or hiding too well. I don't think there is a magical solution for that one either.


    As annoying as it is, I don't think a fix is needed anyway. Maybe instead the game should encourage a different perception of these situations. e.g. With points or bonuses for the "victim".

    ---

    Most of my last few games have almost all followed the same patterns. The survivors are slamming gens (often without a care for the ones being hooked) and I'm forced to camp or tunnel one of them to slow the game down.

    Even playing my main killer (Nurse) with a very strong build (gen regression, range and cool-down add-ons : something I almost never do) I've been forced to kill someone straight in most game. (My rule of thumb is : if there are only two gens left, someone has to die "now", no matter what.)

  • @BenOfMilam said:

    Around this time of day in NA (3pm-ish), there's lots of killer players and not many survivor players. So you'll get matched with a lot of people outside your skill bracket.

    Opposite with 8pm-12am. Lots of survivors, but very few killers.

    It's the same here in Europe.

    @HexDevourAvocado said:

    As a killer sometimes a play against these ULTRA experienced SWFs and then I will receive 4 players who just have maximum 100 hours.

    As a survivor when I play in SOLOq I will get maximum people with 1k hours.

    1k hours if I am lucky,usually it goes like a ... person will have 400 hours and the rest from 12 to 60 hours.

    The killers I play against most of the time are experienced,but I do not have a team to support that.(i die on hook,not doing gens etc.)

    Or the killer will be new,and it feels extremely wrong.

    I have 5k hours. There are days where matchmaking goes completely bad tbh.I roughly have 1 intresting match.

    It feels unfair and sad on both sides.And as a new killer/survivor ,you will never get better at the game if you face players with so much experience while you just learning how to press the skillchecks or how to hit your hatchets.

    As an old DBD player,it becomes quite unfun .

    (p.s. I do not think that all people with not many hours are bad,I know people with 300 hrs who play almost like pros.The players mentioned above are inexperienced,causing the result of the match to be obvious and expected,unfun for both sides)

    Yes, the experience distribution seems to be mostly located below 1.3k hours. It's pretty rare to see more than 3k hours teams nowadays.

    I've seen players with less than 500 hours give me more trouble as Nurse than many 3k hours or even a certain ~7k hours streamer (granted, he was a killer main).

  • @WesClayton said:

    https://forum.deadbydaylight.com/en/discussion/325679/something-wrong-with-the-matchmaking

    I just went up against what must have been really new survivors as well. Was practically a free 4k They almost got 1 gen done. In my case the que did take awhile. In your case maybe there que was taking long time. Maybe there are not enough baby killers on right now?

    Maybe : I'm at my third team in a row now. One had two decent players though, but they didn't stand a chance with the two others.

    @Aneurysm said:

    Usually get this kind of thing if I play at a weird time of day or the previous killer dodged

    It's not that late yet. (Usually teams around 01:00 are often pretty weak.)

  • @Waldbeere said:

    I really like the game concept. A killer who hunts some survivors. That's really cool. When I first read about the concept, I had so many ideas. Sadly many games (not all) feel total different for me. Although as a killer I'm in the power role it feels more like I try to survive the round. Instead of be afraid, many survivors laugh about the killer.

    The rare rounds that are fun, the fundamental concept, and the hope for future adjustments keep me playing.

    Beside experience, one way to counter that issue is to play without thinking about winning. Instead play basically to "troll" and don't do what's expected of you. In my experience, it works particularly well on "bullies" as they are often destabilized by this.

  • The game is still fun most of the time.

    There are no competitors worth a damn. (Well, there is one, for the survivor side, but it's very boring as "killer" so it's not good enough.)

  • That surprised me, but not as much as people voting for RPD.

  • @ThiccBudhha said:

    I miss frantically trying to slug everyone to death when we had three key lobbies. It was not even that long ago, but I feel nostalgic.

    You can still do the same, for nostalgia's sake.

    Maybe trigger it for an awful map offering?

  • The old keys were awful. They must never come back in the game.

    Current keys have interesting powers, they are fine.

  • For survivors : because the longest you are in the match, the higher the chance something goes wrong.

    For killer : because you are pressed by time and if by any chance you snowball, it's likely the survivors will not make the same mistake twice. (And sometimes they'll hide for the rest of the match.)

  • Search for "impossible skillchecks doctor" on youtube. You are bound to find something funny.

  • Nurse

    Claudette

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