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Cooldown should be reduced to 25 sec and it will be good perk.
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@ArkInk said:
In all fairness, you could apply this logic to killer perks just as much as survivor perks. NoeD rewards the killer for losing, Sloppy does a fantastic job limiting healing for just a basic attack reward, Deadlock punishes survivors for getting multiple gens progressed, Corrupt is literally just free early game pressure, Lethal Pursuer as a concept.
Idk, I feel this is less a of a sides issue and more of just how the game is balanced. As for Pop specifically, I can't run it by itself anymore , as it doesn't give enough regression to be worth taking over the alternatives. The nerf is fine in the context of Pop being with 3 other slowdown perks, but I'd rather run Beast of Prey or godforbid Knockout before resorting to those tactics. Ultimately, I'd rather this nerf be here than not since it means I've gotten to see some of the weirder regression perks since the change. It feels nice breaking a Ruin Undying again rather than just taking a nap whenever a hook happens and Grim Embrace, Dead Man's, Pop, and Pain Res all activate.
Yeah, I could understand if they said that about any other perk that actually doesn't require much work to have value from it, but not about Pop, which completely opposite from it.
I also dropped Pain Res and Pop from my builds. Pain Res already was insanely situational and RNG perk, now it's not worth it and even more RNG perks like ruin can give you more value. Pain Res could be fine with 25%, but with 20% just doesn't worth it. And I want really hard to bring some alternatives, but killer perks sucks so hard, which I was once again convinced of during Chaos event. Nerfing popular options without buffing unpopular is strange decision for me, because nothing really changed in majority. -
@AmpersandUnderscore said:
I mean, people kinda did themselves a disservice by pushing for the second dead hard nerf. When people were calling it 'free' to have to be injured, not deep wounded, recently hooked, have a half second of timing, depend entirely on your opponent, and hope you win the latency coin toss, then everything else in the game must also be 'easy to activate' by comparison.
Firstly, i'm not against exhaustion or something, i'm just comparing it.
Secondly, DH fully deserved every bit of nerf it got. I still see nightmares, where I'm breathing into survivor's neck for 10 seconds E V E R Y damn chase just because one perk exists into the game, not even into the match. And it's still one of the most popular and strongest perks for survivors in right hands and free health state against M2 killers. So nah, I don't think so. -
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735791#Comment_3735791
Also while looking at how many nuances his power has, and keeping in
mind BHVR's spaghetti code, I can say without doubt, that Freddy will
have new bug every patch. 😁Ahahahaha, that's probably true xD
All fair points, Very much appreciate the attempt to read and understand it.
TBH, I think a lot can be done to improve Freddy just by improving his animations and power effects. I really want to feel like I'm being tormented by Freddy in his trials. In fariness, I'd imagine if BHVR dont' want the Old version as is with the massive slowdown fallout it'll cause for pub games, a chopped together rework with the General's version could work quite well. Something like:
- Take @GeneralV's rework, but tone down the gen slowdown at base (maybe 15~20% or so).
- Bring in my revised microsleep mechanisms: -
- Invisible to Survivors, only the Nightmare can see it.
- 1 c/s and 1.5c/s on conspicuous actions up to a max of 80% sleep.
- Add 8 c/s when yoinked by the Nightmare.
- Add the 20% microsleep on TP and missed skillchecks.
- Add Nightmare intermittent visibility to survivors and Nightmares aura read on 80% asleep survivors.
- Remove missed skillchecks as a dream escape and force the use of the dream transition stations (please thematically better than clocks).
This makes Freddy a onmipotent global pressure map killer, but he is just an M1 killer at the end of the day. The trick is he has a powerful and scary stealth ability where when you are at 80% microsleep, he can walk to you and pull you in to the dream suddenly for a free hit if you don't stay wary of his lullaby and make your way to safety. His TP can also yank you and anyone near you into the dream.
It's sad to read some great ideas here, because they 100% won't rework Freddy again and i'm more than sure that we will see some number changes and maybe pallets+snares combined without addons. They worked on Twins rework for two years just to deny it and I don't know how much time they need to implement something slightly close to your suggestion, so I keep my expectations really low on Freddy.
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Respect for such huge work! And it's sad that such good posts are ignored as always, because everyone is busy discussing us vs them.
But what about op: great ideas overall, but to be fair, looks a bit too complicated. But maybe it's just because me reading big wall of text and can't keep up with it for the first time. Problem is, the more complicated it works, the more pub stomper killer is without correlation of how actually good his power is.
Also while looking at how many nuances his power has, and keeping in mind BHVR's spaghetti code, I can say without doubt, that Freddy will have new bug every patch. 😁
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@Rulebreaker said:
Would someone be kind enough to tell us why info perks are being so hated lately?
Because slowdown already nerfed over the board, chase perks are joke and very killer dependent, hexes are joke. What's left? Aura reading, even with keeping in mind that distortion was buffed from 4 to endless, it doesn't matter, because all I want is winning games with sitting on a gen without killer bothering me at all, listening some music on background and don't even remember that killer's perk exist, while stacking my 10 second chances and gen speed perks, which can be allowed only for us, survivors. Once every single thing beggin to bother me, I go on forum, add to it my favourite buzz word "unhealthy" and that's it.
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@Chocolate_Cosmos said:
Seems like they forgot about him Once mid chapter happend.
Also the more I play him the more I think He Isnt as great anymore.
They switched to Vecna. Vecna is OP in the next month, then everyone will learn how to play against him and he will stand somewhere on B tier. Then another new killer will be OP.
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Holy… just thank killer he didn't bring 4 slowdown instead. Aura reading is just info, only thing it helps with is finding chase a little bit faster. Not WIN chase faster, not SLOWDOWN the game, just find a chase. Not doubt it's annoying, when your chases last 10-20 seconds, but it's not perks issue, but yours.
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Perk is awful, because I can't use free wallhacks on killers for doing nothing, guys :(
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Looks like literally perfect addons pass, had some similiar ideas for addons too.
Adore Broken Coin and Iri Badge ideas especially, so interesting! They can just ctrl+c and ctrl+v it into the game right now honestly. -
This is what I wanted to suggest a long time ago. I think Sac Ward shouldn't be used if there are no offerings.
But it's band-aid anyway and map offerings should be reworked. -
@ReverseVelocity said:
It's already getting a bit of a nerf:
I swear they don't want killers play on something except Nurse, Billy and Blight
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I already had this issue, nothing really helped, unless i wrote to Rizzo and he forwarded it to team. It was solved in few days.
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Yeah, i was about ask the same question, i really hate Wesker's 40 meters TR and see no point in it. On some maps you just hear it 80% of time and it's sooo annoying. Like you mentioned, there is no sense in it, when Blight and Billy have 32 meters TR and have way stronger mobility.
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@Shaddoll_Serpent said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731934#Comment_3731934
You have screenshots? I've noticed Trapper's traps seem to float in the environment in a lot of cases so I wonder if this has something to do with the invisible traps on these maps.
No, but it was right on doorstep of main building (front)
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Seems like not map problem, because i saw the same issue on Badham.
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Random killer and their addons is awful idea. The only joy in playing killer for me is using power and chase, why should i even login into queue, if i will possibly play killer i hate to play as? I better sit in a bush for 3 games as survivor than playing Cenobite or Hag.
For the same reason random addons is awful idea. There is a bunch not only bad/useless (not a big deal), but harmful addons, which can suck off whole desire to play killer.
And since when everyone decided that "survivor can get No Mither" is anywhere good argument? Delete this perk from mode, now what left from this point? One perk that ruins games isn't the same thing player plays killer that hates or doesn't know how to play as, or ruin his power with some random addons. I definately don't want to play against baby killers every game, lack of slowdown already makes this mode chill af.
But map offerings and iri addons shouldn't be a thing definately. Don't mind iri addons on killers when i play survivor, since no slowdown, but i don't really care, i rarely play with them anyway and half of them not worth it. -
I don't want to go back into usual matches. I am so used to it and it was most fun time in a while.
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@apathyinc said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731157#Comment_3731157
You realize in a balanced match the gens are supposed to get done, the gates open, and one or two survivors out?
Yes, i do realize. On average, not every game. This means that one match there can be 4 man out, other 4k, another one 2k etc. Thing is, there barely will be any 4K on a killer without slowdown against team with your skill level unless survivors themselves make a few critical mistakes. Nurse is the only exception, if you really good with her.
@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3731157#Comment_3731157
This is just simply misleading.
The world record for survivors was about 3:45 seconds, with a comp level team going in with the singular goal of having the world record. Since that record, BNP, prove thyself, dead hard, DS, the map they used, a huge number of loops, and a ton of other things have been nerfed into the ground.
This has about as much credibility as saying that the world record killer game was a nurse getting a 4k in about 1:30 and then pretending that's the norm in your 'average game'.
Enjoy. 8 months ago, all things you mentioned in majority the same now.
https://www.youtube.com/watch?v=Bxf3uzI--ik&pp=ygUTaGVucyBmYXN0ZXN0IGVzY2FwZQ%3D%3DThis has about as much credibility as saying that the world record killer game was a nurse getting a 4k in about 1:30 and then pretending that's the norm in your 'average game'.
I said 4-5 minutes is average game without slowdown, nothing about best result or something. How about actually read comment before answering and impute fictions to it?
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@apathyinc said:
If you keep winning matches with full slowdown perks, you are going to have a bad time when you try to go back to more "fun" builds. I find it's best to let MMR do its job based on the builds I like to run. If I'm losing, it probably means that I went to a skill level above where I should be with how I like to play.
What a poor argument. Gens can be done in 2:30-3:00 minutes in best case scenario, with toolboxes, BNP and all stuffs. 4-5 minutes is average game against good survivors without slowdown. If you believe killer has ANY chances to have 12 hooks in the same time, even with tunneling, you probably play some different dbd.
There is nothing about "skill level", it's just simple math. Chases should be around 15 seconds long for this game be balanced around killer without slowdown. This is why survivors crying "nerf slowdown" and then do surprised faces, when all this pressure going into shorter chases with weaker maps and stronger killers ability. -
@Riou2024 said:
Honestly after the aura duration nerfs of the magic items it looks like the haste item + the one revealing the aura of the sphere in order to avoid the haste item from being disabled will be the only useful combo of magic items to run.
Nothing really changed in terms of priority, Haste item was and still two heads ahead other items. On second place aura of skeletons, because it really can help sometimes. Other two just exist, Lich's aura during fly i didn't find that useful, but it's not completely useless. So skeletons you can crouch, other auras don't do much, so i of course will run free deny to only killer's spell, which can lead to hit, no doubt.
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@ad19970 said:
Mage Hand was buffed a lot, there is absolutely no problem with this item helping survivors against it. It would be useless without the haste effect.
Another example of BHVR trying to balance game for 4 killers vs 1 survivor or what?
You can't be serious or?
Yeah, your post where you compared Mage Hand to Scamper perfectly showed how delusional you are about it. Mage hand's closest brother is Doctor's shock. With 38 seconds cooldown. Which you still need to use nearly perfect on some loops to get a hit. And even if it was "free hit scamper situation end of the world" – good on it, that one of 4 spells will give him hit once in 40 seconds in a game, which balanced around 45 second chases.
And this Item is not even helping with this spell like other items, it just make it 100% useless and make it lose-lose for killer. Even with ignoring this fact, that item shouldn't be in 1,5 times stronger than killer's addon, which do the same, lol.
I see that you trying your best be likeable by survivors auditory, but it's not a reason to ignore reality so much. "oh i'm killer main, but this one time Doctor shock B-tier ability with 38 sec cooldown seems so OP, how fellow survivors will play against it????"
> You can't be serious or?
We still have perk on this chapter, which helps to survivors and harm killer more, than helps to himself, lol. In game item will give more value, than addon that killer will bring into the game. I'm joking, you know. -
Oh no, using power will MAYBE give hit now, nerf it right now!!!! How dare this killer!!!! It's OP!!!!!!!
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@HolyDarky said:
Agree. I don't understand why this magic item gives you haste but the other only let you see the spell or in case for the Fly magic item, the aura of Vecna. Why does this magic item gets an additional strong effect? It makes no sense but makes this item much stronger as it makes Vecnas chase tool weaker.
I love how on stream they said something like "Vecna can feel oppressive, but there are items to help with it" and none of his spells not only didn't feel oppressive but were borderline useless.
But make item stronger than addon which should help to use your power more effective… BHVR's balance decisions won't stop surprise me even in 10 years. -
@GentlemanFridge said:
…if you didn't stand right behind him, you might have given the survivor a chance to unhook themselves.
Seems like 90% of survivors just don't understand that
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729219#Comment_3729219
That's not Wrecker's Yard in the killer sided tier list, that's Azarov's Resting Place. I agree that Wrecker's Yard is one of the most balanced maps in the game, and one of the best designed ones on top of that.
My matches on Eyrie have also never been that bad to consider it completely survivor sided. I think it's size is fairly decent, the only problem it has is that it has too many safe pallets. And Gas Heaven has always been rather balanced in my experience, with the window in the main building being the only pain point.
But you have Wrecker's Yard on picture. That's one for Azarov.
And i also can't say Azarov's is so bad for survivors. I would say it's even balanced, just in a bad way, because it's bad for multiple reasons for both sides.
And you definately underestimate how strong Eyrie and Gas Heaven. I'm not fan of arguing about maps with stats, because it's not direct indicator of balance at all, but those two maps never leave top-5 less deadliest. Right now they are #1 and #2. Eyrie is most popular offering in my matches for a reason, you need to be really awful at the game to lose here as survivor. -
Artist is not only my main, but i love her design. Bird Mommy is very attractive <3
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@SoGo said:
My changes are here:
https://forums.bhvr.com/dead-by-daylight/discussion/403525/a-potential-buff-to-the-trapper
They help him quite a bit imo, ofc they aren't really groundbreaking, but I think that these should be added.
Another thing that is not in the post, is that traps should either spawn in very frequented areas or can be retrieved from lockers.
Also all "Jaws" add-ons are next to useless.
As i said above – skillchecks are bad design, when it comes to killer power. I almost never will get injury from disarming trap, but my friend with 400 hours will be injured literally every time. I don't know why some people so obsessed with adding another level of complexity to things that already working well.
Same with collecting traps, no need to reinvent the wheel. No other killer should go and collect his power across the map, it's outdated as hell. Give him all his traps in hand, solve the only issue it will cause (basement) and let's not create all these awful rudiment mechanics as locker pick up or +1 trap in hand every year.
We not trying to buff Nurse, we trying to buff by far worst killer in the game, no need in excessive caution, because even with most insane buffs he will be B tier on a good day on a good map with grass. -
Absolutely no, maybe only for Nurse, because it takes a lot of skill and was her only actual counterplay. For other killers – not even a question, of course no. "Click with flashlight into killer's power to completely deny it" was stupid af. Playing Artist and Wraith was just a torture.
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Wreckers Yard killer sided, whaaat? Very wild take, i think it's one of the most balanced maps in the game. It can be slightly killer or survivor sided because of rng, but put it as second best killer map is insane. This is poll about this map btw:
Grim Pantry, Dead Dawg, PRD and Hawkins depend on killer, still can be very rough for them. Gas Heaven definately is slightly survivor sided. Eyrie is no doubt completely survivor sided.
Disturbed Ward i don't think that survivor sided, just slightly survivor sided. Family Residence is balanced imo, never had too hard matches here as killer. -
@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729191#Comment_3729191
That's actually pretty decent just a simple radius around hooks that can't be trapped.
If Trappers hand limit can be temporarily exceeded when he hooks someone within a minefield of traps, not really a big deal given the effort it would take to set it up.
That would justify some serious buffs elsewhere. Of concerned of misuse, there is the locker buff that resolves too.
The only argument against Trapper Sack basekit I heard was "Trapper will be too strong in basement". So I think with this change we can give him all his traps in hands easily. It already will partly solve first point of my post at least.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729170#Comment_3729170
Yeah... his problem is his power is fundamentally incompatible with DBD. DBD is now a game where map traversal and effective immediate anti loop rules the roost... and Trapper doesn't have either. I can't really think of a rework that would address this problem and keep Trapper who he is.
Is a fair point about the skillchecks being tougher on newer players, and doesnt really hinder experienced players....
My only concern with Bloody Coil being truly basekit is it basically makes basement Trapper completely uncounterable... if someone ends up in basement it becomes literally impossible to get them out. Basement is the one place where Trapper truly comes online... it is very difficult to outplay a basement Trapper... and while I'd love to see him buffed, it's an elephant in the room we can't ignore.
Kinda open to ideas to make it harder to follow after him undoing his traps...
Maybe allow Trapper to spend an extra 1s setting a trap to booby trap it, where if it gets disarmed it injures... Bloody Coil simply applies this effect to all traps.... again I'd consider the 10m rule for this effect where you can't booby trap multiple traps within 10m of each other?
I'm all in to nerf basement Trapper in exchange for making him x10 times stronger in other aspects, completely agree.
I think great solution will be just to allow him put no more than 1 trap in 10 meters radius, when survivor is on hook on a basement. And if Trapper already has several traps near the basement, after hooking survivor, they will disappear and back into Trapper's hands. Similiar to SM drones, but only for basement hooks. -
Both Iri will be terrible, downside will be way bigger than value from it. They should just remove 3 tokens downside on both, make C33 +7% turn and duration for every rush and they will be actually good and fair addons.
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@UndeddJester said:
You're not wrong... I have a feeling BHVR won't budge on him, as Trapper is meant to be like an introductory character that is pretty basic... but as much as I love him (hes in my top 5 most fun killers), it's ridiculous how far behind he is.
Given free reign to buff him as I please: -
- Trapper Bag basekit (+1 start trap, +1 carry capacity).
- Grab a trap out of a locker (45s cooldown, furthest unarmed trap despawns/furthest trap despawns if all traps armed).
- Partial Bloody Coil basekit (Hard skillcheck anywhere from 7-10 O'clock (overcharge) when disarming the trap, failure injures the survivor). Already injured survivors are deep wounded.
- Bloody Coil now always injuries, and applies broken for 30s if skillcheck failed.
- Trap self escape reduced to 3 attempts (probability of escape increased to 30%, but attempts take nearly twice as long at 3s).
- Rescue time from trap increased by 66% (2.5s)
- Getting caught in his own trap while carrying a survivor causes the survivor to drop into the dying state (usual wiggle progress) instead of being dropped standing. Trapper take 4 seconds to free himself from the trap (2.5s normally I think).
All of this makes his traps more consistently dangerous and mistakes from survivors are far more potent. If he interrupts a survivor trying to disarm a trap, he can potential get an instant down. All of this makes his traps something not to mess with lightly, and much easier for him to get value out of. With all these buffs, the only nerf I would consider is:
- If another armed trap is within 10m of a trap, the difficulty of the skillcheck is reduced to a medium difficulty skillcheck (Decisive Strike level).
This is to make basement Trapper slightly less potent than roaming Trapper, but is still a buff to him compared to now regardless.
Thing is even with all that... he'd still likely struggle xD
Don't like skillcheck part, because it will punish bad players and do nothing against good. Just Bloody Coil basekit, no need to reinvent the wheel here.
Overall suggestions are not bad, but, i mean, he will be C tier with it? I don't see him higher than B tier EVEN if all his addons from Rare to Ultra Rare will be basekit. That's why i think he should have slight rework. Same logic with traps, same basic mechanics, which easy to pick up as new player, but completely new approach to the gameplay. Killer can't spend 2 buisness days just to have power in current dbd. -
@Royval said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3729125#Comment_3729125
Number 1 starts off with nothing in the beginning of a match, Power has no effect in chase with awake survivors or asleep survivors anti loop has no effect (very bad barely notices hinder) blood pools, fake pallets, bad vs competent survivors teleport horrible goes on extreme cooldown, add ons HORRIBLE, has the worst iri add ons in dbd, he’s the definition of a noob stomping killer. At least trapper has actual add ons that can help him and feel like it’s making a difference. To see Freddy go from his 2020 self - really fun actually had good add ons very strong to now is a joke within himself.
Number 1 starts off with nothing in the beginning of a match
Same with Trapper? But Trapper needs to go and collect his power, place it, while Freddy can go and start chases as m1 killer from the start. Mayers and Trapper are still worse in terms of start, can't agree here.
Blood pools are weak, but not useless. Good placement will give you a hit. Not on every loop, of course, but it's far from useless.
And teleports are still map mobility. No doubt they are bad, but it's definately better than m1 Trapper.
Addon wise – yeah, i agree. Trapper wins here, Freddy addons are horrible. -
@Royval said:
I personally do think Freddy is the worst killer but Trapper is literally number two. 2 extremely outdated killers, the add on and base changes to trapper were meh and didn’t really feel impactful to how he’s played. This is why I think killers should have base corrupt. Trapper would feel 100x better if you could actually set up before you know players are doing gens, makes it feel kinda pointless to go around picking and placing traps without corrupt. They should start with letting him carry all of his traps at the start of the match.
Can you explain why you think that Freddy is worse than Trapper?
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Overperfoming in what multiverse?
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I know it's kinda wild take, but i agree. Not completely, but agree. Amount of survivors playing this game without knowing even basis is terrifying.
I think there should be some really long education with all basic nuances and gameplay mechanics before entering real matches, game isn't about hiding anymore and you should know at least some things before start. -
@AetherBytes said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3727634#Comment_3727634
Possibly the most L take I think I've ever seen in DBD's history.
Then you probably missed era of survivors defending old MFT. It was even fun to read all these ridiculously stupid excuses.
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Probably everyone? There is no surprise, because going against killer without slowdown extremely easy, when your team at least slightly good at the game. Even in soloq killer not always has 4 hooks, when everyone doing well. Not to mention swf. Not to mention swf with all these syringes and bnp bullshit.
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@ad19970 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726264#Comment_3726264
Unless the swf are comp players, Nurse can still destroy even very good swf survivors, as long as you are good with her.
But there are enough other killers that can easily keep up even with good swf survivors.
Surely Nurse shouldn't be comp level to do this. Like every 100h player can just jump on Nurse and destroy any swf. You don't play against amazingly good swf every game, but every pub Nurse is pub stomper. Sure. No biases at all.
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@Emeal said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3726290#Comment_3726290
I play Singularity, trust me I have given her more patience than I have ever given any other Killer. Besides its not a mindset, its a conclusion based on the games I have had with Artist. If Artist games make me conclude that she is rather annoying and boring to play and that I can contrast that to the Most Obtuse mechanical Killer, The Singularity. I think I am able to fairly asses the Killer.
Honestly assuming my assessment of the Artist being unfair, is pretty unfair assessment by you.
Look, I don't completely get what you are trying to say with it, but I don't try convince you that Artist should be fun for you or something. I'm trying to say that Artist isn't "shut down loop and go next" killer like many new Artist players think, her gameplay is way deeper. Try to not use her power only as trap on a pallets, it will help a lot.
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Amazing job as always! Once again, i hope BHVR will start to pay attention to players who actually spend a lot of hours on killer when reworking addons. Imagine this, all killers have full roaster of good, healthy and useful addons. And not like now, where if killer has only half of his addons useless, that's already good job.
I hope they will give him Warden Keys basekit one day and i will be completely fine with all these changes. Without it, i will miss reload speed. -
The way the Artist is designed (not too entertaining) means her power is most often used for area denial…
Try to get rid of this mindset and it will be much easier. I did it all at first try without even remembering about these challenges, because all of them are basicly usual Artist gameplay.
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Destroys? If we talk about really good coordinated SWF, probably none. Have a chance against? Nurse, Billy, Blight. Maybe Artist, Oni and Wesker, if you truly insane on them. Anyway, you should waste a big amount of time to learn all of them. Only killer which literally destroys SWF was PTB (last one) Twins, and it was such a pleasure to switch places for a while.
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@Alice_pbg said:
counter point… I had third seal up as trapper the entire game and it was great. blindness is so underrated
Sorry, but counter point to what? Blindness is underrated for sure, but only against soloq. And Hexes are just casino with 1-3% chance to have value from.
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Next step is… make it permanent mode. (and some adjustments)
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W
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Yeah, i told that he is mid B tier after release while everyone put him at A. I don't know in what place he is A, because his power insanely easy to dodge in 80% of cases, his teleports are very inconsistent and you don't have them anyway against good survivors. His addons are really bad and his gameplay isn't fun (at least for me).
But many people still plays him, what surprised me, his kill rate higher than average, so devs probably think he is in fine state.





