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hatchetChugger

hatchetChugger

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  • 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

  • @Brimp said:

    Any good blight main will tell you that you do not need speed addons to play him at full effectiveness. Its not like speed = win you still gotta know when to use your power which means zoning like billy has to do with curves.

    But the difference between blight without add-ons and blight with even just yellow and green add-ons is very big. In the Nurse vs Blight Otz video, the blight having double speed was the difference between a 1k 4 stage and a 4k. Crow and Rat should be made green and purple, and Alch ring just removed. His rushing should be increased to 240% (from 230%). Adrenaline Vial should be changed to grant one additional rush and to decrease token recharge time to 1.5 seconds. Compound 33's pallet breaking speed should be changed to the time it takes to break it with a lethal rush attack.

  • @HoodedWildKard said:

    Just hide all match and get hatch. Worked like a charm for me today. Had an extremely nasty nurse who as well as being amazing with blinking, barely missed a single one all match, also decided that tunneling out and proxy camping my friend at 5 gens was a necessary move. The two randoms took lots of hooks trying to unhook.

    So down to 2 players, I'd managed to do gens single handed, and simply hid from her all game in lockers using quick and quiet. The bill who was left with me got caught on the other side of the map and put on second hook, obligingly suicided on hook and i got lucky with the hatch spawn. She never actually saw me for the entire match.

    Normally I almost never play like this but as soon as that nurse found anybody they were down in less than 20 seconds. No way I'd last in a chase with her so glad i got my sneaky little escape. Especially with her playing so toxic, even noticed in the endsgame that she was running NOED 🤣

    People like you ruin the game tbh.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241054#Comment_3241054

    So you are still learning blight and not seeing the OPness? Why not try learning blight before commenting on how Blight is not OP.

    He is very OP. His addons are busted and there is a bug that allows him to slide against objects/walls without triggering a bump, effectively allowing him to curve around walls and hit survivors he has no business being able to hit. You simply look at the ground while rushing. For some reason, looking at the ground disables the blight's bump collision. It's actually the stupidest bug ever.

    @Devil_hit11

    Any who says Blight is not OP right now hasn't played against a high skill blight.

    His add - ons are absurd, but 'hug tech' is not. Only pubstomping blights do it, and its way easier to play against than bump logic. I do think it should be removed, but its not overpowered.

  • @HoodedWildKard said:

    Demo is the primo speedy boi. And i suppose victor might count. His pounce is pretty fast.

    Huntress can throw hatchets at 40 m/s. If she could throw victor, wonder how fast that would be

  • @danielmaster87 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3242032#Comment_3242032

    So Trapper is tournament viable? Because if not, then he's not top MMR viable, aka not viable. Anyone can be god tier against a lower caliber of survivors.

    High MMR and Tournaments aren't even near similar levels

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241024#Comment_3241024

    you realize superalf, a 5000 hour nurse main ran agitation+pain res+starstruck+flood of rage as his main build for 250 winstreak. He is now at 500 win-streak. 100% win-rate. I am not sure what kill-rate would be but I would assume 80-90%. It would depend on how many trap doors and exit gates got opened. superalf just proving nurse counter-play problems. I wish nurse was more like Wesker with the ability to go through walls, more of skillshot blink instead of teleport then m1. Survivor need to learn to play vs nurse.

    Just a skill-issue.

    Pub stomping doesn't prove much. Longer winstreaks, with stricter rules and 'weaker' killers, have already been achieved.

  • @Alcuin said:

    https://forum.deadbydaylight.com/en/discussion/351757/nurse-has-counterplay-learn-it

    I think Nurse could be a fun Killer to go against -- not in her present state --, but "break line of sight" is always the first piece of advice as far as a counter. Don't let her run Starstruck, there's a counter.

    Starstruck, Agitation, Distressing, Awakened Awareness, Infectious Fright, and Lethal Pursuer (perks used in that sort of Nurse build) Are quite niche. They are sacrificing sometimes an entire build for a very risky playstyle. Congrats, you were able to get starstruck value and an additional down, but you have no generator regression perks. Theres a reason no one uses that build in comp or tourneys. Because slow down is a million times better, and starstruck only really works once because of the surprise factor. After that, you won't get much out of for the rest of the trial.

  • @Blizwise said:

    Question for you killers. I know most don’t like tunnelling as a killer.

    But my question with the state of the game do you feel kinda forced to tunnel with health kits and circle of healing in almost ever game?

    I personally hate tunnelling but it seems like some games your forced to tunnel just to stay ahead of gens and healing even though killers are at a high of being strong.

    Depends on the situation and how I want to play (casually or competitively). If I get a hook trade at the start of the match, yeah I will take that opportunity to get someone out of the game early on if I think it will be a tough match.

    There is more counterplay to tunneling that isn't endurance perks/ taking hits. You can control when you unhook someone (solo q out of the picture, because it has many issues), and unhook them at a time where the killer is occupied or far away from the hook. Also avoiding hook trading if possible is another way. Unfortunately there are scenarios where hook trading is your only option.

  • @Lima24927 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3240375#Comment_3240375

    i knew this kind of comment would come up, but theres a big big fail with your logic, alf is a great player, so what about the 2,000 survivors that played against him ? out of 500 different teams, not a single one could beat him ? im sure he faced many SWFs, and even championship players, how do you explain that ? if nurse was balanced, he would've lost at some point, even a 2k was considered a defeat, and not a single team out of 500 could escape with 2 survivors, this alone shows OP nurse is, how broken it is, no other killer is remotely strong as nurse

    Nurse is not the best killer overall, she is gonna struggle in wide open maps, especially with how the meta is right now. It isnt hard for killers like blight and artist to outperform her on large maps. Nurse is very good on maps with multiple floors (or any map mediumish sized or smaller), but her mobility is honestly quite lackluster for covering longer distances compared to other killers. A 115 speed killer can cover the same distance nurse can from a fully charged blink to post fatigue and only be a second or so behind. If we are just looking at basekit powers with no other factors, sure, nurse is the strongest. But there are way more parts to this game than just that. Not just anyone can get a 500 winstreak on nurse, if they could, there would be way more people doing it.

  • @Predated said:

    And no, this isnt a post about balancing or Nurse being too powerful(at least, not directly), there are plenty of those. What I am talking about is decisions made in the past that were logically sound for being either too powerful or being too unfair on killers, yet never applied that logic to Nurse:

    1. The easiest one: making her blink attacks M2 because its an M2 ability. Spirit and Wraith are technically also guilty for this one, but we have Legion and Pig who had their power turned into an M2, when it was basically an amplified M1.
    2. Fatigue. We dont have many killers with fatigue, Legion, Blight, Wesker(its not exactly a fatigue, but it might aswell be). Legion was the second killer since Nurse to have addons that reduced fatigue significantly, these addons were nerfed because there wasnt enough time for survivors to react in certain cases. Blight's fatigue addons were kept to take away at most 25% to be safe. Nurse is capable of reducing her fatigue with 50%. Thats not even including that stunning her takes away her fatigue entirely. Leading me to point 3.
    3. Legion fatigue addons were nerfed partially because they lost it on pallet stun. Nurse was assumed to have had this feature removed because she kept her fatigue addons and stunning a Nurse was difficult, but they slapped it on back.
    4. Charge addons. Seriously, look at any other killer that deals with charges. What killer is capable of reducing their charges? You have Blight, but that took quite a bit and other parts of his basekit have been altered or nerfed to accomodate to that. The rest? Wesker has to wait 6 seconds, while he closes a similar distance to Nurse(as they have the basic concept for gap closer, except Nurse can go through obstacles where Wesker can vault) AND has a bigger terror radius, at most a . Bubba takes 14 seconds to fully recharge. Spirit? Legion? 15 and 20 seconds respectively. And yeah, I get that blinking is Nurse's main method of transportation, so letting her wait on her charges too long is going to make her extremely boring, but from a chasing perspective, basically being able to spam a gap closer by reducing charge time with addons even further means hat literally the only thing holding her back is vision blockers.
    5. Having basically no punishment for messing up your ability. With every single other killer, missing your attack after using an ability increases the distance survivors can gain. With Nurse? Go ahead, swing, while she technically does get punished for missing it, being able to trigger fatigue faster practically cancels it out. So why not swing? Now only do you not have to deal with a spamming gap close ability, but one that constantly puts you in danger of getting hit, without ever giving you the chance to actually gain distance. There is not a single killer other than Nurse that benefits from missing an attack. Even a strong gap closer like Blight allows survivors to gain a relatively significant amount of distance before he can try hitting them again.

    Seriously, why not apply the same logic to Nurse? Is there a bigger plan that requires Nurse to stay the way she is? is there an unannounced change coming? We didnt forget that Twins and Blight were both considered higher priority in terms of making changes back in January, yet I would argue that having double standards for any killer should put them on the highest priority. Why are mechanics considered unfair on certain killers and need alteration, but when talking about Nurse, those same unfair mechanics are considered fine to the point of being untouched for years? The only answer I can think of right now, is that Nurse only really flourishes in the higher skills where other killers flourish in lower skills. But that answer would have existed for a very long time by now, with the root of the problem being arguably known since 2018(massive potential performance gaps between solo survivors and swf, and a massive potential performance gap between Myers and Nurse).

    And yeah, I might have been a bit misleading by making my question rhetorical, its time to stop favoritism. Apply the logic to killers equally.

    50% fatigue reduction? Where'd ya get that number from?

  • @maximo99ac said:

    Like nine months ago you said this was a bug and it would be fixed but since then i havent heard anything about it

    It was 5 months ago, and there are currently more pressing issues.

  • @Kostyazz said:

    Since I started playing DbD, I've felt that survivors lack personality in their gameplay. Once teachable perks are unlocked, every player just equips meta perks on whatever survivor they choose and play that surv.

    I suggest slightly reworking all survivor perk levels, by adding a level 4, slightly stronger than 3 and available only to owner of that unique perk.

    This would motivate players to choose survivor based on playstyle they prefer, and let killers guess that playstyle by seeing the character.

    David? Likely uses dead hard (might as well make lvl 4 like the old version)

    Claudette? Now probably built around healing and not just chosen for stealth.

    Dwight? Probably gonna stick to other survivors to improve their actions

    And so on

    A simpler solution if for every surv to have a fifth perk slot, where only that characters teachables can be equipped.

  • @tippy2k2 said:

    One v one snipers only on Shipment

    No hardscoping😠

  • @ViperTheCharon said:

    Maybe looking at the title could create a bit of controversy over nurse defenders and others, but to point it out:

    Nurse is not the hardest killer anymore. (Hillbilly is IMO)

    Only counterplay to her is when she makes a mistake.

    Blink Attacks counting as Basic Attacks is BS. (because of perks that apply exposed and other things, for example: "Jolt" "Sloppy Butcher")

    She is still S-tier for past 6 years. (I actually don't bother that)

    I don't know if it's true but she's the second most picked killer in the game. (behind huntress)

    If BHVR could take a notice at this (probably won't), maybe she would be balanced out, if there were some proper suggestions for her changes.

    What are your thoughts?

    Hillbilly is hard, but it's not because hes hard to get the hang of, but actually because he just isn't a great killer. (99% due to the overheat change).

  • @tenoresax said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231082#Comment_3231082

    Ok, please elaborate on how you think they fit the game.

    We already have the point and beckon gestures. Why not more? Doesn't even have to be like a dance emote, could just be more specific gestures i.e. 'thumbs up' or 'go away'. I don't see how it wouldn't be atmospheric or fit the game, just look at some of the cosmetics. They could also be included in future rifts instead of the 3 dozen charms that never get used.

  • @Xernoton said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230099#Comment_3230099

    Are either of the killers you mentioned even remotely near Nurse in terms of strength? It takes much more skill for these killers to get a hit and the survivor can see the hatchet flying towards them and anticipate Pyramid Head's attack. How much counterplay is there to a Nurse that basically hits you from 20 meters away with no warning?

    "with no warning" has 2.5~ sec charge time + travel time. Huntress can hit from way further, and her hatchets are easier to hit. Pyramid Head can hot through walls + always a guaranteed hit when a surv goes to a window. There are plenty of times where PH and Huntress can end chases faster than Nurse. You did a lot of generalizing with your last sentence. People have been saying it for years, break Line of Sight. This also applies to the other killers mentioned, and no one has trouble breaking LOS against them, but suddenly with nurse its impossible.

  • @Chocolate_Cosmos said:

    I have no idea what to run :/

    I want something unique / interesting! Don't have to be the best to win build.

    Iri head + wooden fox

    Trail of Torment, Hysteria, Blood Echo or Iron Maiden (preference), and BBQ

    Favorite jumpscare huntress build. You could also replace Hysteria for Tinkerer. Mostly depends on how you wanna play.

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230082#Comment_3230082

    lol.

    as for auras its only when shes actively charging a blink, so she doesnt get a guaranteed hit that the survivor didnt even have a chance to make a play around

    Should huntress not see auras while charging her hatchet? Should Pyramid Head not see auras w/ his ability activated? Why just nurse? Your proposal for nurse nerfs are too restrictive in my opinion, which is only going to force nurse players hands into using all slowdown and tunneling/proxying.

  • @Seraphor said:

    We need to stop thinking about these things as actions that need to be 'prevented' via punishment. They're choices the killer makes, and there are reasons for those choices.

    We've seen what anti tunnelling and camping mechanisms look like, Off The Record and Reassurance are the pinnacle, and even those don't 'prevent' camping and tunnelling, they simply make it harder to do. And why should a survivor be forced to run a specific perk to prevent certain toxic behaviours from the killer?

    What's next? Make OTR basekit? Make OTR basekit but indefinite until the killer hooks someone else? Make an unhooked survivors invincible until another survivor is hooked? That's just removing player agency. It's a ridiculous arms race that just makes the game more restrictive, more sweaty and more toxic. It's this arms race that has led us to where we are today.

    The reason killers camp and tunnel is because it's an efficient strategy. If there were other more efficient strategies, then those would be employed instead of camping and tunnelling. The reason we have so much camping and tunnelling is because power creep has eliminated all of those alternative strategies. For example, the power creep in healing perks, especially Boon: CoH, has eliminated hit and run as an effective strategy for most killers other than the two most mobile.

    The only way to 'correct killer behaviour', which is what you're really talking about here, is with a carrot, not a stick.

    Don't give me "they tried that with 6.1 and it failed, because it just made camping and tunnelling easier", because I'm not talking about general killer buffs. 6.1 was all the wrong decisions. They nerfed healthy anti-camping and anti-tunnelling perks in the name of 'shaking up the meta', and gave us a more toxic meta with Pentimento, Eruption and Call of Brine.

    The only correct choice is buffing and creating more perks that incentivise not camping and not tunnelling:

    Hex: Ruin - Required killers to leave a hook and pressure gens to get value out of it.

    Pop Goes The Weasel - Forces killers to leave the hook to pressure gens to get value out of it.

    Scourge: Pain Resonance - Gave killers an objective to go to after a hook.

    BBQ & Chilli - Gave killers an objective to go to after a hook, and encouraged to spread hooks out between survivors.

    Hex: Devour Hope - Requires killers to allow a hook rescue to take place.

    Make Your Choice - Forces killers to go after the unhooker instead of the unhookee.

    Scourge: Gift of Pain - Encourages killer to leave the unhooked survivor alone to get value out of it.

    Grim Embrace - Encourages the killer to spread out hooks between different survivors.

    This is the sort of meta we need, but 6.1 nerfed 4 of those perks and Devour is set to be nerfed next, and the rest just aren't as good as they should be.

    Sometimes meta perks are meta for a reason, and trying to make them not meta just for the sake of changing statistics is not necessarily a good thing.

    If they could turn all of the perks I've listed into perks worthy of being meta, then we'd have much less camping and tunnelling.

    I will always be the number one activist for pop meta. It was honestly the perfect perk, wasn't overly oppressive like CoB or Overcharge, and rewarded you for doing well. You make a really good point on how having a wider range of meta perks will encourage play-styles other than tunneling/camping.

  • @xni6_ said:

    some nurse complaints are valid, but she should remain the certified swf stomper since no other killer can do that. necessary changes tho are blink hits being special attacks, and her not seeing auras when charging her blink. thisll fix the whole having to nerf perks so that nurse cant abuse them thing, and keep nurse basically equal strength

    Any killer can stomp swfs? Im okay with blink attacks being special. But why disable auras? Do you want her to not be able to use any perk at all besides shadowborn?

  • @FilthyLegionMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228881#Comment_3228881

    Not to everyone. I remember all the times I started and heard the noise and was like "Oh god, please don't be her..." Then when I DO play well, it still feels so mind numbingly boring.

    I never said everyone, and thats your opinion on whether or not you have fun playing against her.

  • yes you can. I don't think you have much authority on the subject due to the fact you can't outplay bad nurses, either.

  • It is very rewarding to outplay her. I doubt you know that though. You definitely have not put any effort into learning how to run her.

  • @EntitySpawn said:

    Title.

    I dont get it, doesnt matter if the change was done for epilepsy reasons or BM reasons, the change is a good change to help stop both.

    Clicking mega fast or macro clicking a flashlight has no actual use in game other than to annoy. It hurt my eyes and was an annoying sound even if it was my team doing it so I can only imagine how bad it would be for people with certain conditions.

    You can still click at a teammate, you dont need to spam it.

    And you dont need to click to correct flashlight save timings, either get it right or quickly swing the beam out and back in without ever needing to click.

    You can still do everything as normal, the change did nothing to how stuff actually works for flashlight saves. Stop trying to defend something that CAN cause harm to others or just be used as a BM tool.

    They could've done it in a way that doesn't screw over people who like to click their flashlight for 360s/moonwalking. They could've just added an option in settings that hides flashlight beams and mutes the clicking sound for people who are epileptic/find it annoying.

  • @The_BiggCheeze said:

    I mean when you're getting paired with people who have THOUSANDS more hours than you and there's nothing you can do about it, or the fact that even with being more survivors (you can tell because of the bloodpoint incentive on killers) that killer queue times are STILL garbage. Hell I could hop on survivor and be in a full lobby in seconds even though there's supposedly "less killers". Not to mention that you get paired with survivors who are leagues better than you, EVEN THOUGH there should be more for the game to pull from to make it a fair game.

    What a sad. depressing. joke.

    No need to be annoying. Let the rest of us enjoy this game while you find something else to do.

  • @kizuati said:

    I've just been thinking recently and...why did Nurse get so,oh so many buffs,be direct or indirect with a minor nerf to the range addons that made them go from extremely OP to just extremely strong.

    5.3.0 - 3 Blinks are back and still present. Makes it impossible to outplay even a below average Nurse as she can correct any mistake.

    5.5.0 - Nurse is significantly easier to play now - you no longer have to swing at a good timing post-blink and can just do an M1 immediately. She ignores pallet stuns in fatigue now,making using pallets against her,which used to be a rare occasion but significantly punished her into nothing. Additionally her lunge seems to be weirder now,with far more questionable hits. Edit: She also got a major buff to her recharge. Previously a 99% recharged blink progress would be lost if you blinked,but now it restarts at that 99% completed recharged. Why.

    6.1.0 - Major Nurse Buff but indirectly. Survivors take longer to do generators. Survivors make substantially less distance on hit and she has less of a cooldown on her attacks. You now make practically no real distance against her,even to already pitiful distance you had against her before. Tunneling on her is now way better with DS being dead and DH being dead whenever you are being tunneled. Range addons have been back to omega blink since 5.5.0.

    6.2.0 - Finally,Range addons no longer increase your blink speed anymore. First Nurse nerf in forever,still doesnt even do much.

    So uhhh... why exactly has BHVR made Year 6 and the start of Year 7 into a net buff for the strongest killer in the game? She is an active hindrance to many perk designs like Starstruck,AA,etc... Still the biggest limiter to this game's balance after the terrible map design,but received pretty much nothing but buffs lately.

    3 blinks' strength is over exaggerated, with a heavy downside and not much harder to counter once the surprise factor is over. Its also an Iri add-on, which are supposed to be strong.

    Bug fixes and a quality of life change is not a buff. Furthermore, bugs should not be the deciding factor on whether or not a killer is difficult to play.

    90 second generators wasn't a buff to nurse. It was a buff to the weaker killers. Nurse will still perform the same. Your point is incorrect, her hit cooldown has not changed, as she goes into fatigue right after swinging her weapon and thus is not affected by the cooldown change or STBFL. The speed boost decrease only presents an actual difference when the killer is affected by the base STBFL (which is not nurse)

    Your entire argument is flawed. Nurse is not over powered, you need to cleanse yourself of that mentality and git gud.

  • @feffrey said:

    Players who tunnel should outright get banned if not suspended its unsportsmanlike conduct and just a hostile gaming environment.

    Those who tunnel do not care about the strat winning or losing they do it because they can and to ruin a players game.

    It's fun when I can ruin another player game right ? Until they out it down and go elsewhere. I honestly did andvkinda just play once or twice a few weeks.

    Now they're trying to address the tunneling camping issue but it's kinda too late now for a returning player they've made too many changes at that

    When I tunnel, its because I need pressure quickly due to a misplay or if the survs have really good gen pressure. Tunneling isn't about making someone wanna quit the game, its a strategy to win, and can be punished by competent survivors. I understand frustration with the mechanic, but to claim it is done solely to remove others enjoyment just demonstrates nescience on your behalf. Unless BHVR wants to add 40 seconds to generators, they will not and should not punish tunneling via banning or penalties.

  • @notdragonite said:

    ever since sadakos arrival into the killer roster, she has received a lot of disapproval to how capable she is in matches.

    most streamers/youtubers/players etc will rank sadako a D tier and i don’t blame them, she has a extremely lacking power.

    her power is just terribly designed in other words, even after she got buffed after her ptb to the release. (she was atrociously bad in the ptb)

    now i wouldn’t say sadako is incapable, i maybe should have reworded capability, i should probably say that she is below average in terms of performance.

    but a question that still eludes me to this day is, “how could you buff sadako?” and i know this may sound odd and quite preposterous, but her power is quite specific and very detailed. so buffing it is a little difficult in my eyes. i don’t really know how to explain it but her power just seems quite difficult to buff.

    but i’m going to try and suggest potential buffs that could hopefully bring sadako higher in tier lists

    lets get onto that. also if you do have any suggestions in terms of buffs, or perhaps even addon suggestion please do comment because i would love to hear others ideas and hope to see that i’m not the only one who has ideas and maybe other people have similar ideas to me.

    now these buffs im going to make are very objective and are solely based from my opinion. criticism is okay, but flat out disgusting or rude comments is not acceptable. thank you in advance.

    the buffs-

    • add 1 extra tv into the trial

    • make it so survivors slowly gain condemned passively (maybe like 0.2ms or whatever the measurement is). this will give survivors more incentive to actually stop doing what they are doing and put tapes in their tvs. but when they are carrying their tapes, the passive condemnation will increase in speed. although make it kind of act like freddy, after they remove their condemnation, there is like a 45s (or something like that) cool-down where they won’t gain condemnation. <just a quick note, i don’t know wether to make it they gain condemnation whilst in chase just at a very slow rate because i feel like the onryo would just abuse this, but again it would be good if it went up in chase to really make it so that she is strong and make it so that survivors are really really cautious>

    • buff some of her addons

    • whilst demanifested, gain these effects:—

    • a 10% increase to pallet breaking speed
    • move at 120% movement speed (this one may seem a little controversial but it’s mainly to help her power in chase a little bit more so she can maybe beat survivors to locations)

    • make teleporting silent for anyone who is not within 24m of the tv she is teleporting to

    • gain a slight speed boost, not too much, after manifesting

    these are just kind of what i had in mind. i know some of them may be a little controversial and some may be like “that’s too similar to (such and such)” and i get it yeah, but right now… as it stands, onryo is in a really bad place and if we got to buff her and make her power act more like another killer, then i don’t really see the problem in it. aslong as it is not copy and paste then that’s fine by me.

    Instead of passive condemn, I think it would be more fitting for survivors to gain a stack everytime they are hit by her.

    A second idea I had is that while demanifested, she may see the killer instinct of any survivors within a 16 m radius of any turned on TV.

    Finally, I think there should be a finite number of times that survivors may interact with TVs/Tapes, thus making them similar to Wesker and Nemesis vaccines.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3218858#Comment_3218858

    In truth, I think you are absolutely right.

    Gen Rush is playing for the objective.

    Camping-at-gen-5 and Tunneling-at-gen-5 is the opposite of playing for the objective.

    Killer's objective is to kill survivors. Tunneling is literally playing the objective. I have mixed opinions on camping. It is necessary in some scenarios - i.e hooked surv in middle of 3 gen, hooked surv by gen thats close to being completed, hook in a narrow lane that other survs must pass to get to the other side of the map (very present on macmillan and autohaven maps).

  • @HeyItsQuiet said:

    Repairing gens is an objective. Facecamping, slugging, or tunneling someone out is a conscious decision made by killers who lack the skill to control a match or focus on more than one person at a time. I'm not referring to aggressive survivors who put themselves in your way.

    Survivors have no other way of escape, whereas killers can make a choice to play differently.

    Slugging and tunneling are strategies that the killer can use to complete their objective, which is to prevent gens from being completed and killing off survivors. Both killers and survivors only have one way to 'win'. For survivors, it's to finish all five generators and leave through the exit gates. For killers, its to kill all four survivors. It seems like the killer always has the choice to play hard, or to play casually because killer gameplay is more dynamic. Survivor gameplay, on the other hand, is either do generators, or don't. As survivor, you can't really just not do generators without being accused of throwing or being unskilled. But if a killer decides to 'throw' a game, by not tunneling and making sure to get 8 stages before killing anyone off, they are seen as playing the game correctly and fair. I do not believe this is a double-standard, but rather people not seeing the different depths of each role.

  • @egg_ said:

    There is no correlation

    Killers call generating what most times is the result of their own misplays (commonly referred to as "the game is survivor sided 😢"). And killers camp and tunnel even if the game is going clearly in their favor already

    I don't understand the correlation of camping and genrushing, but I do see OP's point with tunneling. Tunneling can also be caused by survivor misplays. Your point with genrushing being caused by misplays is also something I agree on.

  • Why cater to someone who gets mad when someone clicks a virtual flashlight at them?

  • @adsads123123123123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211989#Comment_3211989

    How is not kicking gens the same counter play as No Way Out?

    https://forum.deadbydaylight.com/en/discussion/comment/3212576#Comment_3212576

    Unless you're playing Nurse or Blight, that's fairly unlikely.

    no, you can do it as any killer. Just hook survivors better

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3213129#Comment_3213129

    Which you can still do, it just doesn't click as fast. Is your argument centered around how the tactic relied specifically on how obnoxious the effect was? Thats a pretty big can of worms.

    Yeah the sound was really annoying so that was kinds the point

  • If you really think thats griefing, you need a reality check. Its to get the killers attention so you can get chased, or some classic bming which I don't think is a problem.

  • @GannTM said:

    STBFL should honestly just have 6 stacks after the buff to basekit hit cooldown.

    Reduce stacks to six and change the stacks lost on obsession hit to 3/2/1, so its a nerf and a buff.

  • @Iron_Cutlass said:

    I really did think the community would at least have some level of maturity, or have the ability to read a single sentence, but I guess the DbD community proved me wrong.

    What exactly was changed?

    • Flashlights are having a buffer time added as well as some other smaller changes to make the game more accessible to those with photosensitivity and epilepsy.

    This is of course a good thing, it makes the game more accessible and available to all, but some people are upset that they now cannot click their flashlights. But overall clicking your flashlight had almost zero effect over gameplay at all for a majority of people, and this change will still have almost zero effect over gameplay for a majority of people. This change only effects a minority group, but it still is a positive change for the community and game.

    Let's look at some of the common arguments I see against the flashlight changes:

    • "Oh but there are other issues that cause seizures, they just hit flashlights on purpose," just because there are issues does not mean it wont be fixed, it takes steps towards making the game better, and this is just a small step forward. BHVR is known for rolling out changes over time instead of releasing everything all at once, just look at the map reworks from 2020-2021 for example.
    • "Oh but people with photosensitivity or epilepsy should not play a game if they fear having seizures," people bring up this argument and not only is it insensitive but overall just proves the lack of empathy of others. People should not be excluded from something they enjoy because of such.
    • "But they are catering to a minor part of the community," and who cares? It's more people playing the game, more people interact with, more people that can enjoy something they otherwise couldnt before. It would be selfish to not want these changes because you are admitting that you only want yourself to be catered to, and not anyone else.

    If you are actually upset by the flashlight changes, I understand. But in my opinion, these changes make the game better and allow more people to be able to play without health risks.

    Literally just add an option to disable the visuals of the flashlight beam entirely, so you can still clicky but people with epilepsy may disable seeing the light that comes from the flashlights.

  • @adsads123123123123 said:

    I understand why people don't think Blast Mine is annoying as I do now. It's because most killers don't care about kicking gens much, so they aren't affected much by it, but if you are playing a killer that cares a lot about defending and kicking gens, it's extremely annoying. If one person runs Blast Mine, you can get Blast Mined 4-5 times in a single match. Getting hit by it once is fine but getting hit that many times is just obnoxious.

    https://forum.deadbydaylight.com/en/discussion/comment/3211220#Comment_3211220

    Removing the stun does not defeat the purpose of the perk. Say Blast Mine blinded the killer for 1 hour, it would be the best perk in the game. It's just a matter of adjusting the blind duration to balance it.

    https://forum.deadbydaylight.com/en/discussion/comment/3211338#Comment_3211338

    Not every perk needs counter play but I think it does in this instance. Getting hit by Blast Mine multiple times with no counter play is just obnoxious.

    No Way Out has counter play. If survivors loop the killer better, the perk doesn't get as many stacks, so it's far less effective. Also, survivors can still do other things during the block timer like hide and heal or continue looping the killer. Blast Mine is not like this at all. You can't do anything to avoid Blast Mine and if you get hit by it, you literally can't do anything since you are stunned and blinded.

    https://forum.deadbydaylight.com/en/discussion/comment/3211415#Comment_3211415

    It's not the stun on its own that's annoying. It's getting stunned with no counter play that's annoying. For example, Head On is fine since I can at least bait the survivors out to hit them and if I spot them entering the locker, I can down them. I would rather survivors run strong perks than perks to annoy the killer with no counter play.

    Blast mine has counterplay, just pressure gens better and don't let survivors get any progress :p

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211176#Comment_3211176

    Well either way, I would guarantee the chances of them putting in 4:3 aspect support now is pretty much zero. Besides the niche factor, it also opens up the potential for abusing FOV with stretch and I doubt they want to open up that can of worms again just to accommodate an extreme niche minority of the player base

    I mentioned that its possible to not support resolutions like 1:1 (the resolutions that actually gave an advantage and gave a stupid amount of FOV) by giving those resolutions black bars to prevent the abusing, but resolutions higher than that not having the black bars.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3211140#Comment_3211140

    But people with disabilities or ambassadors for the game are a bit different than obsolete tech that is not and likely never will be made again. Old school consoles will likely get shut out eventually too, especially if the game migrates to a new engine (UE5) if it still exists in a few years. They cannot cater to every niche minority in all fairness to them

    4:3 Monitors are still being made, in the forms of 2560x1440, and 1920x1440. They are still used to a degree, just not popular with gaming. So I wouldn't call it obsolete tech.

  • @Carth said:

    I mean you said it yourself, BHVR(and most of the community) didn't like that certain loops lost the ability to mind-game because you play at a certain resolution. Certain tiles were clearly designed such that you can't peek at your opponent over the height of a wall/pile of trash/etc but with stretched you basically had wall hacks on them. The balance problem outweighs the "I like playing at x resolution and it isn't supported well" problem

    I don't choose to play on this resolution, it is literally the built-in, factory resolution of my monitor. It is not 'stretched res'. The FOV I gained was so minute, it did not 'help' me in chase at all. Stretched res is when someone changes their resolution to such that is not native to their display, thus causing the stretched effect. I don't believe there is any possible resolution that will allow you to see over long walls, and you can see over filler objects like Macmillan rocks, piles of trash on any resolution. There is literally no loop that is unmindgameable by changing your resolution. The only tiles that weren't mindgameable are not mindgameable regardless of resolution.

  • @MaTtRoSiTy said:

    Why would they? Almost nobody plays at obsolete resolutions now and I would imagine there is little to no motivation to accommodate an extreme minority. They still don't have proper ultrawide support despite them being a lot more common these days... (FOV advantages arguments aside).

    BHVR has made changes catered to small minorities that play this game before. Fog Whisperers, Old Gen Console Players, Switch Players, Streamers, Colorblind players.

  • @KerJuice said:

    Let’s play “Remember When…” We’ll pick one aspect of the game that we were able to do in previous builds of the game, but can no longer do. Shoot for the mechanics that would seem crazy to new or fairly new players for being implemented. For the vets, this will be pure nostalgia and hopefully bring some smiles.

    I’ll start: I remember when survivors got to keep their add-ons when escaping! Looking back at the time, that seemed like it wasn’t a big deal, but now it’s like wow- that was really unfair to killers who lost theirs after every match.

    I remember when wraith didn't even visually ring his bell, he just appeared.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3205914#Comment_3205914

    I don't buy the argument that "if you buff SoloQ you have to give SWFs the same buffs or they'll complain" argument.

    They get to have fun with their friends, there is no punishment there, while SoloQs get punished everyday because they're lost and alone.

    Being lost and alone isn't a SoloQ issue, its a game sense/awareness issue.

    I pretty much exclusively solo queue outside of tournaments or with my team, and I never have trouble with getting a general idea of where my teammates are. I don't run many aura perks on survivor outside of sometimes putting on empathy for flashlight saves.

    Obviously I know everyone that SoloQs is on a different level when it comes to game awareness and knowledge.

    The underlying issue with SoloQ, in my opinion, isn't the lack of information, its the lack of communication and ability to coordinate with your fellow survivors. The easiest way would be to just add Team Voice Chat, but a lot of people dislike that idea and I understand why.

    Something that could work for both controller and PC players is a chat wheel menu, like in Overwatch or CS:GO. If BHVR doesn't want to immediately implement all of that at once, they could start smaller, like the quick ping feature in VHS.

    I'm betting it will take some time for any substantial SoloQ changes to arrive. I get the sense that BHVR wants to be sure on the changes they make, and to take their time, especially when it comes to something like SoloQ problems.

  • @Pyrulen said:

    This is a 2 part request/suggestion.

    First I want to inform the playerbase that flashlight clicking is more than a toxic mindgame, it is a serious risk for users or spectators who are sensitive to flashing lights, potentially causing seizures leading to harm or worse. Consider what kind of harm you could be causing to real life, and disable those clicking macros.

    The second part of this is a call to action for BHVR to implement a 0.5 second cooldown in between flashlight clicks in order to meet safety requirements for photosensitive epilepsy:

    Photosensitive epilepsy triggers:

    – Any sequence of flashing* images that lasts for more than 5 seconds

    – More than three flashes* in a single second, covering 25%+ of the screen

    – Moving** repeated patterns*** or uniform text****, covering 25%+ of the screen

    – Static repeated patterns*** or uniform text****, covering 40%+ of the screen

    I would also like to point out that Dead by Daylight does not present a warning for Photosensitive Epilepsy on launch or in the EULA, which creates a risk of legal liability when posts like this are made public and met with inaction. Please add a warning, along with the functional cooldown of flashlights mentioned above, as these are very real health risks to many players/spectators.

    This isn't a demand, or a threat, this is a genuine plead for assistance in helping to minimize the health risk for players and spectators of the game.

    I don't recall any official statement being made regarding Flashlight rapid click macro use by the dev team, but the problem is still very present in the latest PTB from today.

    Thanks,

    There is a photosensitive warning, which I saw this weekend when logging onto a freshly made account. But I have never seen that warning on my main, which could suggest that it will only show that screen once.

  • @Pyrulen said:

    This is a 2 part request/suggestion.

    First I want to inform the playerbase that flashlight clicking is more than a toxic mindgame, it is a serious risk for users or spectators who are sensitive to flashing lights, potentially causing seizures leading to harm or worse. Consider what kind of harm you could be causing to real life, and disable those clicking macros.

    The second part of this is a call to action for BHVR to implement a 0.5 second cooldown in between flashlight clicks in order to meet safety requirements for photosensitive epilepsy:

    Photosensitive epilepsy triggers:

    – Any sequence of flashing* images that lasts for more than 5 seconds

    – More than three flashes* in a single second, covering 25%+ of the screen

    – Moving** repeated patterns*** or uniform text****, covering 25%+ of the screen

    – Static repeated patterns*** or uniform text****, covering 40%+ of the screen

    I would also like to point out that Dead by Daylight does not present a warning for Photosensitive Epilepsy on launch or in the EULA, which creates a risk of legal liability when posts like this are made public and met with inaction. Please add a warning, along with the functional cooldown of flashlights mentioned above, as these are very real health risks to many players/spectators.

    This isn't a demand, or a threat, this is a genuine plead for assistance in helping to minimize the health risk for players and spectators of the game.

    I don't recall any official statement being made regarding Flashlight rapid click macro use by the dev team, but the problem is still very present in the latest PTB from today.

    Thanks,

    Make it an accessibility option. If on, you will only see flashlight clicks every .5 or whatever the predetermined time is. This would purely be visual, and still allow survivors to click. Either to fix the timing on an early flashlight save or to BM, which is fine. This option could also affect the flashlight blinded screen for killer; as well as many others such as Doctors shock, Dredges nightfall, Plagues infection, Tricksters laceration affect, and others.

  • Possibly some licensing issues with Bloodbourne, or it could be a perk if they ever get a license for that game. I like the uniqueness of it being available on both sides.

  • @JustAnotherNewbie said:

    For some reason I've been put into the same lobby with prestige 6+ survivors in some of my games. I was expecting that they'd carry but they just keep going down or not doing gens.

    There was a prestige 10 Mikaela, definitely no boon and while I was getting chased in Badham (that notorious house) by Wesker only one gen popped. And then when I was getting chased again no gens were popping and no one was getting healed. What the hell is going on? She didn't even have a boon.

    How scary is Wesker? That map is full of structures.

    Just a rant cause I've been having bad games.

    I've had games where we're between prestige 1-3 and if someone is getting chased then at least 2 gens are popping. Do people get allergic to gens the longer they play? I am confused.

    No, just look at tru3talent. Just kidding, but it usually just equates to how much effort they've put into that specific character. I'd say a prestige at atleast 20 shows that character is that players respective main.

  • @Mushwin said:

    As in it no longer existed? Killer one for me is Jolt. Survivor, the new dead head. What about you?

    For killer? Call of Brine. Has the exact same problem as old tinkerer in which it would make the game go on forever (especially in a 3 or 4 gen situation) or until the survs finally made a mistake which allows the killer to punish effectively.


    For survivor, probably self-care. Does more harm than good.

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