hatchetChugger
hatchetChugger
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@J1Wick said:
Proposal first, words around it second:
When the killer is in the vicinity of maybe 10-15 meter of a hooked person without beeing in a chase for more than for example 20 seconds the hooked timer is slowed down by 50%. Numbers can obviously change.
After 6.5 years camping has still not changed in the slightest and still one of the best ways to win a game. Many factors play a bigger part in what counts as camping but I think this way it covers most of the exeptions and we can maybe bring its success rate of 2-3 kills per game down to maybe 1-2.
Camping has not been changed because it is a strategy, not a one sided no counter game winner for a killer.
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@Chilli_man2400 said:
ANOTHER DEAD HARD THREAD!!!
Im going to continue it now! Here’s a new argument I have with the perk. We shouldn’t have a perk that makes the killer thinking twice about hitting there prey. Imagine if in call of duty there was a perk to make you invincible from grenades and bullets and you couldn’t shoot the guy if you found them?
That’s bad game design. If I find a survivor that’s injured I deserve that down. It breaks the immersion cause you have to sniff at there ass just make sure they don’t have it where I would have just downed them. You shouldn’t have to completely change your gameplay just to counter 1 perk.
I hope this attention brings this issue to light.
there is no way you are a real human being
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@Sillymare said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345609#Comment_3345609
When 3 gens can pop in 3mins if you lack slowdown or ability to get to gens quickly (aka:Freddy's tp, chainsaw sprint, ect) THAT IS A PROBLEM. And if they bring 1 or more toolboxes, halve that 3mins. The only solace I take from gen rushing is I know they won't pip.
Cuz what they do is gen rush 99% the gate and farm the killer for their other emblems. If I run into one of these groups I open the gate and stare at a wall to make sure that they get NOTHING.
Why should anyone listen to you when it comes to discussions regarding balance if you "open the gate and stare at a wall to make sure they get nothing" whenever you encounter survivors that play to win? You clearly lack game knowledge and skill. Sorry
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@BlueMittens said:
Does anyone else have an issue with Nurse's new chase music? When in chase the new music has this... hissing sound, maybe they were going for a smoke effect or something? But it is so loud. I can't hear any of the game sounds over it and it gives me a headache after one match.
edit: sorry for the initial post just saying nurse, i fat fingered the apostrophe
seriously. they need to add a volume slider for chase music already because you know its bad when i cant even hear nurse charging a blink while shes chasing me
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@BlueRose said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343002#Comment_3343002
Eruption wasn't the only perk they completely gutted and killed off. They killed other less problematic perks before just because they had high pick rates. To name the few: Ruin, Pop, and Thana. Nothing was wrong with Ruin and Pop, in fact many would say Pop was the the most healthiest killer perk in the game. That didn't stop BHVR from completely gutting the perk in the 6.1 patch. Thana wasn't no where as strong as eruption, it was slightly overtuned due to the 90s gens. All they had to do though was revert it back to it's per 6.1 numbers and it would been fine but nope once again BHVR has to take a sledgehammer to the perk to keep ppl from using it. The devs have no interest in balancing perks. If a perk gets to popular or is too op instead balancing those perks they rather smash it into pieces so no one will ever use it again.
im amazed that people think a game can last for years with the same exact meta and not become stale. this was a meta shakeup, not just perk nerfs on both sides. many games have recurring balance changes that occur to make the game feel fresh. it doesnt matter if Pop was a healthy perk, and it doesnt matter if ruin was healthy, they were nerfed in order to answer to the calls of the players that found the game stale and boring
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@FMG15 said:
Eruption was an overpowered and unhealthy perk for killers. But it had a "good" side effect. It offered low tier killers an alternative to tunneling against efficient survivors. And yes I'm aware that Eruption made tunneling more oppressive as well but it still was an alternative to tunneling for some killers. Low tier killers had something that reliably slowed down the game giving them more time to win. Survivors in the past months became increasingly efficient so for weaker killers the gen kicking meta is a great alternative to a playstyle where you camp and tunnel a survivor to death. Well now they killed Eruption and that insurance is almost fully gone but survivors will just keep being efficient on gens. The matches since the huge perk overhaul has become more and more sweaty and matches are now way shorter than before. So expect more killers to tunnel because the game incentivizes that playstyle. Remember, the game rewards you more for kills than hooks so killers are not going to be bothered playing fair.
im gonna disagree. multiple (strong) slowdowns are usually brought by killers who wish to perform to the best of their ability. aka trying their best to win, which often incurs tunneling and proxying at times. the nerf of a very strong slowdown perk isn't going to change anything except the next meta perk loadout. The killers that wish to win are going to tunnel regardless. im saying this like tunneling is a problem but its not.
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@DyingWish92 said:
Was trying out Stalki bois Halloween 2018 lore build with Michael. No slow down in the build. Kinda of a gimmicky stealth build. Sloppy, Face The Darkness, Fearmonger, Hysteria. I played 3 games and every game was less then 7 minutes with one game 4 minutes and 47 seconds all 4 survivors out the gate. Really sad state this game is in. You can't do anything fun with killer, gotta bring slow down or else. 2-3 hooks, 5 gens done, try and face camp at the end to get a kill. Nerf all slow downs though. Here comes the "I'm not applying pressure" and "I'm playing a D tier killer with no slow down" comments. I still don't think games ending this fast is acceptable no matter what killer and build you use. Back to Corrupt, Deadlock, chase perk, additional slow down just to have a fair game. BORING.
i dont know why its so hard for people to grasp that if your opponent is playing to win and you aren't, you probably aren't going to fair to well. this isn't some groundbreaking precedent, it is the case for literally every game ever created
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@Rogue11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333529#Comment_3333529
Then why defend a bug that only serves to "pubstomp"?
https://us.v-cdn.net/6030815/uploads/703U8BSZNM84/79imkb.jpg
i could not care if they remove it and you are misrepresenting what i am saying with a hilarious wojack meme,, people make hug tech out to be some insane uncounterable exploit and its honestly a bit frustrating seeing all of the players with low mechanical skill and game knowledge piggy back off of eachothers takes
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@calem said:
The eruption nerf is going to be the nail in the coffin for M1 killers in terms of gen regression perks. There is nothing left. Not gonna feel good to see 3 survivors on different gens with the new aura reading and know you cannot do anything to stop them.
And somehow BHVR is still making balance changes that is furthering the gap between low and top tier killers.
I am entirely ready for a Deadlock/Pain Resonance/DMS/Agitation meta where m1 killers just face camp every game.
I assure you this is genuinely not an issue lol balance changes happen all the time. Eruption needed a change and its not like theres a shortage of viable slowdown perks. Its not some huge catastrophe where all balance is ruined due to the nerfing of one perk
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@Rogue11 said:
https://us.v-cdn.net/6030815/uploads/43WZDQ5X1NSZ/792zfo.jpg
When the devs confirm his power is bugged but dont fix it for 2 years...
When that bug is a pubstomping tech which is the objectively worse and less optimal way of using his power
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@Shroompy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3297303#Comment_3297303
I stream on twitch very rarely, but yes it is me
EDIT: forgot that I actually streamed not that long ago (about a week from now) so its a bit more likely you caught me while streamin
sorry for the late response
i played against you on cold wind and you were swfing with another streamer who was live and playing as james sunderland, and you were playing as meg. do you remember? you also commented on my steam profile
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@Shroompy said:
Ah, an Ardetha video
Gonna be completely honest, out of the few videos Ive watched of his of videos similar to these, he usually leaves out important information and exaggerates things to make them seem way worst than they actually were.
Billy has pretty much remained the exact same basekit, especially if were talking about when the change first happened. It just showed those who abused insta-saw, and the actual Billy mains.
As for what he needs, a few adjustments and an add on pass. I gave my shot a few months ago on what Id do, so here it is:
https://forums.bhvr.com/dead-by-daylight/discussion/312958/my-attempt-at-a-hillbilly-rework
Unrelated note - but do you stream on twitch? I swear I have played against someone named 'shro0mpy', is that you?
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@Sycamore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295065#Comment_3295065
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295067#Comment_3295067
Here's an idea. Learn how to actually play the game, and not get in lockers right infront of the Killer - and surprising I even have to say this - Don't do generators right infront of the Killer. Do you know how dumb you sound right now?
How are they being dumb? You are the one acting immature and belligerent.
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@FMG15 said:
https://forum.deadbydaylight.com/en/discussion/comment/3290400#Comment_3290400
None of these perks are niche on her and that for good reason. Even supposedly weaker perks like Sloppy and Jolt will become very strong on her. Regarding the 4 slowdown perk combo you mentioned that needs to be fixed by itself. It's not exclusively a Nurse issue.
4 slow down isn't an issue. Neither is Starstruck. Skill issue
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@FMG15 said:
https://forum.deadbydaylight.com/en/discussion/comment/3290279#Comment_3290279
The reason Starstruck Nurse is problematic because it synergizes with her already strong power. She is already strong enough and does not need perks that require the usage of basic attacks (She can even make sloppy butcher very opressive since it's very important to stay healthy against her). Just make her blink attacks special attacks instead of adjusting her TR and the Starstruck & Jolt issue is solved. (Also they should make Eruption only trigger by downing a survivor with a basic attack to make Blight and potentially a reworked nurse not synergize with that perk since they already have the strongest power in the game)
No clue how a niche 2-3perk combo could be more 'problematic' than 4 slowdown.A combo that is relatively underwhelming and only brings value against unaware survivors.
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@sizzlingmario4 said:
- Chain blinks become special attacks. I think it’s ok for the first blink to remain basic though. Weakens Exposed (and Starstruck in particular) but doesn’t completely eliminate perk variety. They shouldn’t nerf Starstruck just to address Nurse; Exposed as a whole is too good on her and Starstruck isn’t overpowered on any other killer.
- Change almost all of her addons. Her best addons are too strong but almost everything else is just bad. Her addons shouldn’t be strong, but she doesn’t need like 3 different addons that are debuffs. Recharge is too strong, range and 3-blink shouldn’t exist at all. I would be okay with even reducing the base recharge slightly (0.15-0.2 seconds per blink) provided that yellow recharge is removed and green recharge is nerfed, because admittedly it does feel quite slow without recharge addons, but you shouldn’t be able to recharge 2 blinks in 4 seconds. It doesn’t punish mistakes enough.
- This might be an unpopular opinion, but I don’t think she should be able to see auras of survivors while blinking. The two most important counters to Nurse are breaking LOS and keeping distance from her as much as possible. Aura reading perks heavily reduce LOS counterplay and the survivor typically can’t predict that until it’s too late, unless they have something that gives it away (eg. Object or Distortion). It’s okay before she uses her power, but it should stop when she’s ready to go for a blink.
- Stuns reset blink charges (and they don’t start recharging until the stun ends). Pallet stuns are rare against Nurse and aren’t rewarding enough, and it would make DS give the survivor more of a fighting chance against her. Right now DS is pretty useless against a good Nurse.
I agree with all your ideas. I would just like to add some of my own input.
Basekit : I agree with everything. Additionally - or alternatively - her blinks should not recharge until her post-blink fatigue ends. Along with this, recharge could be slightly buffed if needed.
Add-ons : Purple range should be completely removed. Both range add-ons should be made green and purple. A new yellow add-on that increases blink range by 10% (2 meters). It could be used in combination with green range to obtain the same effect as purple range.
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@Roaroftime said:
Yes, another post about how broken nurse is. Because how can devs think she's justified when EVERY (And I mean every) round I play against her leads to at-least 2 first hook suicides or DC's and no more than 2 gens being completed max when people don't leave immediately and actually try. She's unplayable in her current state and needs work, why won't devs listen to people? And why do they think she's balanced when her kill rate is only low because likely 60-70% of her rounds have DC's so aren't included? Anyone can master her and garuntee a 3k-4k after a few hours of playing her, especially with broken perks like eruption.
Hook suicides and DCs? Sounds like a survivor morale issue, not a nurse one. But seriously, I play nurse pretty frequently and the last time I recall seeing a suicide or DC was at least 2 months ago. Also inflating stats and straight up lying doesn't assist your argument positively in any way whatsoever.
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@Rudjohns said:
https://forum.deadbydaylight.com/en/discussion/comment/3273380#Comment_3273380
what are the chances of this to happen?
Can't count SWF
"Tell me the amount of times this happens"
"You're also not allowed to count the only group that does it"
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@ProfessorDunwich said:
A whole lot of nothing has been done about this. 3 Survivors with 5 gens is almost unwinnable against a remotely competent Killer. Add a bot, give a BP bonus...do SOMETHING.
In Valorant, if a player disconnects during the first round (2-3 minutes into the game) a vote prompt appears to 'remake' the match. If the majority votes to remake, the match ends and no one receives a change in progression/MMR/Rank. I think this could be used in DBD, where the remaining 3 survivors may vote on this.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3270599#Comment_3270599
The counterplay that solos have is to just... Not play solo queue.
Flawless advice there.
I mean really though. Discord servers, forums, and features on console and Steam that allow you to find other people looking to play. Everyone that plays this game has adequate tools to find people to squad-up with. We will undoubtedly get solo buffs in the near(?) future. So do you introduce band-aid fixes to every mechanic in the game that contributes to the issue, or address the actual problem with Solo players not being on the same level as SWFs?
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/3270330#Comment_3270330
The counterplay that SoloQ can use is finding a team w comms. Unless you are unable to speak or hear, there is no reason you can't find a SWF to play with. There are countless ways to find people to play with that are easily accesible.
Not even my main point. BHVR shouldn't nerf anything based on the disparity between solo n' swf. They should, however, buff solo q. Which is frankly astounding that it hasn't happened yet. I do understand that BHVR has other priorities, though.
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@[Deleted User] said:
Let go when? As a solo player, when do you let go of a gen to avoid Eruption? I have yet to see anyone give a reasonable counterplay for solo players. Explain how a solo player will know when to let go of a gen when a teammate is in chase across the map?
The counterplay that SoloQ can use is finding a team w comms. Unless you are unable to speak or hear, there is no reason you can't find a SWF to play with. There are countless ways to find people to play with that are easily accesible.
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@LiveBritishReaction said:
BHVR have made it abundantly clear in the past that mending is not considered a healing action.
Isn't deep wound a health state though? Adrenaline treats it as such
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@Seraphor said:
Seconded.
Eruption = 40s of equivalent regression and 25s of being unable to do anything else. (10% instant regression, 5% active regression while you're incapacitated for 25s unable to repair it further)
Ruin, you could just plow through and repair it anyway, and it had no effect whatsoever. If you did get pushed off a gen for whatever reason, you lost half of the time you spent away from that gen. So if you're not repairing for 30s, then you lose 15s worth of progress. Not the innate 40s of Eruption.
Plus, cleansing hexes is the whole point of the perk. It's a secondary objective for survivors, which is a much healthier alternative to just increasing gen times, which they did instead.
I don't believe the explosion causes additional regression if there was a survivor on the generator at the time of the perk activating. I'm fairly certain that the generator does not regress after the 10% unless there was no survivor on the generator to begin with.
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@hiken said:
would be better to jsut delete her from the game tbh no survivor will miss her in fact the game would be healthier lol and many could get back
you're just wrong. i don't speak for anyone except my dbd friend group but we all enjoy running nurse 1v1s and getting chased by her in general. and i know we are not the only ones that feel that way
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legion main 💀x7
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@Anara said:
How can you say old meta was better ???????
Do you remember old ruin with old undying ? There could be 4 ruins in one game !!!!! And play that with Blight and old Tinkerer ???
No way I want to go back to old meta. New meta is sometimes annoying but way more interesting !
ah yes kicking gens for absurd regression with no requirement is wayyy more interesting than killers actually having to pressure gens and esrn their slowdown
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@FFirebrandd said:
An FoV slider going from current FoV to Shadowborn's FoV then rework Shadowborn.
Or just remove shadowborn entirely and make Sloppy Butcher a wraith teachable.
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@Laluzi said:
Hey, looks like matchmaking did its job for once. Nice.
She can be looped, and for a while too. Just comes down to understanding how she works and how she will predict and react to what you do. Same idea with every other killer, just in a more unique fashion. Nurse is way more map dependent than people want to let on. She is great on indoor/ small maps, due to the fact she can travel mid-ranged distances in quick bursts. This also means that she is quite lackluster on large maps.
Sometimes nurse can end chases faster than blight, and other times blight can end chases faster than nurse. Blight has better map pressure, better 3 Gen potential, better patrolling, and wayyy better add-ons. Blight also has the plus of being able to leave chases faster if they aren't going well, tinkerer proc, leaving to interrupt a gen, etc.
i wouldn't say any killer is stronger than a SWF, and I wouldn't say any SWF is stronger than a killer. It comes down to the skill of the individual players.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3258573#Comment_3258573
and what is wrong with having it easyer accssable for newer players?
Nothing, Just don't think it was necessary
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@Traslogan said:
https://forum.deadbydaylight.com/en/discussion/comment/3258562#Comment_3258562
Shouldn't have to do such an awkward workaround for such a basic thing as the game's resolution.
Yeah. Its quite frustrating with such a lack of options. Atleast there is a way to do it, thats better than no way to do it at all.
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@Terion said:
I think its a good deal having the locker tech removed in exchange for more forgiving flashlight saves.
For players that were inexperienced with the flashlight saves, it was a straight buff as I doubt they are going for locker saves. For players that have a handle on flashlights, its a straight nerf. In my opinion, they could keep lockersaves in the game but grant the killer a short blind immunity whenever they are blinded. Maybe 5-10 seconds. This could still prevent duos from using double lockers to grant themselves invincibility on a technicality.
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@fake said:
Nurse>Bright>SWF>Killer>Solo
Is it possible to change this pecking order? I think it would be difficult to make everything "equal". Too many factors to say much, sorry.
Nurse is not 'stronger than swf'. And shes not stronger than blight. Good players are going to be the deciding factor on what is better than what.
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@Traslogan said:
Seriously. 6 years in and we still can't set a resolution manually in-game? My game still boots up with DPI scaling issues until I go turn them off in compatibility options for the application because we still can't just set our resolution in-game?
How on earth is such a simple thing beyond this game after so long?
If you have an NVidia graphics card, right click on your desktop background and click on "Nvidia Control Panel". It might take a moment to open. Once it is open, on the right there is an option to change your resolution, near the top. There you can set a resolution, configure your DPI scaling, and create your own resolutions. If your DPI still doesn't scale properly, please let me know. It is likely that it will not work, but hopefully it will be resolved in the future with optimization changes,
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@Iron_Cutlass said:
Okay, so after playing DBD long enough on PC, I can say with absolute certainty that DBD really does NOT like being Alt+Tab'ed or not Fullscreen'ed.
When Alt+Tab'ed, the game constantly tries to push itself to the most forward Tab possible, sometimes even covering the Taskbar since the game still thinks that it is Fullscreen'ed.
When not Fullscreen'ed, the game locks your cursor to DBD and you are unable to move your cursor out of the game until you Alt+Tab, and when you Alt+Tab, it just further causes issues some of which being previously mentioned (yes it will cover the Taskbar as if the game is Fullscreen'ed even if it is not Fullscreen'ed).
Seriously, what causes this? Ive had some of my friends complain as well about this and Im not sure if this is an issue exclusive to us.
As explained by others before me, its largely due to the anti-cheat system. But Unreal engine may also be a contributing factor, as it doesn't handle being alt tabbed very well.
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@Jay_K said:
So i have been thinking about this for a while now. Every time new perks are released the same forum posts come up again and again.
"this perk is to OP when combind with this perk" or "This perk makes this perk OP"
Now although they are fair forums and often are very justified I wanted to see what everyone would run if they could no longer combine perks.
So for killer and Survivor what would be the single perk you would run to give you the most advantage?
Ill go first
For Killer I would simply run Franklins Demise - The reason for this is because it can remove item charges from the game rendering them useless your often removing a lot of power from the survivors. not to mention protecting yourself against flashlight saves. I feel comfortable enough in the killers I main to run just this perk so i think for me at least it would give me the most value (yeah if they run no items and don't loot any chests in game its kinda wasted)
For survivor I think i would go for Alert - I have recently started playing survivor and fell in love with this perk. It gives such good information for tracking the killer and i think gives me the most advantage in game.
So what would everyone else run?
Also any devs who see this im curious of what you would run.
Killer - Agitation
Survivor - Balanced Landing
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3235929#Comment_3235929
At high MMR her killrate is above 60%. No other killer comes close to Nurse.
She is still by far the most lethal killer in tournaments too, the only one coming close is Twins due to Twins being able to slow down the game massively through slugging.
The biggest reason why Nurse gets dealed with in the top 5% MMR is due to tournament SWFs and Nurse not having prepared a tournament build.
Seriously, every single high mmr survivor and killer would agree that Nurse is the strongest killer in the game. Plague makes an edge due to 3 man swfs and 1 random high mmr survivor, just a slight edge in comms. Thats not due to strength. Add comms to the game as a baseline, and Plague will drop. Same with Dredge and Wesker. 3 killers where not being able to share info between teammates that benefit heavily from it.
11 other killers at the top 5% of MMR have the same or higher killrate than Nurse does, according to the September stats.
Do you even know how tournaments work? Or did you just add them to your argument to make yourself seem more knowledgeable? She is never the strongest killer in a tournament, as performance varies widely. Ive seen teammates get a 1k on saloon as nurse, and then go onto a freddy set and 4k at 3 generators right after.
Your statement regarding the twins is so off the mark I don't even know where to begin.
Nurse can be dealt with the same way any other killer can. By survivors wasting time well and pressuring gens effectively, which doesn't even have to be a 'tournament SWF', it happens in solo Q too.
Saying that every high MMR player would agree with the statement that Nurse is overpowered and due for a nerf is complete bullcrap lol. Not even a valid argument as it is just false. You've spoken to all competitive players and anyone at 'high' MMR? Sure bud.
The addition of voice chat into DBD would not affect the killrates in a substantial way, at most maybe a few tenths of a percentage.
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3250192#Comment_3250192
The problem with 360s is that survivors are going over the intended spin rate. If a survivor holds down the shift key, and cycles through the W/A/S/D keys, that is the intended spin rate. But people are bypassing this, and that should be removed. Remember that Blight had a way to bypass his intended rush turn rate, and that got fixed. This is the same situation.
I refuse to believe you just compared 360s to j-flicks 💀. Average forum poster
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@Piruluk said:
I suggest maining her, on PC there is player with over 500+ win streak on her.
How is this even allowed in a competitive PvP game is anyone guess.
My guess would be that console stats are very bad for her, this way she will always be fine and allowed to be unbeatable and even possible to win 99,999% of your games, in a PvP game, which is unheard of outside of dbd.
Ive played against several good console nurses, even some of my friends have played in tourneys as her on controller and done quite well. Shes not impossible to play on console, she just requires some practice.
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@HellDescent said:
In order for solo to be on the same level to swf they need coms, which I'm surprised we still don't have. Pretty much every multiplayer team game has voice chat. Not everyone uses mics, so adding communication wheel is a must and its not hard to do.
The question is how do we buff killers? I couldn't come up with any solutions. Increasing their movement speed can break the loops, shortening attack cooldown is not gonna let survivors to reposition. Gen kicking and hooking speed are the only things I could think of and they won't be enough. Any ideas?
I don't think killers need anything right now. Also the discrepancies between SWF and solo are blown out of proportion IMO. Killers are relatively okay right now and making blind changes, even when theyre as small as you mentioned, isn't the way to go.
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@Chocolate_Cosmos said:
How would you change Trapper to be finaly at least decent B tier Killer? Maybe better C tier pick at least.
Here are some of my ideas:
- You start with all Traps
- Survivors who fall into a Trap will have to mend if they escape the Trap.
- Traps change color depending on the overall ground of the map or make traps overall harder to spot or give each map some form of decent ammout of grass.
- You can't place Traps within 12 meters of any Hooked Survivor (to prevent basement camping). You also can't reset these traps until there is no hooked Survivor within that range.
- If Injured Survivor falls into a Trap, escaping yourself will putt you into dying state (base kit Honing Stone).
- Maybe decrease a bit the time it takes to set up trap and reset it. Increase a bit time to disarm a trap maybe.
This and more. My boy Evan deserves a week where he is just downright overpowered.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3248070#Comment_3248070
I think the fact that we even have to do something stupid like that, just to counter spinning a joystick, is a very bad look for the game. Why can't I just hit the survivor when they're in melee attack range? Why must I be so precise? And you act as if the survivors just spin forever. No, they spin once maybe twice then use the distance they gained to get somewhere safe for free. If you get within range, they're able to do it again. It's a big problem for console peeps.
Ive played on console for a while before building a computer. 360s aren't some overpowered move which will give survivors free distance. You don't have to be precise at all, as auto aiming handles the smaller things for you and you just have to aim in the general direction of the survivor. The only times I was ever spun was when I first started playing. After not even a day, I realized that I can turn up my sensitivity to track these survivors while they spin. 360s aren't an issue at all.
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@Veinslay said:
Because survivors love FOV teching and 360ing which completely screw over console killers while doing nothing to PC players. When the devs got rid of 360s with the animation changes, survivors threw a hissy fit that they quickly changed it back. Devs won't repeat the same mistake and add an FOV slider for killer!
360s and fov techs can be used effectively against killers on any platform. 360s is not something that only works against console players. Even then, 360s are really easy to counter.
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@AcelynnBen said:
ngl i play a lot of killer and honestly i never vault
vaulting for killers is the most useless thing, mainly because it doesn't give you anything you can't even close the gap with it, yes can be made better with perks but ain't talking about those
(and nobody is gonna run the same damn vaulting build 6000 times so for the love hell don't say things like well u are looking at superior anatomy or bamboozle IK THEY EXIST but again perks aren't suppose to be a core thing they are suppose to spice the gameplay)
how about making it so the more bloodlust the killer has the faster the vaulting speed, this could make those jungle gyms and even some dumb loops in maps really dangerous, this will not be a buff to high tier killer but mostly low tier, like ghosty and piggy, etc
but of course it shouldn't stack with perks, or maybe it should
If you think vaulting as a killer is useless outside of perks you are extremely incorrect.
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@RaSavage42 said:
https://forum.deadbydaylight.com/en/discussion/comment/3244992#Comment_3244992
That's my point... so in other words it's player choice
You mentioned that Nurse and Blight wouldn't have a problem with winning, which is what I was mentioning in my reply.
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@hiken said:
Title, imo a 3k or 4k should give the title no matter what... and if someoen escapes by hatch that also eliminate the chance of getting it thats so wrong at so many different levels, meanwhile a walk on the park to get survivor adepts, even if u lose u know u could.... u could.... u could bring a free gateaway wit ha key and guarantee it even when u did nothing all game......
I would love if adepts gave a prestige skin for the killers power, and maybe item skins for survivors. Doesn't need to be flashy, could be something like bully's chainsaw with the prestiged blood, and for killers like nurse or blight where their power isn't really physical it could be different color particle effects.
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@RaSavage42 said:
It may feel unbalanced cause players have a choice... Perks, Items, Addons and Offerings
Take any Killer... with not strong (or fitting) perks and weak or meme addons (or none) on "bad" Maps against 4 Survivors in a SWF and all of the strong Perks, Items, Addons, and a mix of Offerings (a Map, Petrified Oaks, and either a spawn far away from the Killer or with another Survivor) and see who wins
Nurse and Blight wouldn't have that much difficulty but the rest of the Killers might/ would
Nurse and Blight would definitely struggle, and most likely lose. Even the best killers in the game still need strong perks and add-ons to compete with a high level SWF like you mentioned.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3244279#Comment_3244279
I thought the same, the strategy encompasses everything the "normal" player base hates.
Tunneling with Blight.
Lots of tournaments are based around hook stages and not kills. I don't have a problem with tunneling to win, but tournaments where the killers are incentivized to hook different survivors can be more entertaining to watch, and how the survivors play around a match where the killer is trying to not tunnel in-order to secure more points for their team.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/3243864#Comment_3243864
Yes but the difference between double speed blight and nurse is one can get downs relatively fast while the other is instant, and blight has to worry about pallets and windows. And they plays where it seemed like double speed made a difference... really didn't. Sure the blight used 4-5 double speed rushes and could rush from almost anywhere on the tile but a regular speed blight with good positioning can still get that same hit in 3 rushes.
Either way comparing the literal cheat killer to a killer that still has to abide by the games basic rules on top of the fact that this game is VERY swf sided with seemingly only nurse being able to compete unless the blight is allowed to run ring crow which is arguably just as strong or even better or the funny adren vial c33.
It wasn't necessarily specific plays where double speed made a difference, but more the overall outcome of the match. The difference between a 1k and a 4k is pretty damn big. Also nurse downs were hardly ever instant in the otzdarva showcase games, and they usually aren't at higher MMR games either. Quite a few killers are able to compete with SWFs. Saying the game is SWF sided doesn't really make sense, as a group of solos can perform better than a SWF, its more dependent on skill level than anything else. I wouldn't call nurse a cheat killer as she has downsides and penalties that other killers don't.
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@hatchetChugger said:
https://forum.deadbydaylight.com/en/discussion/comment/3244424#Comment_3244424
I know this is sort of an ironic statement but in the nurse vs blight video that otzdarva made, double speed was the difference between a 1k 4 stage and a 4k
a joking statement*