miaasma
miaasma
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this is why maining spirit/nurse teaches you nothing about the game lol
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/578879#Comment_578879
In other words, they had to push a scenario to become borderline magical to support their point. How is that any better?
pretty sure their point was that the game ended very quickly and "1 minute" was their means of communicating that. this is just me using my noodle but i don't think they were being literal, since ending a game in literally 1 minute from the second you spawn in is virtually impossible
doesn't take much effort to figure that out but i understand that sometimes the need to be pedantic overtakes the need to read critically
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my best advice is to report them for being abusive in postgame chat (IIRC, chat logs are recorded automatically) and try not to worry too much about it, which is easier said than done if you've experienced suicidal thoughts. anyone saying something like that (over a video game, no less) is the one with the problem, not you
i believe people do get banned for being abusive in postgame chat, so this is the best course of action. if you feel that it was very severe then maybe submit a ticket as well? people who say stuff like this shouldn't be playing online games with other people
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don't you main spirit? how does literally any of this matter
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i mean i could not 4k with nurse and it still wouldn't mean she's not op
don't feel like you are really worth talking to either though
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/577302#Comment_577302
"What is the counter play to Decisive Strike"
LOL
i honestly wouldn't bother
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franklins means that hitting a survivor with an instaheal in their hand will no longer be able to use it mid-chase, which is pretty huge
that being said, i don't think the goal of this thread should be to undervalue the impact instaheals have on the game. they're pretty stupid and i would love for them to get looked at as well
ebony moris are pretty unrivaled in terms of game impact, though
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@StarMoral said:
This is a bad idea.
Simply because whenever a killer breaks a pallet, they lose Bloodlust.
Safe or Unsafe, if they break it, they lose that speed.
the whole point is that you don't need to break unsafe pallets, you can mindgame them
with bloodlust in the game, the need to mindgame them is removed
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because nurse and spirit every game would result in easy wins most of the time, which is boring
beating good players with a killer like wraith or legion feels much nicer, as does using higher skill based killers like huntress and billy
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@Talmeer said:
https://forum.deadbydaylight.com/en/discussion/comment/578165#Comment_578165
Thanks for linking the charts.
Yes, 29 april-6 may was the last high peak for the 70k higher peak. Aka, around the Legion patchday (that was the 5 may, I know it because that was the first time I used a mori and with it I got a mori achievment^^).
Would they just understand as a message *sighs*.
why does every post you make have to do with legion?
i'm pretty sure original legion made more people quit than anything else in the history of the game, other than maybe the introduction of bloodlust, and i imagine legion's rework got more people to come back
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you cannot get banned for any of this. feel free to play the song of your people by chainsawing people on hook as leatherface too
if you hit me on hook when i haven't bmed you at all you best believe you're getting the bags at the next opportunity though
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BBQ, ruin, enduring, spirit fury
if i find a survivor i go into frenzy and hit them, then see if anyone is visible. i don't mean revealed with killer instinct, i mean clearly running around. if they are, then i switch targets and go to hit them. if not, i just go for whoever i initially hit, because with how frenzy currently works you aren't really able to cover the distance your killer instinct shows people before your power runs out. i'd love for this to be tweaked
anyway, at that point i chase like an m1 killer, but if i see other people on gens or something i'll break chase and hit them with frenzy
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plague isn't weak, just boring. i agree with the idea of a killer's power being completely predicated on survivors' decision making being mediocre design, but this has nothing to do with built-in counterplay. the problem isn't really that survivors have the ability to deny her corrupt purge (considering how powerful it currently is, it sort of has to be that way), but more that being injured isn't really reason enough to cleanse and give her that power. if survivors had more incentive to cleanse, this wouldn't be an issue. we'd need a nerf to corrupt purge if that were done though
ghostface's power isn't really in the hands of survivors and is way too inconsistent to really fit into this thread's narrative. ghostface also isn't weak at all
it's like saying myers' power is in the hands of survivors because they're able to simply break line of sight and prevent its use
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i'm tired of not revealing him when i'm in front of him but somehow revealing him from behind a wall
also tired of being exposed when i'm behind an object or a wall
this killer is great in concept but totally awful to play against due to inconsistent mechanics
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/577713#Comment_577713
"what is this revisionist nonsense?"
re·vi·sion·ist
noun: revisionist; plural noun: revisionists
- 1.
- a supporter of a policy of revision or modification."the revisionists who sought to replace it were long denied"
- a person with a revised attitude to a previously accepted situation or point of view."revisionists have argued that the battle was crucial"
Do you know what that even means? I haven't advocated for a single change on this post at all.
"killers can activate bloodlust whenever they want, not just when it's necessary."
Not unless he's just dumb or intentionally throwing.
We are assuming a game that the killer is actually trying to win, common now.
"the reason this is an issue on the reworked badham map is that most pallets were made to be less safe, which translates to more easily abused with bloodlust"
If he's actually doing this then he's wasted enough time that he's thrown the game already. That makes this argument quite ridiculous.
it was a reference to historical revisionism
you're basically re-writing the history of dead by daylight by saying that bloodlust is only used when it's needed, and that killers throw the game by using it
bloodlusting is done to substitute mindgaming or breaking a pallet
i realize that all you play is spirit and you have no need for bloodlust because you have another substitute for mindgames, but you don't need to throw the game to bloodlust; the timer for bloodlust starts when the chase begins, it doesn't start when you get to or throw a pallet. this means a killer doesn't need to waste much time getting bloodlust 1, which is enough to get easy hits on unsafe pallets
moreover, i pointed out in my post that getting bloodlust at pallets isn't efficient, but this doesn't mean it doesn't remove skill or using your brain from gameplay, which is still bad. i don't care if the killer is throwing the game; if my ability to outplay a killer is being removed by a wheelchair mechanic, there's a problem. again, i'm talking to a spirit main, so this probably doesn't have the sort of impact on you that it should, but at least try to understand why your statement that "bloodlust shouldn't be activating on maps where it's not needed" is dumb, because bloodlust automatically activates in a chase that lasts for at least 15 seconds, beginning from the second the chase starts. think before you post please
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@vampire_toothy said:
https://forum.deadbydaylight.com/en/discussion/comment/577650#Comment_577650
I think what they're referring to is the fact that there is a slight difference in collision size for killers & survivors. If I'm not mistaken, survivors have a 0.4 meter collision while killers have a 0.5 meter collision? I don't fully remember the numbers however this difference is also what allows survivors to slip through spots that the killer wouldn't be able to pass which would actually be an exploit unlike looping which is just playing the game.
is this the kind of thing that explains fat shames survivors can fit through but killers can't? i'd say that's more of an error than an exploit but it's certainly something that can be exploited so i get that
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man i can tell you have some great ideas about the video game "dead by daylight" and the direction its gameplay should head in
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@NuclearBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/561265#Comment_561265
Survivors should be rewarded for escaping vs a new Killer. That way those survivors will stop being matched with new Killers that they can easily escape from and will instead be matched with better Killers who will put up a fight.
Having repeated decisive victories against players that were supposedly your rank is one of the biggest signs that you are in the wrong rank. And when facing new Killers as a competent Survivor you would certainly have those repeated decisive victories. And thus since you are in a rank where you are matched against noob Killers we should fix that by giving you pips.
This exact same reasoning applies to Killers
survivors are rewarded for escaping against a new killer
they're given 5000 points
escaping is literally just walking through the door and leaving. you can do that while contributing absolutely nothing of value to the game. you can hide in a locker, get 3 crows, wait until all the gens are done and then leave. placing a ton of value on escaping is fallacious because escaping doesn't indicate that you played well throughout the game
if you run a killer for most of the game but die at the end and get no opportunity to unhook anyone else or touch a generator, you're unlikely to rank up. those people who did gens all game, maybe saved you once or twice, and then escaped? they probably did. does the fact that they escaped and you didn't mean they're better than you? of course not
no matter how you frame it, beating bad survivors shouldn't rank you up. getting beaten by a good killer should derank you, and vice versa
i won't argue that this system is perfect, and plenty of the time you 4k you probably should rank up, even if you safety. i'm just saying that swamping a team of potatoes doesn't indicate that you've played well (because you didn't need to), and thus your rank shouldn't increase for it. the people you destroyed should derank so that they can be in the rank bracket they belong in
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@ThirdSealOPplzNerf said:
https://forum.deadbydaylight.com/en/discussion/comment/577652#Comment_577652
Wrong with the overpowered perks and so many pallets each map has with all the safe ones running around a killer for a while isn't hard at all.
i also thought this when i had 3 hours of playtime
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@[Deleted User] said:
The devs have already stated that their goal is to consider removing BL if they get all maps balanced enough.
I’d argue that they can’t do that until they adjust Balanced Landing so that there is no unlimited “no fall stagger”, that while exhausted that function us also disabled.
i actually agree with this; even with BL in the game, balanced landing's passive effect is absurd
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/577569#Comment_577569
That is true, but if the map is really fixed then bloodlust shouldn't be activating in the first place.
what is this revisionist nonsense? killers can activate bloodlust whenever they want, not just when it's necessary. you can't force a killer to break a pallet even if it's the intelligent thing to do - they can just run around it until they get BL3 and remove any and all skill from both sides. efficient? no. braindead? yes
the reason this is an issue on the reworked badham map is that most pallets were made to be less safe, which translates to more easily abused with bloodlust (instead of needing bloodlust 3 to guarantee a hit, bloodlust 1 can be sufficient, and that can be gained beginning with the initial chase so you don't even get 15 seconds at the pallet before it activates)
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you're refusing to explain this mechanic that somehow turns looping into an exploit; i'm contending that it's some bullshit that doesn't matter at all. you haven't managed to explain to me how looping is anything other than resource conservation, nor have you addressed that the devs both acknowledge and accept its existence in public livestreams. you conveniently sidestep everything brought up in order to continue posting vacuous rhetoric that you then refuse to elaborate on, even when prompted by the person you're talking to
the only person projecting here is the one who admits to being partisan and then asserts that everyone else is just as biased as he is, and that he's just the only one being honest about it. i'd retort by saying a lot of people care about the balance experienced by both killers and survivors, and that this is reflected in people's responses both to this thread and to others. the fact that you cannot do this after playing this game for as long as you purport to (at least since the introduction of the nurse) is a personal issue, not something you can posit everyone also experiences on either end of the spectrum. admitting that one is partisan doesn't nullify the effects that said partisan has on their related positions, and that can be very easily observed by reading any post you make in any thread
the only consistent thing about you is your ability to consistently dodge points, which is emblematic of being an online troll, so i'm going to stop responding to your posts now
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/577637#Comment_577637
Do you think killers and survivors should be equal? Should 1 survivor be able to distract the killer for the whole duration of the match even if both players skill is equal?
no, and that's not possible, so this is moot
if a killer is getting run by 1 survivor for the entire match there's a huge disparity in skill at work
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/577589#Comment_577589
Looping is an exploit because it makes use of a difference in the collision-capsule that the devs were never even aware of and failed to answer simple questions about in a livestream which is one of those removed from the archive. The devs have previously defined an exploit by the use of a collision-capsule in a way that was not intended; when they determined face-camping to be an exploit. They nor anyone else could explain why the standard applied to killers but not survivors: neither for looping or for body-blocking. The devs later altered the standard to mean using the capsule to hold the game hostage, something which face-camping also wasn't doing.
Their inability to keep to consistent standards has been a concern of mine and they have responded by simply removing the record of it so they can't be reliably questioned. Their first defence of looping was that 'it took great skill' among other statements that made it clear they weren't entirely sure what it even was. The same was true when pallet-looping replaced infinites and survivors were playing dumb by saying 'just break the pallet'. There is no such 'in-depth' explanation of the game mechanics from you; you don't even care to get basic facts right first, but they would take a whole new thread to rebut(such as the nonsense that pallet numbers have 'drastically reduced'). The chase mechanics as you know them were not how the game was played on release, but evolved out of the refusal of survivors to adapt. They had made complaining to the devs for changes part of their meta. What the devs intend is meaningless unless they are consistent.
Being partisan means I can compensate for my distorted view-point. You are not partisan because you are able to simultaneously acknowledge you weren't even playing the game at the time whilst maintaining virtual certainty that I am wrong about every relevant fact. These are two mutually-exclusive positions to be in. If you were a partisan of the facts, you would see it. You won't see it because being a partisan of the facts means inevitably being a killer-partisan.
i'm convinced you're a troll at this point, but i'll bite: what collision-capsule are you talking about?
nothing i said in my previous post was incorrect, so i have no idea which basic facts i'm getting wrong because, like every other post you've made, it's chalk full of vague platitudes and entirely devoid of substance. i explained what looping is to you, which you then sidestepped. i know what the game was upon release (i know what the game was like in the alpha, even), despite not playing it at the time. i'm an example of somebody who can maintain an understanding of the game despite not having played it through its lifespan, and you are somebody who apparently has played through its lifespan and has still managed to maintain such a crooked understanding of it
being partisan means your point of view is distorted; it has nothing to do with whether or not you can compensate for it. i don't need to have played the game in order to remain informed about what it was like two or even three years ago, i just need to know how it functioned and how it's changed since then, and it's a fallacy to assume i'm incorrect just because i happened to not be playing this game in 2016, all the while not pointing out any specifics. the game, fundamentally, hasn't changed all that much, things have just been adjusted (in both minor and major ways) in order to account for the direction the game has gone in as people learned how to play it. adapting has nothing to do with it; people dictate the meta by understanding what works, and the game is balanced around it. this is true of every game, not just dead by daylight. it has always been a game of killer finds survivor - killer chases survivor - survivor uses whatever mechanics are necessary in order to avoid going down. did the devs originally intend for survivors to use every pallet to its fullest potential before dropping them and wasting the killer's time? no, but survivors figured out that this was the smartest way to play and did that for them. if looping was an exploit, it would have been removed a long time ago, but now you have the devs using the term in live streams
the mental acrobatics you'd need to perform in order to maintain your position on this game is staggering honestly, but the "looping is an exploit" crowd has always been astonishing
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it's a dumb term that killer players use when they feel entitled to easy wins
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/577524#Comment_577524
You characterising my posts as 'some of the worst Nurse takes' you have ever-read is meant to be insulting; you didn't even attempt to describe what you found to be wrong with them. The point, the only purpose, was to be personally abusive.
Nurse's addons were not 'poorly adjusted'; they were completely unchanged despite the significance of the alterations made to her base stats. Even the achievement for making a gen-grab at the end of three blinks(her original default) was unchanged, despite it being one of the most difficult single-feat type achievements in the game, it now required addons.
The survivor playstyle being exploitative is not me stating my opinion; I'm applying standards that exist independently of myself, not least the devs own stated design-intent for the Nurse when they started acknowledging that looping was a problem rather than insisting it 'took great skill' as they originally maintained.
When defining what an exploit is, I'd like to be consistent and apply a standard. I wish others would do the same. That's why I am a killer-partisan, though I'm still not sure you understand what that means.
i fully understand what being a killer partisan is; i'd call you biased, but since you yourself have admitted that you can't be biased if you willingly acknowledge said bias, partisan makes far more sense
both serve the same purpose, however, in underlining that you are unable to approach discussions regarding balance with any, well, balanced perspective, and pretending that calling looping an exploit adheres to some definition-based consistency instead of it just being empirically nonsensical as the devs entirely intend for it to remain in the game betrays that partisan and its impact on whatever you contribute in any of these threads. looping is being resourceful; survivors have limited resources with which to keep distance from a killer who is actively chasing them, and looping is what lets them use these resources as efficiently as possible. it rose out of the chase mechanics that this game was founded on, and the game has been balanced around it from the beginning; the worst infinites are gone, bloodlust has been added, and pallet counts have been drastically reduced. all signs point towards it not being an exploit, and continuing to insist that it is, in 2019, is a combination of your own inability to see its strategic merit, on top of understanding how to counter it, and an unwillingness to acknowledge that the people who made the game intend for it to exist
saying that your nurse takes are bad isn't abusive, it's a statement, which i then followed with an explanation as to why they are bad. if i were only here to insult you, i wouldn't bother going in-depth explaining mechanics to somebody who has purportedly been playing this game for several years, but i'm certainly not going to pretend like what you're saying is reasonable at all, and i don't have to. your views on the nurse are completely nuts to me, and i'm going to tell you as much, but i'll do you the courtesy of explaining why i think this. there's no need to play the victim and pretend that i didn't elaborate on why your opinions on the nurse are bad
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adrenaline isn't getting nerfed afaik
most survivor perks that were nerfed were done in a way that was necessary so i don't really think this holds any water. killer perks have definitely been nerfed in the past, tinkerer comes to mind
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somebody's clueless enough to put an odd bulb on a flashlight? m o r i e d
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/577388#Comment_577388
Oh really? How is she so divorced from the game? Because she isn't loopable? Or is it because she's one of the few killers you have to actually be afraid of. As far as I know, most of the killers the survivors in red ranks runs up to the killer and begs to be chased. Without nurse, it wouldn't even be a horror game for most people.
nobody's afraid of nurse, people are just bored of her
i like that you, of all people, somebody who literally only plays nurse, took issue with that post
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they're absurd, anyone who tells you otherwise is lying or incredibly biased
look no further than the previous two posts for examples of the latter
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it always has been an endless back and forth
i'd rather it be that than an endless echo chamber
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i haven't spouted anything to be insulting. all i'm doing is use what you've given me
i didn't play back then, so i don't know what nurse's original base movespeed was, but i know it was considerably closer to the normal m1 killer movespeed. i've heard it was 115% from people who did play back then, though, but it's pretty irrelevant either way
nurse's addons needed to be reworked a long time ago, both because a bunch of them are useless as well as several of them being far too strong and stacking when they shouldn't. nurse's addons being poorly adjusted does not mean that the nerf was knee-jerk, that's a connection that you are making yourself because you believe that the dominant survivor playstyle is "exploitative" and a whole separate killer is needed to prevent it. this is your (self-admitted) killer partisan at work, not anything substantial
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@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/577418#Comment_577418
It's called facts and reasoned argument and you can't smoke them; you have to swallow the large bitter pills.
No explanation was ever offered, by the devs or anyone, for what the purpose of the changes were. She never moved at '115 ms', you seem to have confused the move-speed as a percentage with the m/s or metres per second, which is 4.0 m/s for a running survivor and is attributed as the base 100% move-speed for the game. The Nurse now moves at 3.85 m/s which is 96.25% of base.
This effectively means that the nerf was to her being able to succeed at ANY chase. A survivor can run in a straight line and win the chase unless the Nurse uses blink, so she is forced to. It's literally impossible for her to be played as any other killer. Killers did not get to choose that; that was forced on us by people who never listen and want the game to be ruled entirely by double-standards.
We know the nerfs were knee-jerk because the achievement was not changed in conjunction and neither were her addons. It actually became impossible to use the very rare addon(Kavanagh's Last Breath) that improves chain-blinking because it still removes a blink token, meaning you couldn't chain-blink at all and now needed to equip another addon to give extra blinks. The problem there is all those addons except for Fragile Wheeze reduce the blink distance, defeating the point of using them with KLB. These changes were not thought out, at all.
It was done to appease a mob who can't make their case on an even playing-field or even stack up with any internal logic.
115 ms means 115% ms, obviously
the rest of your post isn't even worth addressing. some of the worst nurse takes i've ever read
the fact that her base kit used to be worse than she is with one of her most unbalanced addon setups was an underestimation of her power upon release, and the fact that you call it knee-jerk just because the addons weren't adjusted accordingly is some serious question mark #########
i seriously do not understand why somebody who is partisan towards killers by their own admission comments so authoritatively on any balance discussion. do you honestly think any of what you contribute holds up when your perspective on this game is so slanted?
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honestly i stopped reading when you said that nurse not moving at 115 ms and having 3 blinks constitutes a "knee-jerk nerf"
i want whatever you're currently smoking because it has to be good
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/577165#Comment_577165
Honestly, if you can prove someone did this it should be simply bannable. Git gud really applies it is not hard.
how do you prove someone put a piece of tape in the middle of their screen
like, think before you type this stuff
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yes
postgame chat logs get recorded automatically, from what i recall
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playing nurse has nothing to do with playing killer
you can spend a long time playing just nurse and mastering her, and then proceed to be terrible with every other killer in the game. this is how far divorced she is from how this game is played
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yes, screw the whole game i say as i select nurse for the 35th killer game in a row
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@Jdsgames said:
https://forum.deadbydaylight.com/en/discussion/comment/577335#Comment_577335
Nurse doesn't put up with your ######### XD! Avoids walls, loops, general movement. Distance of floors.
you're right, nurse doesn't put up with any of the mechanics of the game because she breaks it
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@Captain_Doomsday said:
Tryhards have developed a sense of entitlement where they feel that mastering looping should absolve them of virtually all risk in the game. Nurse and Spirit can break this condition, so rather than learn how to counter them, they take their frail egos and insist that the issue is Nurse being unfair, as they are already perfect.
Reworking Nurse would be a horrendous mistake. A waste of resources to remove the most competitive Killer and cater to the most toxic players. A bad player will still be bad with Nurse, even if they cover more ground, and a good player can still be mindgamed.
being a bad player and being a good nurse aren't mutually exclusive because nurse doesn't play dead by daylight
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/576586#Comment_576586
Maybe because I just don't buy into this idea that Spirit has no counter play. She definitely does. It's just every time someone makes a point about some counter play you just go "BLARG that's not real counter play". It's like those anti-vaxxers that just ignore plain evidence right in front of them. Let's go down the list...
1) Stealth. Yes it's a counter play option. You basically play cautiously and hide when the killer is near and/or move to a new location if the killer is looking for you. You always make a point that you can't stealth and do gens, which is false. You totally can, it's just that when you are doing a gen and you hear the killer coming you leave. You don't wait around the gen or do anything to draw attention to yourself. You just leave. Find another gen and work on that while the killer wastes time looking around the other gen for you. It's not optimal, I will agree to that, but you definitely can do gens and hide from the killer. It seems to me that your idea of stealth is just hiding in a locker or on the edge of the map doing nothing. Yea that's stealth, but its not PRODUCTIVE stealth.
2) Iron Will and Spine Chill. "OMG perks as counters" yea well here is the thing. THEY EXIST. You can't just look at things in a bubble and pretend that everyone plays perkless. Perks exist in the game and therefore you have to consider them when talking counter play. True it may be more difficult to counter play Spirit without these perks, but when you DO have these perks it makes a very VERY huge difference. I know, I use them both all the time. They are both very effective against many killers. When I get a Spirit I tend to not even have trouble with her because of these perks. It helps me stealth her AND it helps in a chase. I get Spirits, GOOD Spirits, to waste a lot of time on me, usually even escaping the chase. You can sit there and say "perks are not counter play" until you are blue in the face but until the devs introduce a perkless mode that's not a valid argument. It's like, I could argue that Hag has no counter play if you don't use Urban Evasion and a flashlight, but that's not true either is it? And even though Hag is a very strong killer, if you have UE and a flashlight it will be a cake walk.
3) Windows. Windows are very strong against the Spirit because she can't vault while phasing. So long as you don't do anything super predictable, you can use the window to get her to waste her phase walk and keep the chase going. You vault a window in the right spot now she has to go around and by the time she gets to the other side her power is gone. I'm sure you will make a point about how this isn't counter play either, but it very much is. I generally ignore pallets and just go for windows against the Spirit, and it works. With or without my perks it works. You just have to use the unpredictably, as running straight for a window, making it obvious you will vault, isn't going to work.
4) Unpredictability and reading skills. If you act in unpredictable ways then it will be a lot hard for the Spirit to catch you. She will be constantly coming out of phase walk at the wrong time, or missing a juke and then wasting her power. And if you can read your opponent, ie. predict what they are going to do, then you can act even more unpredictably. Doing weird stuff that wouldn't make sense against any other killer in a chase will throw off the Spirit player and give you more distance in a chase. Knowing what she is thinking and acting on that prediction will allow you to avoid getting hit out of phase walk.
My point here is that Spirit can be counter played, it's just none of these counter play options seem to be good enough for you. I don't know what kind of counter play you expect to have, but as someone that generally does not have a problem playing against Spirit (at rank 1 surv against good Spirit players, and as a rank 1 Spirit player) I can tell you she indeed does have counter play. It's just most people lack the skills necessary to really do it, particularly when it comes to #4. And refusing to use perks to counter a killer does not mean the killer has no counter play. It just means you refuse to engage in that counter play.
i've addressed all of these in previous threads and i'm not spending time telling you over and over again why none of these work even semi-reliably in chases because the lack of information survivors have against spirit is tantamount to making everything guesswork and hoping the spirit messes up. people keep saying this to you
perks aren't counterplay, stop
you can keep your head in the sand about how little you can do against spirit all you want i guess but saying spirit's collision affects her just as badly as it affects survivor is borderline delusional and contextualizes the rest of your posts on this topic
what's especially nuts about these conversations is that the people who offer these "counterplay" solutions behave as though everyone else is just too stupid or unaware to have tried them out themselves, and act as if they're the messiah of killer mechanics with the magical knowledge of how to play against them informing the survivor rabble. you guys seriously think nobody has tried "using windows" against a spirit? give me a break, my god
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/576149#Comment_576149
You completely misread what I meant but that is maybe cause I was still drunk when I wrote it. I think adressing what he did and the way he did it, is rather bad as it just adresses survivor complaints who seem to me lack all knowledge of nurse. There are other nasty combinations right now and those will simply replace the addons people complain about now if they are left ignored.
Addons should have some reason as to why a killer would want to a) buy them and b) use them. I don't see range addons with the proposed change being something that is to be desired at all because a lowered travel time will result in a miss no matter what. I dont want to see stupid status effects applied that nobody wants as they are just meh. Sorry i want viable addons in the game and not more stuff i can waste bp on.
https://forum.deadbydaylight.com/en/discussion/comment/576156#Comment_576156
Nah you confuse me with yourself because I actually argue with people.
You are the person that just drops oneliners and snappy comments without bringing arguments in every thread regarding nurse. Oh and other threads where it is about swf which play optimal and what could be done, you make such "great" contributions as and i literally quote "no".
typing tons of text doesn't mean you have anything of value to say
people have brought plenty of counter arguments to your attention, including myself, but it's been shown to be completely ineffective, so why should anyone bother? you aren't entitled to others' consideration if you cannot address what they say
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/576070#Comment_576070
Yea but you can use the collision to your advantage as survivor too, did you watch the clip? Having collision means she can be body blocked. It also means that you can bait her to pass through a pallet and then hit her with the pallet before she can react.
There are upsides and downsides to both, and I think it would be more detrimental if there was no collision mainly because then you wouldn't be able to do stuff like we did in the clip. She would have just flew right past all of us and got Dwight.
there is really no convincing you about anything regarding spirit
which is unfortunate, because you seem to be reasonable about pretty much everything else
colliding with a spirit does nothing for a survivor except tell them that they're about to die
of course, we're talking about decent spirit players
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stunning with a pallet doesn't break bloodlust iirc
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a killer isn't going to safety pip because they facecamped and killed one person. i don't even know if that safety pips you in brown ranks
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i like how that post boils down to "the precise hit doesn't matter when the survivor uses these 3 different specific perks to counter it literally one time in a chase"
the lack of self awareness is real tbh
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that person has been blindly defending nurse in like 4 separate threads
don't let them bait you
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i literally just explained to you that the reason for it is so people can time blinds to save people from the killer's shoulder after a pickup. this has always been the case. it's not an exploit
it's not an ad hominem, i'm not attacking you but i am genuinely curious as to whether you're a newer player because newer players tend to hate flashlights way more; you outright called blinding "toxicity" in an earlier post, and your reasoning kind of makes you seem inexperienced
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blinding a killer during an animation isn't an exploit, it's an intended mechanic of the game. it's pretty much the only reason flashlight blinds are capable of causing you to drop the survivor
seriously, this isn't an issue at all. flashlights don't matter unless you're holding a survivor
how many hours do you have in this game? you kind of seem like you might be new to it