hatchetChugger
hatchetChugger
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3209088#Comment_3209088
Oh you finally moved goal post? I will tell you kill rates is not a win rate but whatever I don't care.
And tell me why pressure was "necessary"? survivors running around somewhere killers can't know with capability to one tap rez slugged one was already enough pressure, literally no one complained about "slugging too strong easily 4k matches", not even nurse has done that a lot, you aren't explaining the reason why it was necessary, at all.
If 4 minutes slug is the problem we have a lot better way to fix this without doing ridiculous stuff, keeping it limited is the one, make it only happening in last stand is another.
I already explained the other reasons in past comments, but you didn't seem to understand. If there was no base UB with this Mori rework, that would remove pretty much all point to hooking survivors and make the killers primary objective to slug.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3209027#Comment_3209027
Yeah, base kit UB is straight buff for survivors that is extremely strong and unnecessary, so I'm asking you how it was "necessary".
It was fine without it, and mori rework is nothing more than a QoL change, tell me what is "necessary" about it?
Honestly, a straight survivor buff is kind of needed right now. 61% kill rate is not healthy, and this is not even mentioning overcharge+COB and how it is the most broken combo to exist in this entire game. I don't think the basekit UB should be unlimited, but I'm not sure if just one use per game is enough.
For the third time, I'll explain why the base UB is necessary with the Mori changes.
It's to create pressure on the killer, and to make sure that 3 man slugs won't last 4 minutes while the last survivor is hiding or in chase.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3208999#Comment_3208999
Before the mori rework, if the killer manages to hook, kill, or down 3 survivors, and down 4th survivor, all survivors have no method to recover themselves unless unbreakable or something exists, which is equivalent to killing every survivor.
You've been bamboozled by the way developers worded it, literally nothing has changed beside it is now instawin instead of all slug/hook situation regardless of deliverance or unbreakable, which is extremely negligible because 99% of survivors won't use it, and deliverance can be ignored by bleeding them out or just looking at it until it reaches second stage.
Think twice, and tell me the difference between "all survivors are near-dead without any way to recover them" and "killing all survivors instantly" if you can.
I believe that you are misunderstanding what I am stating. The base kit UB is for the downed survivors to pick themselves up while the killer is chasing or looking for the last survivor. This is to create pressure on the killer to make the right decision (pick up slug to confirm hook or take risk to end the game quicker but potentially lose more progress). I also think the Mori rework is a nice QOF change, because looking for that last slug when everyone else is dead can sometimes a while. And it wasn't fair to both the survivor and the killer, as they are wasting time to finish an already done game rather than in the lobby in a new match.
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@fulltonon said:
https://forum.deadbydaylight.com/en/discussion/comment/3208984#Comment_3208984
That will still happen before the patch, bleeding out or not killers are "winning" either way.
When unbreakable or whatever didn't exists there were no way to win from all slug situation, unless killers intentionally let survivors do such.
So that can't be a legit reason despite BHVR said so.
With the new Mori rework, if the killer manages to hook, kill, or down 3 survivors, Last Standing activates. Both the killer and the last standing survivor have heightened FOV. If that survivor unhooks someone or picks someone off the ground, last standing deactivates. If the killer is able to down the survivor while last standing is active, all survivors will automatically be killed and the final survivor will be moried. This 45 sec unbreakable makes it so that last standing survivor could have a chance if there are slugged teammates. Without the base unbreakable being added, this would be another straight killer buff, which would increase the kill rate; which is already higher than BHVR wants it.
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@johnlikesguns2 said:
There's more and more sweaty teams. With alot of good perks and favoured maps that make it very difficult for the killer to do anything. Since the 6.1.0 patch, proves became much more frequent, and with the most recent update. Project W Chapter release. The game has one new perk. Hyperfocus. That has now been combined with Stake Out. With toolboxes as well. All this makes generators go flying, and if you are facing good survs you pretty much have no chance. Anyone else feels that killer is getting tiring and more tiring to play due to all the teams and perks combinations? Should this be changed or should this remain? Curious to see what the killer mains think about this. Cause for me, my killer matches have been much more harder and quicker as well.
just use overcharge +cob. Much more broken but way more boring
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@GamerEzra said:
It's one of the worst idea's from BHVR I've seen in a while. But that's my personal opinion. I just want to know if and how anyone thinks this update is going to be healthy for the game. Please let me know your thoughts.
its kind of necessary with the upcoming mori rework. To prevent killers from constantly slugging to win the game at 1 hook stage and 5 gens
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202054#Comment_3202054
Why not? 2 Metaperks Basekit for survivors, 0 for killers. Balanced, right?
Next will be 3sec DS Basekit, regular DS will grant extra seconds for the stun.
I totally believe the devs are that kind of "I know nothing about my own game Jon Snow"-Thing.
And killer is literally the easiest it has every been right now, and I assume they might want to change that in the future, also.
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@Marik1987 said:
https://forum.deadbydaylight.com/en/discussion/comment/3202054#Comment_3202054
Why not? 2 Metaperks Basekit for survivors, 0 for killers. Balanced, right?
Next will be 3sec DS Basekit, regular DS will grant extra seconds for the stun.
I totally believe the devs are that kind of "I know nothing about my own game Jon Snow"-Thing.
They are making these basekit changes because they want to lower kill rates closer to 50%. Just because the other side gets something doesn't always mean your entitled to something too.
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@SantaKlawz1 said:
After being left on the ground for 45 seconds, Survivors will now gain the ability to pick themselves up without the need of any Perks
I like this!
No, I disagree. BT basekit did not make tunneling a dead strategy, so I am betting slugging will still be useable if this change goes through. I am not a fan of giving survivors more basekit tools to deal with killer strategies, but I will have to wait and see how it fans out. Slugged survivors are usually picked up by teammates in under or around 45 seconds anyways so in my mind, this will only make a difference in 4-man-slug attempts.
However, I do appreciate BHVR's efforts in trying to rebalance the currently lopsided kill rates. I'm not sure if basekit UB will be the correct soloution, but its good to know that the devs are exploring more unique ideas.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3195578#Comment_3195578
I think they were just confirming ?
Either way. I didn't say it's not possible. I'm something like top 20 now in blight downs in the world. I know what he's capable of. Watching Lillith do his streak. It's not hard to see what he's capable of
I didn't read your username thought you were the other person with the same profile picture as you
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3195578#Comment_3195578
What are you on about? " Owned you". My point was to ask if that's who you are talking about.
Seemed like you were trying to make a snarky comment tbh
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3195557#Comment_3195557
"16 year old videogame addict who likes talking to people" that them?
Damn bro you really owned me there. Idk what point your trying to make but yea, thats him.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3195557#Comment_3195557
Never heard of him.
Look him up on twitch. Im not talking nonsense.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3195487#Comment_3195487
Players much better, with way more hours, and more experience in the game than you realize Nurse is not good for balance. You should just listen to them.
Hours played hardly means anything. But anyway, there are also players much better than I am that think nurse is not a problem, and not in need of a nerf. I like to say I'm alright at the game. I'm on a comp team, we do pretty well at tournaments. Our captain currently has the world record blight winstreak, somewhere around 570. Personally, I've had a 290+ Surv winstreak with some other team members. If you wanna see his blight winstreak for yourself, you can find him on twitch at momoseventh.
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@th3syst3m said:
...has died down, it really needs to come back.
y'all have never even tried to learn how to play against her. Just cry and moan until your 'problem' is fixed. The only thing all this complaining is doing is producing more complaining, which amplifies how strong she is to an absurd degree. This constant 'Nurse OP, gg go next' mentality is only harming your own experience, fun, and skill. Learn how to play against a non-M1 killer and stop treating every nurse match as a hopeless endeavor that will only end in a 4k.
If you actually put in effort to play against a nurse, your dbd experience would be way more enjoyable.
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@Crowman said:
Part of it is cheaters using a script to auto dead hard.
That was already an issue before the nerf. Its not the cheaters, and DH currently is not a problem.
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3184963#Comment_3184963
This only works with lower skilled survivors. They gotta learn to take what chase they can get, then immediately hop on a gen if killer won’t commit. If they can last in chase that is.
The ones baiting the killer into chase usually arent the type of players who want to win/escape
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@sulaiman said:
The field of vision is that way so survivors can use stealth in a chase, and get overlooked if you turn a corner. If you take that away, what will you give survivors to compensate that?
I mean, stealth is nerfed more than enough, and i dont mean iron will (although its next to impossible to juke a killer in a chase now), but every map rework made stealth way harder (unless you just hide when you hear a heartbeat; that still works, but juking a killer in a chase, when there is only one line-of-sight-blocker with only one place to go?).
I mean i am not opposed to a quality of life update, but you have to consider why its there, and we dont need to screw the balance even more in favor of the killer.
Honestly, only 'bad' players aren't gonna see a survivor hiding in a corner, regardless of FOV.
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@Yamaoka said:
People claim he is op because he is op.
His power ends chases quickly regardless of the survivor's experience and allows for easy map pressure at the same time.
That's op by definition.
'regardless of the survivors experience'
I'm 100% certain that you have never watched a good player go against blight and are only making this claim based on your own experiences.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3182248#Comment_3182248
TBH I think Blight and Nurse both need larger terror radii, or at least a 45m lullaby like Huntress given that all of them have the potential be nowhere near you and then damage you 3 seconds later.
Blight and Nurse should have their terror radius increased while using/charging power so it doesn't buff agi-struck.
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do you mean by 'fake blink'? do you mean looking down while blinking to stop short?
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@vanGlasse1 said:
Kick the freaking gen. It regresses at a slooooow rate for a while. Leave it. Survivor interacts with it. Either:
1- misses skill check, get some value, go back there, harass the survivors to go away and apply it again. Restart the cycle. Do this at the last 3gens with solo survivors and you either stall the game till they win/give up or repeat over and over while slowly taking down the remaining survivors through the cycle.
2- sucessful skill check, good for you/them. Check the gen, no sparks? Well let me kick it again. Harass the survivors from touching it before the regression builds up or till they touch it either blowing up or getting the skill check, whichever it is, doesn't matter, just apply it yet again. Keep doing it for hell yeah why not?
No but really, this against squads and/or while the 4 survivors are alive (especially at early game) might not be the strongest slowdown available (hence Pain Res, DMS, Corrupt, even Deadlock), but still can be annoying. Now, once there are less gens and/or survivors remaining, this is just the most repetitive playstyle I can think of.
I don't mean to be telling people how they should play or what they should or shouldn't run, mind you, do whatever you like with what you have, but seriously, considering all the times we saw things being toned down or upgraded, it feels ridiculous to see how this perk has only good sides with decent if not great rewards (you know, often you may get 5% out of a gen just by kicking a gen as many times as you'd like + the regression that might build up) for the cheapest investment in the market. See Eruption, Jolt, even Pain Res, these 3 are decent on their own and the requirement is something that requires actual effort (downing after marking the gens, downing the survivor in the area of the gens that you'll regress, hooking on a specific hook), and I won't dare to call Ruin a lazy perk because not only it is a cleansable hex, but it also got demolished with nerfs which were most cruel imo.
Back to the topic, killers do deserve getting things that provide actual value and are reliable, but honestly there's a difference in "regress all the gens you kicked earlier by x% when you get the next down. You can do it again but have to take the steps" and "kick the gen, then kick the gen, then kick the gen, then kick the gen' you get the idea (I hope).
literally tinkerer 2.0, but worse imo
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@kaneyboy said:
https://forum.deadbydaylight.com/en/discussion/comment/3122833#Comment_3122833
but that's the whole fun of it? now one perk takes away any recovery from adrenaline.
i dont know why its such a big deal to you
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@The_BiggCheeze said:
Like when fog offerings actually felt like they did something or the moon bouquets. Old tinkerer that affected killer powers charge time.
I mean I understand why some of these things were changed, but now the devs are too scared to do anything fun.
call me cringe or whatever, but damn i miss stretched res.
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@Sluzzy said:
Considering killers got a very popular meta back with DMS+Scourge Hook, dead hard and self-care should be returned to make survivor gameplay a little more bearable and add some hope and fun back.
This is only one very small baby step to helping ease the misery and lack of motivation of survivors.
Survivor morale is the lowest in the history of DBD.
no clue why bhvr cant nerf the super strong perks and buff other perks in a way so there isnt a set meta and every perk can be viable
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@konchok said:
The directional phase has a very short range. Probably around 12 m. This means that almost like other stealth killers, she can sneak up on survivors. In addition to this she is very strong with exposed perks. Now I personally think she's over-rated, but she's definitely top 5 imho.
who are your top 5?
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@SirCracken said:
I've noticed a pattern with DbD's updates over the years. While the game has had glaring issues that actively hamper the experience of players, (Performance problems, bloodpoint grind, bad map design), the devs decide to change things that absolutely no one asked for. Here's a list of the things that I can remember being unnecessarily changed just off the top of my head, in no particular order.
- Adding the overheat mechanic to Hillbilly instead of just nerfing his charge speed add-ons.
- Redoing survivor animations.
- Redoing Doctor's face (His cosmetic images still haven't been updated yet).
- Redoing Trapper's mask (But not changing the loading splash screen with the OG mask being used).
- Making PWYF tokens consumed when killers perform non-lethal actions (Such as Clown's bottles).
- Removing all survivor face cosmetics from Leatherface
- Moving two lockers in the house in Garden of Joy making it safer when playing against Dredge
- Adding a cost to resetting your bloodweb level after you reach level 50
- Changing Blight's "Soul Chemical" add-on to a skillcheck gimmick
- Making it so running Blastmine and Repressed Alliance forces you to activate both of them at the same time when repairing a gen
- Nerfing Selfcare
- Reducing totem blessing and cleansing speed whilst using Calm Spirit
- Nerfing Mettle of Man (How is this even real?)
- Removing the exhausted effect from one of Clown's add-ons
- Removing the exhausted effect from one of Doctor's add-ons
And these are just the things I can remember. Behaviour really needs to take a look internally and reprioritise what exactly their goals are when developing this game. Because sometimes it seems like they have no idea what they're doing and are just making changes for the sake of it.
the leatherface masks were removed for a good reason
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@MikaelaWantsYourBoon said:
MoM nerfed! Yes, BHVR! Congrats! You fixed biggest DbD issue ever. MoM was so busted, it def needed nerf! Good job!
Thana was issue on Plague and Legion. After this nerf, it is still issue on both killers. But perk is dead for other killers. Terrible nerf.
PR buffed and PR + DMS combo also back! Another great job here. PR was so weak, i am glad you buffed it!
No need to say but tunnelling and camping did not addressed ofcourse.
true
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3094839#Comment_3094839
Nah, complaining about tunneling so you can get a a perk that protects you from tunneling then turning around and using it offensively. Is it wrong? No. But it's gonna get punished by the killer (also not wrong, perfectly within their rights).
I never denied that. it is not toxic to be altruistic. ur right on the rest though
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remove/nerf range, up the tiers of recharge to green and purple, and make her chain blink attack a special attack, whilst keeping her first blink attack a base attack to reward accuracy with the proc of exposed/ base attack reliant perks
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@Dunkinspunkin said:
https://forum.deadbydaylight.com/en/discussion/comment/3094647#Comment_3094647
Sure. I think he's just saying make it hard for killers to be nice and they just won't be nice. Act toxic get toxic etc
altruism = toxicity
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@CornMoss said:
As I have been getting back into Billy boyo, I wish his speed with death engravings was basekit. No charge up debuff, if you were to do such a thing then remove over heat.
I find many of my curves to fail due to the lack of this speed and you could say that I should just run the add on I notice my chainsaw overheats consistently
You rely on engravings too much. Don't.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2952576#Comment_2952576
Eh. The funny part is. People really think removing hug tech and reducing add ons will stop blight. Blight is much less impacted by add ons then nurse. Nurse without range is basically trickster. Strong chase power, no map presence. Blight with no add ons is capable of map presence, and getting the same exact hits he can with speed, or anything else. I rarely. If ever use hug tech. People are going to be in for a rude awakening. If they think blights will stop dunking on them
This is actually very true. I always thought of myself as a blight who hug teched a lot. But after watching some old vods of me playing blight from tournaments and pubs, I am using bump logic wayyy more than I thought I was.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3055388#Comment_3055388
Not at all. Just speaking from a LOT of experience. I'm something like top 30 in blight hits with 19,000ish. Idk where I stand on nurse, but I have another 10,000 blink hits.
If the survivors are good and can read the nurse and know how to force 50/50s as much as possible. It's going to be pretty hard. Not even the best nurses are mind readers. I promise you there's not anything I haven't seen at any given time as blight that I can't get a hit at though. There's only 2 tiles I'd consider safe against him. Out of curiosity....Which tiles do you think you can outplay a blight at ?
In my personal opinion if a survivor knows how to flare and basically force the blight to not lunge its possible to outplay a blight on almost any tile.
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@DoritoHead said:
Nope, not abandoning these posts just yet.
A mix of my own frustrations with the game and things happening in my personal life (and valorant) have kept me away from Dbd, and even after that I stayed away from Oni because of the blood orb bug, until I didn’t. But today I’m back to bring you another post about my attempt to master Oni- now featuring derusting!
For progress, I pretty much had to refresh on everything I had learned prior, so as I result I couldn’t really improve upon things that I was struggling on at the time. This post will mainly focus on things that have less to do with the mechanics of Oni’s power and more about game sense.
First of all, I’ve been struggling immensely against teams that simply play incredibly safe before I can get my power. Is there anything at all that I can do about that?
Secondly, what perk builds do you guys recommend for Oni? I have one that I like a lot but honestly I’d love to mix it up.
Thats all for this post, sorry if it’s not much.
Shadowborn, Infectious, Hex : Retribution, and Tinkerer
Monitor & Abuse, Pain Resonance, Tinkerer, and Corrupt
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@Roadrunner said:
Pls punish it by blocking the exit, if a survivor t-baggs in the exit gate. This game is so toxic, maybe do a little bit against it
I don't think t-bagging, flashlight-clicking, hitting on hook, shaking your head etc. is toxic. I think its more like talking crap to the other side. Like in a sport. However, I believe being rude or downright bigotted in the end game chat is toxic.
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@WeenieDog said:
what exactly is fun about Sadako to versus?
most non anti-loop killers are pretty high on my list, its not entirely her power, i love how she looks and how her attacks look.
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@toxik_survivor said:
Like ghostface essentially, but sound for survivors.
enough is enough, add bloodpoint bonuses for flashlight macroing and tbagging
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@PNgamer said:
hey,
that's my opinion and I stand by it. I play killer and survivor in a 60-40 ratio and I know both sides. I don't like this Killer vs Survivor thing (not anymore, cause it brings nothing) and I think solo players have the best experience. (it´s my feeling cause i always play solo) SWF players should have it harder and in my opinion it has nothing to do with punishment.
bedrock mmr killers when survivors play with their friends😓😓😓. the problem isnt swfs, its solo queue. add voice chat already!
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@deKlaw_04 said:
https://forum.deadbydaylight.com/en/discussion/comment/3043670#Comment_3043670
They were very clear they weren’t gonna do it. 1) they don’t want exclusive stuff. 2) the license characters wouldn’t be able to get anything
they dont want exclusive stuff but they continue to add limited time twitch prime cosmetics AND make Redeemable codes expire quite quickly?
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@Kingjaffad said:
For the past few weeks, the amount of unenjoyable Nurse games has absolutely skyrocketed, nearly every 2nd/3rd game regardless if I have been winning/losing has just been Nurse, Nurse, another Nurse, maybe if the game is feeling nice they'll give me a different killer, then a return to our all-Nurse marathon.
In every single one of these games, we as a team get stomped every. single. time. It's gotten to the point where I don't understand how Nurse apparently has a "low killrate", either they're all sitting at the very bottom of MMR, or someone's not telling the whole truth.
Aside from just feeling frustrated about what feels like a killer with no real counterplay (That I know of anyway, seriously please what am I supposed to do against her?) I'm sitting her wondering outside of the occasional twitter post picketing for a Nurse Nerf, I honestly see a ton of people defending Nurse purely because we feel there needs to be atleast one "strong" killer to combat survivors. Doesn't that seem really unhealthy for the game to just have a single character that trumps all?
Genuinely looking for some extra insight on this.
I play nurse a lot. I agree that she does need a change. I think Nurse has too much room for error for how strong she is. You miss your first blink? You have a second blink to correct yourself. I do not mind this, as I feel it is fair. However, I do think her lunge distance should be decreased. I feel that her lunge is something that is not talked about enough, as it makes it so survivors have a much smaller margin of error compared to her. A survivor making 1 bad read is worse than a Nurse making 2. Her blink attack should still count as a base attack and not a special attack, though. also remove her range add-ons
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@johnlikesguns2 said:
So we all know the Pain Res is getting a nerf. Which no longer gives information of what generator explodes, and if a survivor is working on it or not. However i think nerf could have been done differently and honestly the current nerf is pretty stupid. Pain Res was good for information, of the gen exploding or even if a survivor was working on it. What they could have done was remove the Pain Res+Deadman's Switch combo. And even remove the survivor screaming but not the generator so we could atleast know more or less what generator was with progress. 15% was never too much. Specially if it was being worked on by 2 or more people. What's the point in using this if you don't have the information to stop whatever gen is being worked on. Pretty lame nerf tbh.
honestly if they removed scream and regression, and made it so the perk only gave info i would still run it.
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@hiken said:
title... i think is not possible but maybe a cap or something could be done, literally i played agaisnt many nurses and there is a big dif between them u can litrally react to the ones without macro blinks in your camera and the others are litrally blinking in your head + hit at the same time is so weird u cant react.
sorta unrelated but i wish they would bring support back for non 16:9 monitors. i cant play with these black bars, man!
its not too big of an issue tho. i doubt they have any plans to bring support for it back (without the advantage, i want stretched res that just stretches the display to my monitor, not give me extra fov)
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@Vyne456 said:
I've wanting to play both sides like killer and survivors but I always get frustrated with both.
Playing with players that are hella toxic is boring and playing both sides are so boring as hell.
I'm gonna wait until Tuesday when they update this game.
thinking about taking a break. this games mmr is honestly frustrating. Id like to think my survivor and killer mmr is pretty high. whenever i play surv, i get baby killers who are so bad its not even fun. sometimes i get to play against a good/decent killer, and its an actual enjoyable match. I dont see how im getting 20 hour killers who still try to kick gens with ruin whilst having somewhere around 2k hours myself. whenever i play killer, im going against 4 mans that play like its competitive. normally, i don't mind the challenge. but it'd be nice to have a casual game every now and then. when i say casual, i don't mean bad survivors who dont look behind them. I mean survivors who are good sports, and dont take the game too seriously - like me.
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3006733#Comment_3006733
Thanks for proving you lack reading comprehension.
Atleast they are making DS deactivate once the exit gates are powered :steam_shrug:
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@BastardKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2993137#Comment_2993137
Yes, literally has no counterplay. Someone mentioned stuff survivors can do that disables it, or that you can slug, but leaving someone slugged is literally not playing. Letting them run off and do something is not playing. "CounterPLAY" implies there is something the killer can do to stop the perk from working. If the exit gates are open and the survivor can crawl out before DS runs out, they are literally invincible. That is what having no counterplay means.
You know the counterplay for DS? Leaving the survivor alone. Its an anti-tunneling perk. Them crawling to the exit gates with DS active sounds like a skill issue tbh.
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@StarLost said:
Despite the very, very annoying little exploit that survivors can do to force you to DC, this killer may be the most fun I've had since...Artist, maybe.
Mobility - fantastic. Takes a while to get used to, but this is how you make a killer decent without powerful anti loop. The amount of little tricks you can do, and ambushing survivors inside or entering lockers is the funniest thing I've done in ages. Where was this creativity when you were making Sadako?
Nightfall - powerful, but not game breakingly oppressive.
Remnants - interesting. I've barely even started experimenting, but it feels like you can do some really creative plays.
Addons - surprisingly decent.
Honestly, the only thing he's lacking is a skin that makes him not look like Cucumber The Conquerer...
Props all round, fantastic job.
BHVR make a killer that isnt an anti loop night mare zzzz game kinda stale rn
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@Mister_xD said:
https://forum.deadbydaylight.com/en/discussion/comment/2983093#Comment_2983093
Both are bugs, both need to be fixed.
However, this does not mean both had to be fixed at the exact same time. We shouldnt just keep a bug / exploit in the game "because there are other bugs too" - if we followed that mentality then nothing would ever get done in this game regarding bug fixes, because you will always find another one that is not being addressed right now.
If a bugfix is ready, push it out.
IMO the real problem here are the people who see this as a nerf to Blight.
The Devs arent nerfing Blight here, they are fixing an exploit. And no one is entitled to receive any compensation for that.
The reason its regarded as a nerf is because of simply how long it has been in the game. It has existed in some form since Mr. Talbot was added. This, coupled with basically radio silence regarding its existence from the devs until Mandy replied to my forum post several weeks ago has lead a lot of people to except it as a feature rather than an exploit. And it is a nerf, atleast to his power at loops.
🫂 tech has been in the game so long with hardly any acknowledgement from BHVR up until recently.
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@CashelP14 said:
https://forum.deadbydaylight.com/en/discussion/comment/2984662#Comment_2984662
Yea sorry the tip "just admit that you suck against him" isn't the most helpful I've ever seen lol
I'll reiterate my point. I think by themselves they are ok to deal with but I think combining them, especially with all his techs, is just way too much.
His add-ons were designed without hug-tech in mind. So I think thats why they aren't nerfing his add-ons, as they aren't necessarily the problem, its the hug tech.
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@Veinslay said:
All the really good Blight players will be just fine and won't even notice the nerf. The bad Blights getting carried by hug tech will have to go back to Wraith or Spirit
"Bad Blights" aren't carried by hug tech. Anyone can hug tech, but the difference between a bad blight with hug tech and a good blight with hug tech is that the good blight is going to be landing a lot more hits. I would say hug tech is a more advanced technique, and newer/lesser seasoned blights wont be able to do much with it.
I have accepted the change, honestly. I'll just find another killer to sink half of my lifetime into. Huntress has been fun recently. The removal of hug tech won't change much. It won't screw over the less skilled blights, because they don't use it at all anyway. It will not screw over the better blights much either, as they already have bump logic and flicks.
Hug tech made blight basically the only killer that you could get cool clips with. Besides maybe Huntress (one of the reasons Ive started to play her more). But then again, doing something cool with any killer will hardly compare to a cool clip from a blight.