fulltonon
fulltonon
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/3011787#Comment_3011787
How can you actually defend a killer like Nurse???
How can you not? she is objectively fine, from every point of view.
Only thing that hates her is our own personal feelings.
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@EntityNea said:
https://forum.deadbydaylight.com/en/discussion/comment/3024438#Comment_3024438
you chose to completely ignore the sentence following it. you can look at something objectively.
Extreme example - but someone could say "i love punching people in the face!". Most people will understand that for a majority of people, receiving a punch to the face is not a fun experience.
A lot of things i see complained about on the forums can have a similar view applied to them. And as I've said, consider if your idea of fun is at the expense of someone else's enjoyment.
I think getting hit by pallet is unfun experience and should be removed, I'm pretty sure all survivor would hate it when they got hit by pallet too.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3024380#Comment_3024380
I’m glad you don’t play solo that’s why balancing solo q “doesn’t matter”.
Not really, It's just that no matter how many buff they get solo q gonna get easily wiped out due to the players itself.
In a sense, it's same as low tier killers and high tier killers, but sadly all survivors share same traits regardless of sqf/soloq and technically it's pure skill difference rather than stats difference which can be fixed by tweaking things.
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@SkeletalElite said:
At the very minimum, her range and recharge add-ons should be nerfed, and blink attacks should be special attacks.
Not needed, majority is just bad and some of "god tier" gonna be toe-to-toe against "god tier" survivors and gonna do good regardless anyway.
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@CodeDB said:
Make this a customizable pose I can select for specific survivors and you have a deal.
imagine monetizing based on dead hard
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@KolbyKolbyKolby said:
Several people play even basic m1 killers without camping and tunneling and still have successful games. Sounds like a skill issue
I mean, I can use doctor or legion and casually 4k people but that doesn't mean I'm good, it's mostly survivors doing wacky things.
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There will be animation but if it locks survivor or not is mystery.
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@th3syst3m said:
https://forum.deadbydaylight.com/en/discussion/comment/3023796#Comment_3023796
Kinda how I feel, solo's quit, killers get more swf, kill rates go down more.
And game can actually be balanced around people who knows about the game, rather than extremely casual players which inflate kill rates a lot?
I'd say that's healthy for the game tbh.
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I mean if it's balanced when survivors are wildly less skilled than killer, that's clearly a problem.
even soloQ will be hell for the killers as long as all of them are actually skilled enough, which doesn't happen often though.
@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/3024131#Comment_3024131
How are these changes going to make players play better?
You yourself just said that buffs dont matter because players throw games. How is any of these changes going to stop that?
Why care about it when nothing fix it anyway?
there will be slight compensation through certain mechanics, but there is no reason to balance things around solo q players, as it doesn't matter anyway.
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Solo q is dead, but that's simply because of players, not the perks, not the basekit of survivors.
BHVR could give invincibility to every survivors and yet soloq matches gonna end up with 4k for some reason.
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@[Deleted User] said:
What probably happened is that survivors and killers with similar MMR facing each other was going too much in favor of the survivors.
Also it's a minority of players that reach the MMR, I suspect the majority of players lie within the low/mid MMR, where there's not really a cap problem.
...if that's the case, they could just lower killer baseline MMR and it'd work.
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It's a problem for basegame and not the perk.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3022675#Comment_3022675
But then you have to apply what I already said on the first post you quoted, "if 3 gens pop almost always in your matches before your first down then there is something you are doing wrong" because thats something very rare and Im playing one of the Killers with the slowest early game of all and that rarely happens to me.
If 3 gens does not pop in first chase, the truth is, survivors are doing something wrong.
It should pop due to the way this game works.
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It's rather strange that the sound imbalance did not fixed till this day tbh.
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I've seen a survivor who rubberbanded and as a result forced to slow vault windows, sadge.
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I mean if you really want accessibility locking it behind a perk doesn't makes sense too, accessibility shouldn't be a handicap imo
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No mither gonna be seriously annoying perk to deal with
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3022057#Comment_3022057
Sure, because all Survivors spawn each right next to a different generator so they can start pressing m1 even before you can start moving, suuuuuure, except no, 3 gens in 80 seconds NEVER happens unless someone is hacking.
then 90 seconds or 100 seconds, it's really quick as running around maps doesn't take much time anyway.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3022318#Comment_3022318
Unfortunately not. I have thousands of hours in the game right now.
If I am playing killer I try not to do grab wars because they feel so cheap, but sometimes a survivor will run straight to the hook to unhook right as I reach the hook myself, and it is extremely easy to get that grab if the survivor is alone. So much so, that most killers on the Korean server do that a lot of the time on first hook to guarantee an easier game. It is very common.
If I am playing survivor, it is very common if I go in for the save for the killer to always be right there waiting for one survivor to do a grab war. It is better to leave that survivor to get to second stage because solo queue survivors are not organized enough to deal with it.
Uhm, I never managed to catch tapping survivors though, is there some kind of magic or will you just wait for REAL unhook?
I definitely don't say "extremely" easy as if you fail ONCE they can trade for free, while survivors can tap any amount of time they want to bait hit.
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It's map that is problematic, speed itself is actually not THAT bad.
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50m+ terror doctor.
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Actually, they are introducing real fun here.
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@sonata93 said:
The main issue with DH was the 'for distance' problem. Whilst the new DH has the potential to give survivors a brief speed boost, it requires meticulous timing - not like old DH where any mistake could be negated by pressing E. Please remember, the new DH only provides 1 second of endurance, this is such a small window of time and it would have to be timed perfectly with a killers M1.
1 second of literal invincibility is A LOT while in chase though.
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@ClarityOfWill said:
https://forum.deadbydaylight.com/en/discussion/comment/3021223#Comment_3021223
If you're incapable of understanding high level nurse play or the wider impact her presence has on the game that's your problem. You do not run nurses of that level the entire circle of the map unless it's something like Lery's. Never said there was no counterplay either so don't put words in my mouth or twist things. I said the counterplay falls off very quickly against "god" tier nurses and becomes more about generator efficiency than "running". However, If you have footage of you running these types of nurses (established competitive ones would be even better) we'll soon be able to tell.
There is no such things as "god" tier nurse tho, it just doesn't exist.
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It's been trash since no one knows long.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022365#Comment_3022365
I thought about it but the Killer aura will be a bit too much information for free.
Hell I do even think 32m permanent aura reading is OP even with requirement of two perk slot and a hooked survivor.
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Problem is that this game is not really an accessible game tbh.
Like you can't even play killers at all.
I suppose "serious" PvP games tend to be like that.
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I think totems are meant to be a slowdown, aka second objective.
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#buffnurse
she has lowest kill rate across all killers!
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3020753#Comment_3020753
it's not a cosmetic - which is generally referred to as the skins in the game
uhm... isn't it an icon skin.
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one open handed and basically 100% wallhacks as long as someone is hooked, very interesting.
..oh apparently only survivor auras are basekit, then it's no different from what it is for now I guess.
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It's an actual problem, both the killers and survivors have seriously hard times seeing whatsoever in that house.
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It's funny how window grab can pierce four of it.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3022223#Comment_3022223
I can see that. Since the devs are altering what is okay/not okay in EGC, why not have healthy hook grabs disabled before the gens are powered, and enabled after.
Right now it is too easy to get a hook grab, and gives too much benefit by just standing next to a hook at 4/5 gens.
What the other commenters above don't seem to realize is that it is less about whether or not you get grabbed or not. The fact that the killer is standing there, baiting the hook grab, means that the solo queue survivors must all come to make a save, even though it is a skilless play on the killer's part. Too much reward for absolutely no effort.
What's funny is that camping first hook and going for the hook grab is the main strategy for killers over on the Korean server at high MMR. Yet the people above think it is rare. Are the servers that different? I don't think so.
Huh? I thought killers are in extreme disadvantage for grab war due to the way it works.
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face camping is guaranteed to be nerfed anyways, wait till next dev update or something.
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@Evil_Dwight said:
https://forum.deadbydaylight.com/en/discussion/comment/3021387#Comment_3021387
No, I don't think they said half of these.
I would guess that you can boil the change down to 2 things:
- the animation lock will remain basically the same, but its travel speed will be reduced to running speed.
- instead of i-frames, you get endurance.
So, you may still be locked out of turning, throwing pallets, or vaulting. I don't think it is clear yet.
So it can stop vaulting but not for pallets I guess.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3022208#Comment_3022208
No, it's a bunch of assumptions.
It's literally an information that is given to us, there is nothing beside "it gives endurance", even the visual cue is not there.
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also act that helps killers are pretty much against rules, I feel "because people gonna use it to break rules" is rather meh to be a reason.
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Same reason as why there is no surrender.
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something that only works for tunneling is fine anyways
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022198#Comment_3022198
It still has an animation so it won't be usable for window vaults. It doesnt provide any distance, just i-frames with a tell animation. It's a major nerf. It's clear you won't be happy unless they go live with the bugged version where console players would Dead Hard frozen in place and then die.
There is no indication of immobilization in the text though, I said it will be fine if there is one.
And really the text only states it will give endurance and nothing else.
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@brokedownpalace said:
https://forum.deadbydaylight.com/en/discussion/comment/3022052#Comment_3022052
Must be fun pulling that much **** out of your ***
It's just a fact based on how it's worded in official text though.
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Uh, I think skill checks are the what makes generators boring tbh, because you can't look at different things despite all you do is holding down M1.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/3022052#Comment_3022052
Who says you have full control of your movements?
For all we know the animation that plays is the survivor stopping and bracing for impact. Not moving at all for a second
Untill we see it in action nobody knows how good it will be
At least there is no mention of immobilization.
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Probably not even a bad idea as people using self care tend to hurt their own team anyways.
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@RisingTron said:
https://forum.deadbydaylight.com/en/discussion/comment/3022042#Comment_3022042
It's literally one second of endurance with an animation y'all gotta stop being so dramatic lol
unless that animation locks survivors in place, whether you accept it or not it's literal 1 seconds of free distance.
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@FlameGNG said:
https://forum.deadbydaylight.com/en/discussion/comment/3021496#Comment_3021496
I should have posted a pic to explain it further and clarified a few things... In my case the generator was 2 - 4 meters away at max... Is there anyway to tell that he is coming before he is in the locker so i can escape in time
This is the room im talking about
https://us.v-cdn.net/6030815/uploads/XSR2EJSG4DZT/skissgme.png
Well if you can do such I suspect it wrecks whole point of the power.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3021596#Comment_3021596
Correction, Easiest for you.
You know, every other aspect of killer gameplay is seriously difficult than hook count.
This is exactly the reason why people tunnel anyway.
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I don't think this change actually affect the game that much, hook grabbing doesn't happen that often anyways and it has to happen on top of hard camping killer.
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@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3021767#Comment_3021767
I thought the problem everyone had with Dead Hard was the uncounterable distance part? Isn't this what killers wanted? Now it takes skill and timing to dodge the hit. Or did you just want the perk deleted instead of balanced?
Yes, and that part still exists as survivors can just utilize free four meters where killers can't do anything to stop?
What is any more skillful when it's no different from old dead hard in fair amount of circumstance, where you have to hit it and gets dodged anyway or just "counter" it and allow him to drop the pallet?
The whole point is they didn't like a perk where killers can't do anything to stop, and current dead hard is still something that can't be stopped at all, it has to be fixed, even for the cost of a perk.
@Rogue11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3022152#Comment_3022152
Similar to how they said they intended to shift meta away from slowdown perks and then proceeded to buff half of them...
You are cherry picking a distance where the survivor is already right next to the pallet. Let's set the pallet 8 meters away and see what happens. How about looping the long away around shack to squeeze out an extra loop? There are many situations where it was strong before and won't be now. See how it plays on the PTB and go from there. It's still a perk and should still have utility, whether you like it or not.
It doesn't matter there is a situation it doesn't work, the thing is it does work exactly like old perk in fair amount of situations, and 4 meter is definitely not "right next to the pallet" when it comes to chases.