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  • @Stielhand said:

    https://forum.deadbydaylight.com/en/discussion/comment/3055232#Comment_3055232

    Do you care to show your math? Tbh i had an awful math teacher so i would like to know if im wrong.

    16 c / (0.35 * 1.5 * 1 c/s )= 30.48 s

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/3054650#Comment_3054650

    What? Her first blink can go 20 meters in 1.5 seconds with 0 addons. One blink has a total recovery of 4 seconds. Blink takes 2 seconds to charge, during which she travels about 3m/s. During the 4s recovery she moves 1m/s, so she covers (20+(3*2)+4) 30 meters with one blink + fatigue.

    30/ (6s charge and fatigue combined) + 1.5 seconds of travel = 30/7.5 = 4 m/s. This is with zero addons, which drastically alter this calculation and make the effective movement faster than 115%.

    You could also do two blinks for 12 more meters.

    42 / (3s of travel, 4s of charge, 2.5s of fatigue) = 42/ 9.5 = 4.4m/s, or Huntress movespeed.

    The math isn't perfect or anything its just to illustrate she can navigate better than almost everyone as long as there are things in the way, which is every map.

    I actually made a thread a while back showing off how busted range add-ons are compared to the rest with more precise calculations

    @egg_ said:

    This is not going to be a rant thread, because I actually did some maths and therefore I'm bringing some quality data to support my thesis, so brace yourselves because this is going to be a long thread, with numbers too. A lot of stuff will be repeated and/or redundant, partly to understand what numbers I'm using (so you can scroll back and see how I calculated them), partly for myself since I wrote this in pieces.

    First of all, we will need some data. More specifically, power times and movement speeds, that can be gathered here https://deadbydaylight.fandom.com/wiki/Sally_Smithson#Power_Trivia and here https://deadbydaylight.fandom.com/wiki/Movement_Speeds#The_Nurse

    I will expose the assumptions I'm making:

    1. we are taking into consideration raw distances. This to avoid discussions like "yes but break line of sight and double back" or stuff like that, which has no value whatsoever in the points I'm going to make;
    2. the nurse 'example' we are using will have no 'dead times': therefore, we are looking at the optimal use of movement blink charging times (no seconds wasted between the moment the blinks are ready and the moment the nurse starts charging them, no overcharging of the first blink: everything will be immediate), while always holding W (always moving forward) towards the survivor;
    3. we are assuming range addons are working as intended. More specifically, as stated in the pwoer trivia, a blink maximum time is 1.5 seconds. The addons descriptions only mention that the charge time is increased (maintaining the normal charge time / meters ratio) but not the blink time, which is capped at 1.5 seconds. Therefore I assume that for blinks longer than 20 meters, the cap will always be 1.5 seconds per blink -> changes the blink movement speed to compensate;
    4. the second blink is assumed to last 1 second and to cover the full distance of 12 meters;
    5. last assumption: I'm taking into consideration the "worst case scenario" for the nurse, which is having to catch up after blinking twice and lunging, giving her the longest fatigue + full recovery of both blinks.

    So let's start with the numbers. At first I will analyze the distances covered while using no addons, dark cinture alone, fragile wheeze alone, and both the addons together. Then we will compare the results with range addons. The formula used is simple:

    Total distance = Fatigue duration × Fatigue movement speed + Walking time × Walking movement speed + Blink charge time × Blink charge movement speed + Blink range (max) + Chain blink time × Chain blink movement speed + Second blink range (max)

    The fatigue for the aforementioned scenario lasts 3.5 seconds, at which the nurse moves at 0.96 m/s. The distance covered is 3.36 m (constant).

    Charging the first full blink takes 2 seconds, at which the nurse moves at 2.89 m/s. Space covered = 5.78 m.

    The first blink lasts 1.5 seconds and covers 20 meters. The second blink is assumed to last around 1 second and cover 12 meters (^assumption). To charge it, the nurse will use 1.2 seconds at which she moves at 1.16 m/s. Distance covered: 1.392 m.

    Total fixed distance: 42.532 m; total fixed time: 9.2s

    The only variable in this case is the time that the nurse consumes walking normally after fatigue, which is affected by the addons. Therefore, I will calculate the single cases and add up the fixed values to each one of them:

    1. no addons: walks for 2.5 seconds at normal movement speed of 3.85 m/s. Distance covered: 9.625 m. Total distance covered: 52.157 m. Total time: 11.7 s. Avg speed: 4.46 m/s
    2. dark cincture: walks for 1.7 s. Distance covered: 6.545 m. Total distance covered: 49.077 m. Total time: 10.9 s. Avg speed: 4.50 m/s.
    3. fragile wheeze: walks for 1.3 s. Distance covered: 5.005 m. Total distance covered: 47.537 m. Total time: 10.5 s. Avg speed: 4.53 m/s.
    4. both addons: walks for 0.5 s. Distance covered: 1.925 m. Total distance covered: 44.457 m. Total time: 9.7 s. Avg speed: 4.58 m/s.

    Now lets compare this data with a survivor's data, namely the survivor that has just been M1ed and is running in a straight line away from the nurse. The survivor's data is obviously easier to calculate. They will have a fixed 6 m/s speed boost for 2 seconds (fixed 12 meters), then run at 4 m/s for the remaining time. I'm not considering any decelarion aspect (is there even any?): the transition between the 6 m/s and the 4 m/s is instant.

    1. no addons: 12 + (11.7 - 2) × 4 = 50.8 m. Distance difference: 1.357 m.
    2. dark cincture: 12 + (10.9 - 2) × 4 = 47.6 m. Distance difference: 1.477 m.
    3. fragile wheeze: 12 + (10.5 - 2) × 4 = 46 m. Distance difference: 1.537 m.
    4. both addons: 12 + (9.7 - 2) × 4 = 42.8 m. Distance difference: 1.657 m.

    This means that the better addon you use, the more distance the nurse covers, giving a smaller window of reaction to the survivor. Bear in mind that we're not taking into account the lunge too, as it would happen instantly after the data provided. But anyway, as you can see, the actual difference between using and not using addons is merely 30 cms. The 'actual' difference is that everything is sped up as it takes place in a smaller window of time. However, this is not what this thread is looking into. This data is used as a source of comparison with the actual point of the thread, which I'm going to explain now.

    When we take into consideration range addons (Heavy Panting and Kavanagh's Last Breath), we intoduce another variable: charge time. However, most of the numbers used until now stay the same.

    1. Heavy Panting only: we add 0.4 seconds to the first blink charge time with a speed of 2.89 m/s = 1.156 m, and 4 meters to the blink range. Since no addons are affecting the blink recharge time, we take the previous no addons data and simply add this. Final data is: 57.313 m in 12.1 s. Average movement speed: 4.74 m/s.
    2. KLB only: we add 0.6 seconds to the first blink charge time with a speed of 2.89 m/s = 1.734 m, and add 6 meters to the total distance = 59.891 m in 12.3 s. Avg speed: 4.87 m/s.
    3. Both addons: we add 1 second to charging time at 2.89 m/s = 2.89 m, and add 10 meters to the total range. Total distance covered: 65.047 m in 12.7 s. Avg speed: 5.12 m/s.
    4. Heavy Panting + Dark Cincture: Total Distance = 49.077 + 1.156 + 4 = 54.233 m. Time = 10.9 + 0.4 = 11.3 s. Avg speed: 4.80 m/s
    5. Heavy Panting + Fragile Wheeze: Total distance = 47.537 + 1.156 + 4 = 52.693 m. Time = 10.5 + 0.4 = 10.9 s. Avg speed: 4.83 m/s.
    6. KLB + Dark Cincture: Total Distance = 49.077 + 1.734 + 6 = 56.811 m. Time = 10.9 + 0.6 = 11.5 s. Avg speed: 4.94 m/s
    7. KLB + Fragile Wheeze: Total distance = 47.537 + 1.734 + 6 = 55.271 m. Time = 10.5 + 0.6 = 11.1 s. Avg speed: 4.98 m/s.

    Looking at the average speed alone, you can already conclude how strong range addons have. But let's compare it in terms of 'closing the gap' with the survivor, by calculating the distance covered by them in the same fragment of time and then subtracting it to the distance covered by the nurse:

    1. Heavy panting: 12 + (12.1 - 2) × 4 = 52.4 m. Distance difference: 4.913 m.
    2. KLB: 12 + (12.3 - 2) × 4 = 53.2 m. Difference: 6.691 m.
    3. Both addons: 12 + (12.7 - 2) × 4 = 54.8 m. Difference: 10.247 m.
    4. HP + DC: 12 + (11.3 - 2) × 4 = 49.2 m. Difference: 5.033 m.
    5. HP + FW: 12 + (10.9 - 2) × 4 = 47.6 m. Difference: 5.093 m.
    6. KLB + DC: 12 + (11.5 - 2) × 4 = 50 m. Difference: 6.811 m.
    7. KLB + FW: 12 + (11.1 - 2) × 4 = 48.4 m. Difference: 6.871 m.

    Conclusion + personal comment:

    As you can see, the distance covered when using range addons is a lot higher than that of the survivor. Not only that, but the use of Fragile wheeze only, in terms of raw distance, gives almost 300% more distance than using both recharge addons together. This renders almost any effort of making distance from the nurse useless, as she can immediately close the gap. I don't think this is healthy at all for the game, and the fact that those addons have no downside whatsoever is mindblowing for me.

    As I said earlier, recharge addons almost have no impact on the difference of the raw distances covered, they just impact the speed at which the game is played, and I don't want to discuss the balance of that in this thread, as the numbers are very similar.

    If we want to consider a more realistic scenario, the nurse will hit the survivor, and they will run somewhere where they can break line of sight. The nurse will be forced to walk for longer than the recharge time required. Then she will blink again to catch the survivor, who is probably trying to break LoS and build distance. If they 'win' the mindgame, they have a chance to actually make said distance, forcing the nurse to be a lot more precise in her next blink series. However, outplaying a nurse with range addons is basically useless, because she can close the gap immediately.

    If we take an addonless spirit for example, in the situation where she M1s a survivor and has her phase ready to go, you will find out that the duration of the phase is just enough for her to be in lunge range, if she tracks the exact same pathing as the survivor, and provided that there are no pallets or windows in between (you can do the math). Nurse doesn't care about these. So I don't think it is healthy for her to keep having these addons, at least with no downside. Taking spirit as example again, it would be as if Yakuyoke Amulet was never nerfed, or if MDR showed scratchmarks).

    Finally, even though in terms of raw numbers, double range addons combination is the strongest, I personally think that the 'best' is KLB + FW, as it helps cover the gap while also giving only 1.3 seconds of 'forced' walking time while the nurse can locate the survivor again.

    Again, this is not a thread about nurse, but about her addons.

    NB: I posted the average movement speeds as a normalization metric, as every case examined took into consideration different times and distances covered. However, this is not a discussion on the average speed of the nurse. Don't interpret it as "wow, she's actually faster than a standard 4.6!", because every killer has a way of closing the gap with survivors, and on average they will have an overall speed higher than 4.6 m/s too (blight, spirit, billy moving extremely fast almost as much as they want, clown and freddy slowing down survivors which could be seen as them speeding up, and so on).

    NBB: I really hope the math is correct. Maybe I made some mistakes here and there, if someone had the time to double check this it would do me a great favor :)

    I took a baseline scenario to compare the advantage you get, and I did it by assuming both blinks are used. With one single blink, results are even more busted

  • @MrPenguin said:

    Considering both killers aren't viable and a few seconds longer in an ideal situation (a.k.a. with bad survivors) isn't that big a deal, yes I am ready.

    Plague? Not viable? She's one of the most solid killers in the game

  • Yeah, nurse's basekit is fine and whenever I read people suggesting they should make her iri addon basekit + speed at 110 as a nerf I'm thankful they're not actual part of the balancing team, as THAT wouldn't even be a nerf. It would actually put survivors in lose/lose situations in every possible scenario

  • @Grandpa_Crack_Pipe said:

    Long, winding, difficult to find the gens, lots of useless pallets, lots of safe pallets, shuts down like half the killer powers, impossible to just get to any gen in a reasonable amount of time, can't use crows or line of sight for basically anything

    Map had its appeal, but it sucked.

    Lots of safe pallets? Were we playing in the same Hawkins? There were like two actually safe pallets in the whole map

  • I gave up. If I encounter a hacker I'll try to go next as soon as possible, or DC if held hostage. I won't bother wasting MY time with this horrible report system any longer, considering they don't seem to put any effort into improving it somehow

  • My take on nurse will always be the same: her basekit is perfectly fine. It's 'nurse mains' that make her unbearable to go against, because they all play in the same way: stack 3-4 slowdowns or starstruck/agi and consider themselves gods when they are basically playing easy mode.

    She needs a couple of add-ons nerfed and her post blink attack turned into an M2. Sadly there's not much that can be done about stacked slowdowns, it is what it is

  • SS+ Tier:

    Autodidact + Soliradirty combo

    Don't @ me

  • That's on you for posting memes in general while discord mods are around

  • Every killer has its own MMR score and is supposedly matched against players of similar skill. So if you never play wraith and get matched with baby survivors, it wouldn't be fair for you to change to your main afterwards.

    This assuming MMR works, which it doesn't

  • No, but I get consistently matched with them regardless

  • @[Deleted User] said:

    Base kit Nurse needs a nerf along with her add-ons. Blight's add-ons def need to be looked at. Every other killer either is #1. in a good spot overall (not many) #2. Has terrible add-ons that need to be reworked (quite a few) #3. has a lackluster basekit that only add-ons make decent or good, or #4. Has both a bad basekit and bad add-ons.

    Like where tf are the killer buffs? Deathslinger, Pig, Trapper, Wraith, Sadako, Myers, Doctor, the list goes on. All these killers (and many more) have major issues that need to be addressed, but it's like every mid-chapter I look at the patch notes and all I see is disappointment.

    How is the poster-boy of DbD (Trapper) still a mediocre to downright terrible killer after both a rework and many buffs? Jeez, DbD is such a joke sometimes.

    Anyways on a side-note the Evil Dead game is really fun. Been enjoying that way more than DbD.

    Basekit nurse is perfectly fine

  • I understand your point of view, but in a match where two people immediately give up turning it into a 2v1 at 4 gens, as a killer I'd just want to get over with it and move to the next game

    Playing hide and seek with two extremely immersed survivors who manage to do 3 more gens was probably extremely frustrating for the killer, I wonder how long the match was (unnecessarily?) prolonged because of this, while the point gain for everyone was probably extremely low

    Basically unfun and not worth the time at all

    When situations like this happen I usually try to get at least one more out of the game and go for the rng, whoever find the hatch first wins

    The slapping on hook was kinda petty though

  • @Seanzu said:

    https://youtu.be/L_l-sC4QASo

    I did always think it was weird how often they've been getting their powers when I did Vs them, now I know! 🤭

    Uhm ackchualy it's called blood orb tech

  • Not that often sadly

    Despite her being weak, she's fun to go against, and her passive phasing still gets me

  • @verysleepy said:

    It got buffed 2 PERCENT, literally nothing... It's been fine forever and I use this build on my plague anyway.

    People are complaining about a .5 percent increase per player holy mother of god. Revert it you'll notice absolutely zero difference I don't care.

    Jesus. So 2 PERCENT better thana needs nerfed but 20 percent is fine? Is this a joke or something?

    Plague is the goat regardless. Nerf all her perks I'll still destroy most. Her most OP build isn't that anyway. She patrols gens and has easy kick opportunities so I'd be worrying more about overcharge cob. I use pop cob on her right now and it's laughable how bad it wrecks alot of survivors.

    Thana was receiving already an indirect buff given by generator times being upped to 90 seconds. So 4 stacks of Thana would've been 20% slower of a 90 seconds generator.

    So yes, people ARE complaining of the additional buff it's given to Thana, because it's absolutely uncalled

  • Two days ago I got matched against 3 hags in 8 games

  • About 750 spread around most characters

  • @Aneurysm said:

    all they did was nerf strong survivor perks and give us close to nothing to replace them with. people would run perks like up the ante, self preservation, etc if they actually did something useful

    No, they wouldn't. There are plenty of survivor perks that have always been useful or have been buffed to do something useful. The only way for new survivor perks to currently enter the meta is for them to be completely busted, like MoM on release, CoH on release.

    "Useful" is not enough, since the most popular survivor perks go beyond that.

    It's pretty obvious that until they don't actually change some core game mechanics to punish certain killer strats, survivors will feel forced to run only second chance perks, and said perks can't actually be nerfed to the ground without giving valid alternatives or the game would become actually unplayable in certain scenarios

    But I know you know this already

  • The only buff pig needs is people to stop tunneling survivors with active traps that are, obviously, not working on gens

    The day pig players realize this is far from today though

  • @Moxie said:

    Crows flying down can be a dead give away. Means they were in the area 15 secs ago.

    You don't have to see them go up necessarily.

    This. I've been reported for "wallhacking" multiple times when I just used common sense and the (lack of) information available. Once right after hooking the second last survivor I saw nobody on bbq and noticed crows landing on a far away jungle gym. I bee lined there and found the last survivor in the locker.

  • @fogdonkey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3038855#Comment_3038855

    They are jealous that Otz has more viewers than their number of posts on this forum.

    It's really not jealousy. It's the "even x streamer said this" as if his words and opinions have higher value of anyone else. He's a content creator and that's his job, so he can bring to the attention of more people some issues that otherwise might go unnoticed, but his opinions are his own. The thing that probably annoys is that some people take any streamers words as words of authority and base their own opinions on those people, and then share them around saying stuff like the title of this thread.

    Who cares what *he* said?

  • @Grandpa_Crack_Pipe said:

    Trickster and Sadako have completely unjustifiable lullabies.

    Huntress has a fine one, though. Plus, it's iconic to her and it'd be plain disorientation to play as/against her without it.

    @MikaelaWantsYourBoon said:

    Trickster and Sadako should not have lullaby, both killers are already so weak.

    Freddy's lullaby is helping him actually. It always confuses me when i play against him. So i think he is okey.

    But Huntress? No. She is already strong killer and her lullaby makes her fair.

    I'm fine with trickster having a lullaby. Everything that might discourage people from playing him is welcome :)

  • What do you mean, self care is prevalent in high mmr gameplay. If you get matched with self care users, you're basically matched with gods /s

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3037895#Comment_3037895

    Things unfairly nerfed because of survivor crying:

    -deathslinger

    -pyramid head

    -ruin

    -pop

    -spirit

    -undying

    Should I continue?

    Well you listed already enough stuff that kinda ridicules your own point so I would stop already if I were you

    Spirit and Undying were stupidly busted, PH and Deathslinger were extremely unhealthy for the game and PH arguably still is with one of the strongest tunneling potentials in the game (Deathslinger wasn't strong, just unhealthy. If the devs can't design a decent power it's not the survivors fault). Nobody cried about pop when it was nerfed, and the nerf wasn't even in its base %, it was in its timer, so nothing pretty much changed. Ruin was reworked into something arguably better than the og version and it had nothing to do with "survivors crying".

  • Nurse doesn't need disabling because she's working as intended

    What are the devs supposed to comment on?

  • @Souplet said:

    https://forum.deadbydaylight.com/en/discussion/comment/3019387#Comment_3019387

    I see exhaustion after exhaustion after exhaustion every game, meanwhile gen slowdowns meta perks have been trashed. What is the replacement ? Coulrophobia buff ? Monstrous shrine "buff" ?

    As i said in my 1st response to you before you started all this : both killers and survivors got good and bad changes. Get on with it

    Have you seen: overcharge, thana, eruption? ✨

  • Plague is one of those killers that massively suffers when trying to get chaser and/or malicious emblems due to the nature of her power.

    Sucks to say but if you need a specific emblem (for a challenge) you'd better play another killer, preferably without a one shot ability

  • @Pulsar said:

    I do not see how this could be detrimental.

    I do not particuraly wish to play against a Killer with over 150 ms of ping and I also do not want to DC.

    Survivors should be able to see the Killer's ping in the pre-match lobby screen, just like how Killers can see their own ping.

    Or, can they actually fix hit validation so that the person with the best ping doesn't get penalized? That's asking too much, right?

  • Unlike what I said in that other spirit/blight thread, I actually think his basekit is fine and balanced, and his movement speed shouldn't be reduced to 4.4 (I was just being sarcastic).

    His add-ons though... I think I'd nerf like half of them

    His speed add-ons should be fixed and don't stack for each consecutive rush, alchemist ring should just be straight up reworked, c33 too, c21 probably reworked because I don't see how wallhacks on such a power are fair in any way, adrenaline vial was over buffed, and I'd remove the additional movement speed and the recovery speed.

    The other iri right now is questionable but I think once hug bug is fixed it's gonna be alright

  • @dreamsy10 said:

    https://forum.deadbydaylight.com/en/discussion/331483/new-dead-hard-is-a-nerf-for-nurse

    As again surv mains that relies on perks to carry their game cuz they have no skill without perks. And yes she will jump on you even if you dead hard, more than before.

    I'm waiting the day till I will see survivors not relying on perks to carry their game, and just show some skill. And yes there are survivors that play perkless or with meme perks and play 10 times better than meta survivors, but rare.

    Same here with nurses not relying on starstruck/agi combo or stacked slowdowns + their broken ass add-ons for their easy wins. I'd really like to see actual good nurse player, alas those players are actually rare

  • @ShinobuSK said:

    Wait until Iron will is gone and we will see threads about nerfing spirit on daily basis again

    Well, she still has those addons. That will be fun

  • @remoirel said:

    am i surprised that bringing awareness to a crappy playstyle being buffed is met with 'lol trapper op just dont die' replies? not at all

    never change dbd forum users

    Came here to type this same thing

  • You're right, Blight should be 4.4

    Untitled Image


  • I didn't read op's post but based only on the title: to be honest I was kind of thinking of doing it myself, just to prove how the changes did nothing against these play styles, as they were promoted, but actually made them even easier to achieve.

    I know it will probably ruin tons of games for the survivors I'll go against, but it's a sacrifice I'm willing to make to prove my point

    image.png


  • @fulltonon said:

    If it's full 1 second animation AND endurance, it can still be used to drop pallet.

    it has to be longer than endurance effect.

    No? You can drop the pallet only after the animation (aka the endurance) ends, just like now. But the pallet stun and hit validation occurs only after the pallet has been dropped for more than 50%, which means the killer can just swing through the pallet, like it already happens when dead hard is used badly

  • If that was the case perks like DMS would not be a thing. But hey, that survivor perk that got buffed along with DMS was nerfed in a matter of a couple of weeks, DMS is still there, as broken as always on nurse and blight :)

  • I used to go against hackers very frequently a while ago, to the point where I opened a couple of threads too

    Not it's been quite a while since I last saw one. Maybe they're all subtle and I don't pay enough attention, but obvious ones seem almost gone

  • @Grandpa_Crack_Pipe said:

    Me, personally, I'm looking forward to Thana Gift of Pain.

    Injured? Slowdown. Heal? Takes longer, and STILL slowed down.

    Can't wait to drag single games past the 35 minutes threshold

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/3026817#Comment_3026817

    I'd like to see the possibility 3, which would be the devs showing the most recent stats showing that kill rates are low. Why did they not show those stats? They have shown killer kill rates before, they showed stats for most used perks on both sides... so where is the graph with the low kill rates?

    They also showed the perk usage per MMR rank, I would like to see the same graphs per killer and per MMR rank. I'm sure most results won't surprise me

  • She needs her range addons gutted and arguably the recharge ones nerfed, and her blink attack should become special

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022997#Comment_3022997

    What are they doing? Nothing. That's the problem. They aren't progressing the game so you sit there waiting for people to have exhausted their flashlight for you to finally be able to hook someone. And you know what, it's not impossible to win it (you're guaranteed to win the battle of attrition), but it's ######### boring. And that's my whole problem with it; it's so mindnumbingly dull to sit through that I'd much prefer it get changed.

    Because it's a video game, and things which just need you to sit out and wait for people to use their flashlight because you can't chase anyone without them just jumping into the double locker is just boring. And since it's a game, things should exist to encourage fun.

    Exactly, they're doing nothing, so if you find this boring you can go and pressure the other two who are probably doing gens, actually progressing the game.

    Personally though, I find these games fun. They're being dumb and I like playing along, so that's subjective too, even more so if it's the whole team being there, so I don't see the problem

    @Mozic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022979#Comment_3022979

    The answer to your brilliant riddle is that the killer is also unable to progress the game - it's a free stalemate at best, which puts the killer into a no-win situation where they either go for the grabs just to get saved, or ignore them and lose the ability to pressure at least half of their opponents.

    Flash saves out of lockers frankly shouldn't be a thing in any context.

    Wow you lose the ability of pressuring two people who are not doing anything, while you go and push off gens people who are actually progressing the game... That's such a loss really, why would anyone ever do that

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022959#Comment_3022959

    Idk on maps with seventeen pairs of double lockers within spitting distance of each other it definitely feels like an exploit when they use an offering, sit in pairs, and prevent you from ever hooking them (and nothing is done to progress the game because no gens are done, and because the lockers are so close you can't chase the others away).

    I'd be more than fine with a removal or even just a high wall around one of the double lockers to prevent this being so exploitable. Like at Basement or the Coldwind Tractor, you can only get a save from one locker, so it's manageable and not a problem, but on Cow Tree next to a Jungle Gym it's a whole different story.

    @egg_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022970#Comment_3022970

    Yeah, you fall for it one time and then you know immediately what they're up to

    Riddle me this: two of them are trying to go for hehe yt compilation jukes and overall being annoying, but not progressing the game. What are the other two doing? If they're around too, then the game is not progressing at all, giving you an advantage because they will throw eventually. If the other two are doing gens, go and pressure them instead as they are actually progressing the game while you're just wasting time?

    ^my answer to your comment is my previous comment too

  • @ArchAbhor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3022959#Comment_3022959

    Well duh I'm not talking about the odd locker save in solo. There is zero counterplay if they have 2 stay in pairs. Killer comes by hop into lockers. Leave the pair to find the others same. Rinse and repeat. Thats worst case scenario there are other variations of it but all of it is bs. Highly exploitable.

    Yeah, you fall for it one time and then you know immediately what they're up to

    Riddle me this: two of them are trying to go for hehe yt compilation jukes and overall being annoying, but not progressing the game. What are the other two doing? If they're around too, then the game is not progressing at all, giving you an advantage because they will throw eventually. If the other two are doing gens, go and pressure them instead as they are actually progressing the game while you're just wasting time?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3016094#Comment_3016094

    Or legion. Id rather face 100 nurses in a row before I face a thana/ penti legion. It's not even strong persei since legions chase sucks. Just boring and annoying

    You know, I can agree with that. There's a reason why I call it 'forever legion'

    Man those games are nasty for my mental health

  • Exploit? They killer is grabbing a survivor, which has a small window that grants others survivors the possibility to save. This is not an exploit in any form whatsoever

    It's not an exploit and if you think other survivors are around, instead of grabbing the person in the locker, go for them

  • Luckily haven't seen trickster in quite a while

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