mizark3
mizark3
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The largest problem with STBFL, is that the Obsession isn't given enough info as to why their teammates are dying so quick. It is too much of a burder for the Obssession to take hits and block hooks while their teammate is being carried. Then once the stacks are so high, they can't meaningfully lower the stacks.
Arguably, it should be sidegraded, and expose the Obsession at 8 stacks, but if they Obsession is downed by the Killer, the Killer loses the stacks. This would keep stacks more manageable for most players, and the Killer could tactically chase and lose some stacks to keep them in the 4-7 range. This would also lean into the idea that you truly are saving the best (an exposed hit on the Obsession) for last (at 8 stacks only).
Alternatively when the Killer gains a STBFL stack, the Obsession and Killer can see each other for 3-5s. This way the Obsession knows a stack is gained, and can interfere to keep them low, or the Killer can catch the Survivor with their pants down. It could also be an escalation of threats, the aura revealing Killer at 2+ stacks, Obsession Survivor revealed at 4+, something else at 6+ (in favor of Killer), and Obsession exposed at 8.
Overall though I'd be perfectly fine with STBFL not being changed. It is a strong perk in very specific conditions, and that is only for normal M1 Killers. Any of the stronger to oppressive Killers can't get much use out of it (other than Spirit, but Phase hits should be Special Attacks), so it is in a good place. Like I said in the parenthetical, the problem is with specific Killers, not the perk itself.
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It doesn't tell you what more hours of experience wouldn't tell you. There are very limited spawn mechanics. It most commonly is 2 duos, and 4 together. Occasionally you get 4 solos or a trio solo, but those are rare compared to the double duo. It reduces Luck, and makes Survivor and Killer interact sooner. The only problem I'd say is locker grabs and AFKs.
Both locker grabs and AFKs are a fault on the Survivor though. Risking a locker at the start of the match is some of the riskiest dumbest moves you can pull, but if it works it works. AFKs means you should have went to the bathroom before clicking queue up. Unless you have a massive problem in the bathroom, you have enough time to get back without skipping on washing your hands. If you are bathroom ridden for an extended time, you probably shouldn't queue up for a match.
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Its a mix of additive and multiplicitive. The perk/add-on numbers are tallied up, so MfT 3% + Hope 7%, then the 10% is multiplied onto the base 100% for 110%. For Killer with 3 Play With Your Food stacks, this is 15% multiplied onto 115%, or 132.25%, not 130%. As mentioned above negative numbers also apply the multiplicative method, which also works with combined numbers. This means an MfT and Hope 10% against a Forced Hesitation 20% + Clown Bottle 15% puts Survivor at (FH)80%->(CB)68%->(MfT+H)74.8%.
The main part that confuses people is Bloodlust. Bloodlust isn't a percentage bonus, it is a static .2m/s/tier. People often refer to Bloodlust as 5% boost, but technically it isn't a haste effect (no Haste status symbol on the side). Mathematically .2m/s is an additive 5% for Killer but only in relation to Survivor 4.0. A Hag going from 4.4->4.6 goes ~4.5% faster, and a Legion going from 4.6->4.8 is going ~4.3% faster.
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@sanees said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3501360#Comment_3501360
last year's statistics when killers had cob overch and eroption
To be fair the stats were gathered after the patch that buffed them, but before people fully knew about how busted Eruption/CoB/OC were. The deliberate 3-genning with those 3 in combination came later and presumably had 70-80% kill rates with how much they got gutted.
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All Windows allows people to do is autopilot. If there weren't pallets and windows in excess (pallets moreso), there wouldn't be anything to autopilot towards. They have been shifting the map design away from windows (re-usable, needs higher skill) to pallets (consumable, needs beginner level skill). This makes Killer's skill be how fast they can force Survivors to burn pallets, and leave them with nothing. The Survivor denies themselves a 4th perk to tell them what exists, which aware Survivors will know without the perk.
Another thing is popularity nerfs are horrible for the game. Look at Hex:Ruin, 100% destroys itself on 1 Surv death. Don't ask for popularity nerfs if you don't want Pop and PR knocked down to 20%, Lethal Pursuer to last 5s with 1s extension, and Sloppy Butcher to only apply Hemorrhage (no mangled) alongside Windows getting nerfed.
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I swear some Fengs and Mikaelas have a greater kill count on me (through either malice or incompetence) than half the Killer roster. Making either of them Killer would improve my chances of Survival because it would no longer be a 3v2.
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@NerfDHalready said:
unhooked survivor needs to have no collision and hitbox for the duration instead. mft is broken and overloaded and its endurance should go as well. buckle up IMHO should give endurance to the user only if they are injured so it doesn't synergize with ftp since the killer can do nothing about it, it's a lose lose.
Agreed on unhooked collision/hitbox, agreed on MfT Endurance removal. Disagree on Buckle Up however. It has been a joke meme of a perk, and people have barely had any time to react and figure out counter play. Similarly for Onryo, they both may be a bit overtuned, but that might be as simple as Onryo CDs being slightly longer with 12s TP instead of 10s, and Buckle Up lasting 8s instead of 10s. People are kneejerk reacting, and that's how we get bad nerfs like 6.1.0 double nerfs down to 100% removed on death Ruin. Unless someone wants all perks to be Ruin level bad, please don't kneejerk react to things.
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I think it would be better served with each daily having a Killer or Survivor split requirement. You can progress either version, but once filled, you can only get 1 reward. It would use the Killer BP numbers, so if you get a Mori daily you could still just get 3 gens Survivor side with it.
Silly mockup on the right here, thanks to whoever put that daily screen on the web.
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@skylustv said:
Please Bhvr, rework Amanda and make it a decent killer just like Sadako is now. The hype for this movie is real because Amanda Young is back afteryears. It's the perfect time to rework her, add ''Hello Zepp'' chase music and give us new comestics
https://www.youtube.com/watch?v=t3PzUo4P21c&t=11s&ab_channel=LionsgateMovies
I'm fairly certain 'Hello Zepp' is one of those super copyright strike songs. It is too iconic, thus it backfires and would probably get every streamer and youtuber instabanned with false strikes. Would it be super cool? Most certainly. I just sadly don't see it happening.
Edit: Removed a second don't
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If I recall correctly, early on they wanted to avoid the classic/basic horror cliches of Vampires/Werewolves/Zombies. Even when we have a basic trope such as 'Cannibal' with Hag, we get an additional twist like magic hexes with her teleports. Nurse is the medical 'Angel of Death', but also asphyxiates herself when she teleports, hence the labored breathing. There is an additional level of creativity required for an original Killer, no matter how low that bar has now been lowered by a certain 'rich person hunts people for sport'.
As far as Licensed Killers, they are often progenitors within the genre. 'Hillybilly horror' is arguably led by Texas Chain Saw Massacre (Bubba), and The Hills have Eyes. The stalker/slasher Killer OG is of course Michael Myers, with Ghost Face's father Scream echoing many of the ideas and flipping some on their head. Freddy being titled the Nightmare, is a classic of dream Killing. SAW franchise is a split of 'moralistic' and Gore/Torture (rhymes with Horn) genres. Resident Evil placing Survival Horror on the map for most gamers. Even if any of them are 'basic', that is often because they are what started the trope, or did it so well that they became the gold standard (as most evidently seen with Myers -> Ghosty).
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I'd say we should just fix the controls instead. De-couple vault/enter locker for Survivor on the same button. De-couple pickup/(kick/open locker/vault window) for Killer on the same button. Lose 'CJ tech' but also lose 'console vaults' for everyone. I'd say that would be a net positive. Leave it as the default option for new players, but experienced players can bind them to separate buttons.
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@EternalRique said:
I'll go as far as saying that DBD shouldn't have DC penalty if the game isn't in a ranked mode.
DBD should make a ranked mode and then add DC penalty there and remove it on casual playing.
I'd make the argument that we currently only have ranked queue. MMR affecting matchmaking and no option to turn it off means every match is ranked, and there is no casual gamemode. Not saying it is good or bad, just that that is what we currently have. When I come across baby Survs/memelords I have to kill them otherwise I'm punished with worse matches afterward.
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@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498004#Comment_3498004
Firstly, left,right is not only extrmeley situational but ill go with that logic, lets say the survivor is new and decides to go left, and you pick left.
No value because its rng
lets say in another case a experienced survivor is given the choice left or right (which is also situational) And instead of immediately going to rid the tape, they take their time (some gen actions,healing, exc) to just make the time absolutely unpredictable then even with rng in ur favor u cannot win and this serves as a absolute counter in every way, unless ur once again lucky enough to find them (which is also very situational) but then again any good survivor knows how to hide, especially when theres value to it. so only against new players will that rng counter which isnt even sufficient will work.
also rng isnt a counterplay,but whatever
also, ur right mathematically it is more valuable for sadako to give .175 more stacks on condemned on a single survivor and even power the tv off!
but then again…
-3 condemned if successful
-is only condemned against ONE person, not globally
-eliminates all possible gained condemned from sadako(unless caught)
mathematically sadako could just teleport again and gain more condemned on survivors rather than chase them.
for ur final point
WITH AN IRI ADDON YOU CAN DETERMINE WHICH TV A SURVIVOR IS HEADING TO!(assuming they dont complete other objectives beforrhand,which will entirely make this addon useless) but for ur sake
lets say you catch them off guard/ teleport to them!
You have 2 choices
forcefully commit to a chase in hopes of getting a hit, and procrastinate to long and youll lose all pressure and other survivors and others condemned or gens will fly by
or
let the survivor go and guarantee not losing pressure because ur own power works against u
either way is a lose lose
also important to note sadako has no chase potential or very little at that. So imagine a m1 killer trying to hit a survivor quickly without using her power
Let me preface my use of baby/skilled Killer/Survivor. All of this is in relation to the Killers'/Survivor's opposition, so if (assuming hours is the only metric of skill for simplicity) a 100hr Killer goes against a 500hr average Survivor team, the Killer is comparatively a baby. If the match was reversed with a 500hr Killer and a 100hr average Survivor team, the Killer is comparatively skilled, and the Survivors are the babies. If both sides are averaged at 500hrs, you have a middle/roughly even skill matchup. A very common match however is 1k Surv, 1.5k Surv, 2k Killer, 2.5k Surv, and 3k Surv. In this match the Killer is a baby compared to the 2 Survs listed later, and the 2 Survs listed first are babies compared to the Killer.
If it is a baby Survivor, the Killer doesn't need any help with their power to down them. Heck, they can even be a 4.4 Killer and have little issue in downing them with M1 due to the skill dif.
Survivors getting distracted and not turning in tapes - This means they aren't doing gens if healing, and are vulnerable to an interception if the Killer has map awareness. Heck, even if the Killer is lacking in map awareness, Sadako gets 2 intel perks in the form of Call of Brine and Floods of Rage. Even with the Iri add-on, it still gives massive slowdown. If they do side objectives or a nearby gen, they still can't turn in the tape without running cross map. If the Sadako is unable to pressure someone after grabbing a tape, that is just a baby Killer that still needs to learn the game.
Most of this post sounds like Killers are expected to only bring 4 gen slowdown perks, or 0 perks at all. 1 or 2 intel/lethality perks solves all the problems listed. Sadako also has 24m TR, and anyone who has played Oni with Monitor and Abuse can tell how valuable 24m TR is on a 4.6 Killer. Sadako's new tapes force interaction over time, which allows for slowdown without needing a gen perk. This allows for lethality and intel to more easily fit in the build, such as Bamboozle. A Nurse's Calling is great also when combined with a source of Mangled, as the 28m aura read is larger than her 24m TR. Sadako's 24m TR is effective enough for stealth approaches, even with no other stealth perks/add-ons. Even if players are assumed to be bots running the perfect direction away from the Killer the milisecond the TR is available, that still is a 25% reduction of chase time compared to say Legion and Plague.
Before the rework there was good cause to stay demanifested when roaming, but I'd argue that now Sadako should roam while manifested, and only demanifest prior to a TP/ignore a bodyblock/ignore a pallet stun. I believe the lullaby is only when Sadako is demanifested, so if this were combined with the Oblivious TV add-on, or any other source of Oblivious/Undetectable, you can get a lot of free hits.
Forcefully commit to a chase/let Surv go - This is the mark of a Skilled Killer, or a Baby Killer (again, in relation to their opposition). The Skilled Killer will understand when to chase and when to let go, making it a win/win. The Baby Killer will not understand, and therefore be a lose/lose. A middle skill level Killer will have mixed results in both categories. Finding the baby Surv to burn through god pallets or force a good Survivor to rescue through a deadzone created by the baby Surv, allows for baby Killers to beat skilled Survivors.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3498029#Comment_3498029
It's nothing against you by any means but who is going to record all their games like that incase something happens?
I know there is a record so and so minutes back feature but it doesn't always work.
This game needs to deal with it the way most other ones do. When I report someone in FFXIV they check logs (not chat) and ban cheaters very quickly. In a game like this one would think that would be a staple feature. It's not our job as players to record these things.
Well the person said they played for 40 minutes before DCing. After the first 5 minutes you could start the recording, at least on PC. Its not like they are gunna repair the gens and escape, you got the time. You could even take the time to alt-tab, google, and install recording software at that point. Same thing I do with blatant cheaters. Once they reveal their hand, that they plan on holding the game hostage, or someone else cheating blatantly, I start recording. I change my win condition to 'gather enough evidence for a ban'.
I don't disagree that requiring a recording is a high ask of most players, but what else can be done? Part of the problem is the game originally was designed around P2P connection. Arguably all a server is programmed as, is a 6th player to host the match. While I would love a replay system, most games need to be designed from the ground up around replays. That basically means rebuilding the game from the ground up. We would more likely get a DBD2 with replays, than replays in the base game.
Also I would recommend any mid level player (basically anyone who no longer considers themself a newbie, and can't win as Killer without gen slowdown perks on their best Killer) to record their own matches if they want to improve. I honestly believe you could learn more from analyzing a close or crushing defeat, than could be learned from any victories. Even then, the victories could have moments the player messed up, and the recording would help be objective evidence of how they could improve. That way the recording being available for a ban becomes a neat side benefit instead.
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@Iron_Cutlass said:
I had 2 Survivors using Made For This, Blood Pact, and Teamwork: Power of Two that refused to repair Generators and spent 40 minutes running around the main building of Gas Heaven. They would keep vaulting the window and would gain distance, and chase kept being broken so I was unable to build Bloodlust.
Since there were still Generators remaining, I was unable to open the gates for force EGC. Because of the main building, I was unable to gain distance. And even when I went AFK for 5 minutes, they spent the entire time tbagging and flashlight clicking and still never repaired a Generator.
I just ended up DCing since at that point I had spent 40 minutes in a match against my will and knew that they would force me to stay longer.
In the post-game chat, I got harassed by them for DCing and they said that I was "ruining their fun", despite the fact that the match was stuck in a stalement for 40 minutes and they would not do anything to stop it.
I was using Ghostface so I basically had nothing to help me.
IIRC you need video evidence of them not touching gens (at all) for 10 straight minutes, then you get them banned for holding the game hostage. Technically if they tap a gen every 9m50s it isn't bannable. Also they might have loosened the rules since Skull Merchant came out, so definitely double check the ban rules. The main thing though is you need to record the gameplay as Killer.
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@UnavailableName said:
Another perk rework that break the game completely, especially on some maps (indoor).
With those devs, the last months have been broken perks over broken perks :
- MFT
- TOT rework
- David's Cage perks
- For the ppl
Combine FTP with buckle up = OP
MFT + Resilience = OP
ToT + Dragon's + map offering = OP
Well it looks like devs do not even know their own perk and the fact that players can mix them together...
We want chases, not insta down and crap gameplay.
Each of those 'OP' combos are typically easily countered.
FTP+Buckle up requires the Survivor to be healthy AND to start the heal during the hit CD. With basic M1 Killers that is ~11m of distance. That means you can both see and hear the FTP Surv, and can turn around mid chase to hit them for a free hit. A simple mindgame and that gives you a free injury state, and 2 Survs not on gens. For Killers with any skill, this isn't a problem, and helps instead.
MfT + Resilience requires passing up on Sprint Burst, in order to get slightly more wiggle room in loops for mistakes. MfT shouldn't have the endurance heal, but the speed boost non-exhaustion is fine as is.
ToT+DG+Map, this requires 3 things, but I'd argue only 1 of them is actually OP. In this case I'd argue map offerings are OP, and should be reworked. I'd combine all map offerings and Sacrificial Ward into a single item, and it allows for selecting the map or no map to be forced. Since they are a single item, only 1 of them can spawn in the Bloodweb, instead of 3 Survivor realms 3 Killer realms 3 roughly equal realms or whatever the numbers are. If I currently run out of say Springwood for Survivor, I could swap to Farm (before this update), and another realm after that. If it is consolidated into 1 item, it also prevents stockpiling nearly as many busted map offerings in the long run.
Also even if we were to take ToT+DG as being busted, you can do all other gens. If the Killer camps for a DG proc, they lose. If the Killer ventures out, then an injured Surv can tap the gen and the exposed is meaningless. More than enough counterplay that, to be fair, is easier to coordinate in SWF than soloq.
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@k3ijus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3495864#Comment_3495864
ur whole point is its preventable but once again its all a mindgame
keeping in mind survivors have EVERY tv option its not 50/50 against skilled survivors. Plus there is always a off chance that the survivor in question wont even take the cursed tape somewhere else because it literally nullfies sadokas whole power,
educated guesses arent 100% accurate. Any good survivor will come up with the idea the next closest tv is most likely where sadako will teleport, and have the option to chase any other tv or better yet- just dont bother going to the tv because it nullifies her own power
also,im aware of the iri addon that makes it 1 tv, but once again how am i suppose to know which tv it is?
Most maps are roughly designed with either a hexagon, or H-split of gens. 'EVERY' TV option isn't an option for Survivors because they can't teleport. They have to run from one TV spawn to another. That means they are likely to stay on the same H side on those maps, or the left/right adjacent hexagon gen. If they are running to the mid gen, you could see and intercept them before they reach it. That brings us back to the left/right concept.
Now is it left/right 100% accurate? No, and why should it be? All it needs to be, is better odds than a coinflip. If it were 100%, there would be no counterplay and OP as a result.
Does it nullify her power? Arguably it empowers it. If you have 1-4 Survs getting .75 condemn stack, that averages out to 2.5 Survs getting 1.875 stacks. Compare that to hitting the tape Survivor for 2 stacks concentrated on a single person. Now to be fair you could view this as always getting 3 stacks with 4 Survivors, however utilization of macro game knowledge allows for intercepting tape owners.
Iri distant tape how do I know which TV? - The same way you would find out before this update without an add-on. You would determine which TV they grabbed from, and which TV was furthest from that one. Even if there were 2 close to one another, you could view how the Survivor approaches the zone and which TV they are slipping towards.
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If I play against the incentive, I tend to get double to quadruple the sweats, regardless of side. Sadly you have to bank on the law of large numbers, so you gotta play 5-10 matches to ensure you get in the 60% win rate. If your post count is indicative of playtime, its gunna be rough learning every edge case scenario, but playing and losing helps you learn how to improve.
The best thing to do is mentally disconnect a win from kills, and instead tie it to learning something new. Can you make this loop, or do you need to mindgame it? Does a Bubba pre-rev work at this distance, or is it too far? As long as you tie your mental win-con to knowledge instead of results, the game is much more enjoyable.
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I used to hit them once and move on. After Lethal Pursuer came out, I hook them. I despise teammates being AFK at the start, and if they come back only to be hooked, maybe they will actually go to the bathroom BEFORE queuing up. As Killer I can only punish negative actions, maybe reward them with hatch. As such it is better for the punishments to be more extreme, (hook rather than injury), because when you are soloing and run into that Lethal Pursuer Killer, that teammate is going on hook regardless.
I don't mind if my friends are AFK at the start, I can schadenfraude laugh at their misfortune and they know it's their fault. Soloq however just ticks me off.
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@Raconteurminator said:
She was an unimportant side character that was promoted to duo-protagonist late in RE5's development; bland and forgettable outside of the times her AI would screw you over. I platinumed the game, played it for hundreds of hours, but still can't remember a single thing she did in the story. I don't see her selling many skins.
Hey, she stole the last line from Chris saying something like "that was for our fallen Brothers"! She did something!
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@UnavailableName said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3496079#Comment_3496079
Try the combo for 10 games and then tell me it is not busted :)
Did you try to play MFT/Resilience/Hope ? This one is completely OP and break the game.
Ok, I'm back from my 12 games as Surv (not actually), and I got Blight, Huntress, Deathslinger, Nurse, Nemesis, Doctor, Hag, Pyramid Head, Trickster, Artist, Knight, and Singularity. I couldn't get a stun against about a third of the cast because basically only new players to those Killers are the ones to get stunned frequently enough for perk value. You could make an argument for a couple more Killers, but I think I made my point.
As a Ghosty main MfT is a joke. They either don't notice me, and I down them because they greedily stayed injured. Alternatively I stalk them and bypass MfT. Sprint Burst helps them in both cases (healthy/injured), so someone bringing MfT is helping me, because they can't bring Sprint Burst with it. Even then, for the most part it is kinda like a 'you must be this tall to ride this ride' at theme parks. If you have enough skill, MfT means nothing, as you are getting downs by other means than a hold-w chase. If you don't have enough skill, you weren't getting downs anyways. MfT is inferior to Sprint Burst, even on Killers that don't have stealth/instadowns. Every MfT to me, is a favor they didn't bring SB. Again my Ghostface usage may disproportionately value SB to be fair.
(Edits in parenthesis here) (With the) Hope (perk) you just have to win (as Killer) and it never comes into play. Easy enough. They even put themselves down a perk to help stack the odds in your favor.
Resilience is no different than it has been, but if you were to show me a breakeven where a Survivor gets a Resil+MfT loop but not a perkless loop, I'll accept your premise Resil+MfT is busted until I can break it down for improvements (such as no mindgames). All you gotta do is show 2 vids side by side, Resil+MfT and perkless running from the same points where the combo gets say 3 window vaults instead of 2. It doesn't have to be that, I just would like to know what specifically made the combo make the Survivor un-killable, as I'm not having problems outside of Shack is made easier for Survs, but still counterable. Arguably your best bet here is the simple LT. Most normal loops rely on the pallet, so once you get someone to burn it, the loop loses most of its value.
Edit: Hope perk section clarified from poorer phrasing
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Please just show Ping for all players in the lobby. We can make the decision to play or not with the 200 latency Feng, or the 150 latency Killer. There is nothing worse than laggy matches, but if I just ran into a slugging Sadako, I certainly wouldn't want to risk that 150 ping Killer to be a laggy Huntress hitting me through walls and around corners. It typically favors Killer, so I don't mind it as much except when playing Ghosty. You get the same laggy Huntress through walls effect with reveals when playing Ghosty.
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@CakeDuty said:
I did try to talk about it and bring it up in my own thread a couple days ago. I didn't catch too much traction. However, I had a game where only 2 pallets and harvester spawned on the opposite side of shack on Rancid. Went into a Custom Game with bots to see if I jus had bad luck or if it was an actual issue. Out of 5 tests, the map only spawned 2-3 pallets on that side of the map and the rest being a huge dead zone.
This was probably the worst one. 1 pallet in the corner, harvester and a unsafe pallets in the middle and the rest was just deadzone. Idk why they changed Rancid, it felt like the most balanced of the corn maps to me.
https://www.youtube.com/watch?v=9tOyMuWpaZ8&t=1s&ab_channel=CakeDuty
Holy moly that's bad. Also for future tests you could bring Zanshin Tactics and only 2 bots. 2 bots with 3 gens gives you the most time in the map (unless also checking gen placements).
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I hope you realize Youtube clickbait titles aren't statements of fact. I didn't see anything in those matches that made any perk stand out other than countering Spirit Fury. I saw baby Killers getting bullied. A perkless Survivor with a content creator's hours in the game could have done near everything in the vid. Even then the vid's premise is Smash Hit is S-tier if you use 2 other perks to make it so. I'd say 3 mediocre perks rounding up into 1 S-tier perk still doesn't come close to Adrenaline or Sprint Burst only taking 1 slot and still being better (other than the niche counter to Spirit Fury, that's fair).
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@HamsterEnjoyer said:
All they need to do is make it so the border of her drones cant come within 8 meters of a generator but remove the distance limit she has when placing drones otherwise.
She stays effective in creating dangerous zones and people cant scream about her magical 3 gens anymore bada bing bada boom
I think its fine for her to be able to throw drones on gens. I think the problem stems from if a Survivor takes the time and effort to hack the drone, SM can instantly replace that drone with no effort.
If someone hacks a drone, it should leave a phantom zone where a drone cannot be placed until the original is returned to the SM's inventory. This would force her to chase down the Survivor and hook them, in order to be able to defend that spot again. It still gives SM an advantage against them (haste+exposed potential), but forces the SM to actually play the game instead of turtling.
I would even argue that with the above change, allow Survivors to keep shoulder drones indefinitely, and they can remove it with the DDR minigame again whenever they want (maybe have to do it multiple times if recently shouldered, with each minigame removing the 15s dot until none remain, then it removes the drone proper). The SM in return can recall a shoulder drone after the current 45s, or 0 dots remain. That way both sides have agency in dealing with their problems.
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@k3ijus said:
@Leon_Scott_Kennedy oh mb. I am suppose to by default know exactly when 1 of 4 survivors im suppose to control specifically goes out their wsy to get rid of condemned,its not like i have to focus on 3 other survivors or anything right?
and its also my fault if their across map and i have to guess what tv they go to,but once again my fault right?
Am I supposed to know when a Surv goes for a tape - Yes, the HUD tells the Killer when someone has a tape, and a quick scan of the map tells you where (if the Killer has situational awareness). If that is too difficult then the Killer can bring the add-on that does a loud noise notification there instead. If Onryo is cross map, she can take a 50/50 TPing to the TV to the immediate left or right. With skill, the Onryo can make a reasoned guess (there is nobody on the back completed gen TV, and this person is a coward, maybe they'd go there). The only time this is questionable is at the start of a match when multiple Survs should be sitting at different TVs to grab a tape.
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I like the perk, but I don't like the tunneling abuse case. If they just make Survivors immune post-hook until they do a CA, it would be perfect.
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Popularity nerf on a phasing add-on... I'm sorry but who approved this?
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I haven't played against it or used it yet, but on paper it sounds easily counterable. Even the basic hit CD is 2.7s, or a Survivor has to be stalking your chase or in the vicinity (like on a gen) while healthy and within ~11m. If the Survivor was that close, the Killer can see and hear them (such as on the gen), and for the Surv to be in position, that means they are giving the Killer a free hit if the Killer is paying attention.
This only sounds like an issue with Ghosty stalks, Myers T3, and Bubba styled instadowns, where they are balanced around longer chases or lack of other mechanics due to that lethality. Even then, Bubba and Myers are helped by Survivors grouping up and downing themselves for free (again, if the Killer pays attention). Most Killers would gladly take a free injury state other than Ghosty (if losing a 99 or Gift of Pain), so that seems net positive for Killer overall.
Just like flashlights, I've found Survivors throw in order to get value far more often than they actually get more value compared to just doing gens, which I suspect would be the same here. Baby Killers get bullied until they learn to counter it, so it helps Skilled Killers more than Skilled Survivors overall.
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That's kinda the problem with Clown and Doc to an extension. They both have relatively weak powers, which are only counterbalanced by the effects on the average population. When you expand it to motion sickness and photosensitivity, a small percentage of people can't play against an equally small percentage of Killers, so the problem is largely ignored.
Honestly a 'ban Killer' option for ~6 Killers (or 1 per 5 released) would serve this better, as it even rarer for someone to have motion sickness (Clown), photosensitivity (Doctor), emetophobia (fear of vomiting aka Plague), trypophobia (Demo skin), and something else for say Twins. Since this wouldn't only be an accessibility option, the development time wouldn't be 'wasted', and would also help the "I only fight Weskers" and "I refuse to play against Skull Merchant" problems. Then lesser banned Killers can get a BP incentive to keep variety for them in the rotation, as well as telling Killer players some options that for sure don't have longer queues.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3493419#Comment_3493419
it's kinda her PTB now, on live servers, because people still not used to take tapes, so it's pretty easy to mori now. Give it a month and everyone will know how to play with her power. But i really love how risks, power and counterplays mix up now, looks really fair and interactive for both sides.
I dunno, I think with good awareness and skill you can be super oppressive with her. You can watch the HUD and know who has a tape, see which gens have inactive TVs, and know the closest gen to intercept with a TP. That being said it is a super high skill cap as you need extreme macro knowledge as well as the M1 fundamentals to get hits, so it should be fine overall. Also Survivors can counter this by doing adjacent gens, and tag-team swapping tapes for each other, but then you get decent slowdown for free. For how I play Ghosty, this change might basically make her a power-crept sidestep form of him, albeit losing lethality for gaining slowdown.
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I'd much prefer DH be reworked to only provide endurance against special attacks (reverting the limitations other than exhaustion on it), but allow for this 1s window. This way it doesn't hurt M1 Killers at all, and only impacts Blight/Nurse/Wesker and other powerful Killers.
@nars said:
Wrong. Average human reaction time is 0.2s, killer lunge takes 0.8s. and since dh lasts 0.5s, they need to walk up to you just to not get dhed.
To be fair latency and 'exhausted on the ground' is horrendous with this game. (To be fair they don't show the exhaustion status effect anymore, but if the Survivor goes down without an animation, they got bugged/denied their DH.) Plus the vast majority of circumstances the Killer can just walk up or bait it out early. It was hilarious when I saw a Killer streamer have a Survivor on edge map of Ormond, knew they had DH (from previously in the match), and waited 5-10 seconds sniffing their hair before swinging into DH. The streamer complained "uncounterable", even though the Survivor actually started the DH before the Killer even started the swing. If the Killer waited half a second longer or swung any time earlier, they would have been fine.
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@GannTM said:
When killer is at its easiest it’s ever been then there doesn’t need to be any updates that improve killer lol.
To be fair it being easiest, means low skill Killers will reach higher MMR than they deserve (and think they actually are at that 'skill-level'), and roll back into being too difficult. At least with rank based match making you had to spread the pressure and learn the game, and couldn't 'win'/pip with facecamping as Bubba. Any complaints about how hard it is to play Killer right now are likely from the newbies who got early bumped above their weight-class.
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@Ayodam said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492365#Comment_3492365
I believe they nerfed Prove because killers complained about it, not because of the slight bonus it provides.
Yeah the fact they aren't adjusting all other BP perks (and nerfing a perk that helps Killers more than Survivors) was what led me to believe it was a 6.1.0 styled popularity nerf (by complaints or usage). The 6.1.0 popularity nerfs were among some of the worst thing they have done that I've seen. Old Pop/ruin/DS/IW only needed single nerfs, and that can be seen with Pop shifting from 25% max (of 80s Gens)/ 6.1.0 20% current (of 90s gens)/ 7.0.0 30% current. Heck, they buffed pop whenever the gen has ~67 or more seconds on it, and arguably if no gen is that progressed, you didn't need the slowdown. Prove is a Killer perk even at 15% with and without the BP bonus.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492333#Comment_3492333
in certain situations, you can lose steering control with blight with minus turning rate. I can win with just adrenaline vial blight but this does not make add-on good. it just means my opponent is playing bad vs blight in which case I would be winning with no add-on's blight. again this is just my opinion but i think you should use umbra salt on blight if using adrenaline vial. the shred notes is adrenaline vial recovery without turning rate drawback but you lose 1 rush. loss of 1 rush can be bad in certain cases. both of them together is just overkill.
I dunno, a common argument in favor of bug-tech is 'its removal would force Blights to participate in bump logic', and Adrenaline Vial is bump logic at its most pure. I certainly get that sharper turns would allow for saving tokens, but I can just bump 2 more times with a shorter CD even when using all tokens with Adren. If you are saying turn rate add-ons are juicier than Adren, and I think Adren is super busted, that just tells me turn-rate add-ons are even more busted. Again mileage may vary, Adren might just perfectly fit my playstyle with Blight.
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The logic behind removing the BP bonus makes sense, if not fully thought out. They don't want to make you feel like you need a perk for BP. The problem is people feel like they need PT for BP, because Objective BP is so poorly distributed as others have mentioned.
If you 0->100% 5 gens solo, you'll get 6250 Objective BP... across 4 Survivors, only 6250 BP in one category is obtainable. Ok to be fair, 2 people hard open gates for another 1250 Objective BP each, but that only bumps it up to 8750BP split across 40000 maximum, or roughly 22% max. Technically you can duo a gen to each get 625, and ~1300 Co-op BP, for 3850 total a gen across 5 gens, which still including gates can only reach 21750/40000 Survivor possible, or just shy of 55%. So everyone is expected to get ~16 Great Skill Checks (or 96 good checks each) on gens each in order to make up that deficit, but even that cuts into the co-op BP since that is based on time spent, not progress made.
That doesn't even take into consideration that grouping up on gens is typically the worst thing for Survivors to do, as when the Survivors solo 4 gens and the Killer interrupts a gen, the Killer displaces 1 person. If the Survivors group 2 and 2 on gens, and the Killer interrupts a gen, the Killer displaces 2 people, which gives them a greater chance to snowball pressure into an early victory. Nearly every Killer benefits when Survivors group up in one way or another, even if only by the simple virtue of twice the chance of an early hit.
If they basekit the co-op bonus of the perk it would go a long way to helping the BP numbers for Survivor, from 25/s to 50/s (this would allow the 5 duo gens and gates to reach ~80% max BP, Skill Checks and Slowdown can make up for the remaining 20%). Note that Prove Thyself also gave this bonus BP for duo heals, even if it would only grant an extra 175-200BP total with no heal modifiers for a single heal.
The only strange thing is they aren't also removing Distressing, Hex:Thrill of the Hunt, Beast of Prey, or No One Left Behind's BP bonuses. With the justification given, and not adjusting all the other perks alongside it, that leads me to believe this is another bad 6.1.0 styled popularity nerf, and not a nerf to something actually powerful or deserving. People can run Deja Vu like others said, or Overzealous with a boon, and get far more value (overall, as well as) on gens than using PT.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492264#Comment_3492264
the turning rate of adrenaline vial is very severe drawback that you need to use umbra salt to use it properly. the add-on still somewhat restricts your turning rate and movement but with enough practice, you can still use blight very well with very sizable stat increases. It is one of those add-on that i do not recommend a novice blight to use. you need to very experienced with blight to use this add-on without hurting yourself.
I by no means am a Blight main, but I can get consistent results through the overwhelming power of that combo. Maybe it just fits my playstyle to use Blight that way, but it legit feels uncounterable. Any matches I lose are typically by such a small margin that if I used real perks instead of meme/BP (Hex:Thrill+Distressing+Beast of Prey), I'd likely win. It feels like the Killer plays itself, at least with both Vial and Notes, as even for raw map Mobility it is near unmatched by any other Killer.
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@LobbyDodgerLeonidas said:
Are we seriously complaining about Blighted Crow??? It's only 4%. It's barely even noticeable, just like Made for This
Blighted Crow isn't 4%, its 6% then 12% then 18% then 24%. The rat is 4% per stack, and even then it reaches 16%. Also it is multiplied against the base rush speed of 9.2, so arguably it could be considered an 8/12% haste compared to the normal 4.6. Heck, you can even combine Crow/Rat with Adrenaline Vial to stack it up to 36% or 24% +10%Adren, and that stacks multiplicatively with the Adren. Should MfT also be 3%->12% based on how long they held shift, bumping up every 10s? Surely Blight's Crow at 24% is hardly noticeable, just as a 12% MfT would be. People certainly aren't complaining about Hope+MfT 10% that can only be used by reaching endgame while injured and passing up on Adrenaline. That being said if Crow/Rat could only have the base 6%/4% (or only base 3%/2% to account for it being double with Rush speed anyways) then I'd have to agree with you.
@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492165#Comment_3492165
your asking a lot of add-on to nerf though. If I had to order his strengths, I would say 2x speed bump logic blight -> C33 blight -> Adrenaline+Umbra salt with Lilith omen hug tech -> Alchemist ring/iri tag infectious blight. that would be order that I would classify his strength. Of course this is entirely subjective.
weakening all of that would make blight too weak. I can see reasons to nerf double speed blight and C33 blight but weakening his hug tech would go to far.
I think Adrenaline Vial+Shredded Notes also slips under the radar despite how powerful it is. It takes .66s recharge per token, so even if you burn all 6 tokens (+2 Adren, -1 Shredded) it only takes 4s after the fatigue to get them all back. That isn't even taking into account that you recover tokens while breaking pallets with your power. This is like Alch Ring, but you don't even need to be good to get value with it. Heck, you keep up the pressure while destroying pallets faster than a Frosty Eyes Bubba eager to facecamp. The only add-ons I'd say don't need massive nerfs/tuning are the Purples that aren't Alch Ring, and the fatigue recovery add-ons (since they only work when you don't swing after a rush IIRC). Blight's basekit is plenty strong enough (even with the bugs fixed) to stand against the vast majority of Survivors. There may be an argument for the extremes of comp, but I personally hold no value in a game mode that glorifies and encourages facecamping and hard-tunneling off hook in a dumb fun party game.
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@bandana_ghost said:
https://forums.bhvr.com/dead-by-daylight/discussion/384571/ghost-face-mechanics-are-buggy
yeah its bad on both ends the general tip is the upper middle
https://us.v-cdn.net/6030815/uploads/QSM73DSM2J09/maxresdefault.png
around this part of the screen is where you will reveal ghostface but dedicated servers can make it alot more difficult.
this is because its not in what you see that matter, nor what the ghost faces sees its what the server see.
To try and simplify it both you and the killer see your own versions of a map and everyones position however they arnt the "true" positions of any characters or camera. the "true" version of the world is what the server interprets and it takes information from all 5 players inputs and while they are usually okay, everyone sending their inputs gets delayed depending on ping which can shift the "true" position of characters and thats what controls the reveal mechanics. which can lead to situations where you really shouldnt reveal ghostface as well as the opposite which is far easier to notice as techniquelly not all of your screen should reveal ghostface. to be fair this can also benefit survivors as ghost face's lean works on the same system and can often force the ghostface to try to lean multiple times and mess it up.
This picture is a super helpful way to visualize the reveal. It is a bit jank to be fair, with the Killer's mechanics still designed around Killer as Host (especially visible when trying to lean) instead of the server as Host. Another problem is people don't get enough time to 'test' the mechanic and understand how to reveal properly. The best way is to practice with a friend (typically while waiting for the rest of your prospective group to be ready and join). Try out both as Ghosty and Survivor to reveal and prevent reveals. With enough practice the mechanic clicks into place and just makes sense. Only going against Ghosty once every 73rd match means you will forget what you learned previously in between the 1 match of every other Killer and 5 of Blight and 20 of Wesker, so you'd have to start learning again from the start.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3492014#Comment_3492014
>You brought an RNG perk, you roll the diceOh, really? Maybe if you reread the post, you'll notice that the whole idea is to make them just less rng dependent? How did it even come to you to compare this mechanics with one perk and where is the parallel here? If I say that hexes are also outdated mechanic that require update, will you compare them back to SHs?
And how do you imagine your suggestion to be implemented without making the location of hooks being constant? Do you remember that there are not only square maps in the game? Why reinvent the bike, and how will this solution be better than mine? It obviously not, for some reason you are just afraid that the killer will use the perks that are already in the game more constantly.
Well, yeah, guess you really love just to see 4 slowndowns every game just because there is no variety in killer's builds. (Yeah-yeah, i know all folks on this forum easily 4k with Unrelenting only every game)
I literally bring SH:PR as my only gen slowdown perk on Ghostface, sometimes Gift of Pain instead of Floods if I run into too many Distortion users in the previous match or two. Heck, I have this recent endgame screen of winning a Deadlock only gen slowdown match with Nemmy on Rotten Fields that I did for a tome+daily wombo combo, and they had 2 BNPs and a Syringe. No turbo tunneling, as they each have at least 10k bp, and Rebecca's Flip-Flop got me once, so that's why she had the most chase time/BP (despite her MfT she was actually plenty easy to down with the whip). But yeah, I'm totally a Survivor main who bothered to get Nemmy to P12 /s. (To be fair I do have ~half of Killers at P9 or above for the charms, Survivors are up after all Killers are P9.)
The quantity of Scourge Hooks is perfect as is, the luck in terms of placement is what is unreliable, which your method doesn't directly address. The locations can occasionally be unlucky, but you learn to work with it. It is a macro skill in and of itself to force chases near Scourge hooks, as you can see them glow when walking about the map. Also 4 quadrants is as easy as drawing 2 lines. Here, this took less than 10 minutes to draft in paint with roughly equal sizes on uneven sized maps (of each realm).
I did roughly 1 map per realm, but I tried to pick the least square map for realms with multiple. Now to be fair, this could fall prey to some fixed hook locations like Temple of Purgation's underground hook, or Eyrie's upstairs hooks, but those can simply be excluded permanently as Scourge locations as a more positive than negative quick fix. This would fix the problem you are complaining about by utilizing semi-fixed RNG, instead of hoping bruteforcing quantity of hooks doesn't result in the same 7 hooks on 1 side of the map problem. In addition, if this is happening 50-70% of your matches that you get 0 Scourge Hooks, making 8 hooks and basement would only change that number to 45-65%. Killers have to make the active choice to never go for Scourges in the vast majority of matches, so that is a playstyle problem, not a perk problem. I would ask to pick someone up with those quadrants, and find a location where you couldn't get a Scourge Hook (other than the already mentioned pseudo basement on Purgation and 2nd stories, which theoretically would be fixed). (Also I see I goofed on Campbell's chapel, the top left line should be on the corner to its immediate right instead, but otherwise they are all mostly equal.)
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I'm sorry but this is the equivalent of bringing Haunted Grounds and saying it NEEDS to be cleansed. You brought an RNG perk, you roll the dice. I do think instead of 5 hooks, the existing 4 should have semi-fixed RNG. Piece off maps into 4 quadrants, and only 1 Scourge can spawn per quadrant (ignoring Monstrous Shrine's basement hooks). This still could have Scourge hooks spawn at the bracket leg spots [ ], but then at least they are more centralized even in the worst case, and still always possible to reach 1 Scourge in the majority of circumstances. Indoor 2 story maps like Gideon and Midwich can instead have West/East and 1st floor/2nd floor permutations as the 4 quadrants.
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@Alen_Starkly said:
DS does need a buff imo. If the devs don't want to increase the stun duration back to 5 seconds, then here's my suggestion:
-> keep the stun duration at 3 seconds, but disable the killer from using their power for 5-7 seconds. That way, the killer can still recover fast from the stun and start following the survivor, but they cannot use their power. A trapper or a pig wouldn't even use their power normally in this situation, because M1 is the better choice. However, disabling a Nurse, Huntress, Blight or Wesker from using their power immediately means that they can still go after the survivor and not lose much distance, but not immediately down the survivor again due to their insane mobility or range of attack.
I feel like this change would make DS almost as useful against Nurse etc. as it is against a Trapper.
I think the timer should be in relation to how many gens are remaining. It should be 5s per gen still up, that way the tunneling Nurse at 5 gens can't blink for 25s. It then fades out nicely like how the perk doesn't function at all during endgame.
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Its a fun meme add-on, which means it's more helpful being purple than taking up a valuable Iri slot, or a commonly usable Brown/Yellow slot. I'd be inclined to agree with a buff being nice, but I'd want to tie it to stacks. 15 unlocks it at 4%, and every 5 more adds 1% up to 20% total at 95, and a bonus 5% for reaching the cap of 99 stacks for a total of 25%. I think the only problem with it being a meme add-on, is only mains of the Killer mostly use it, which means stat-wise it would be 'overperforming'. Another flaw with stats driven buffs/nerfs without the context of why.
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On top of what others said, aura perks to see allies (Aftercare/Bond/Empathy/Boon:CoH). Many facets of stealth Killers rely on catching people off guard, or utilizing hit and run. There are some circumstances where if you see someone in chase (with the HUD), then you see them approaching your gen, you then know the Killer could drop chase for a hit on you instead. Similarly if they engage in hit and run, seeing where allies are in soloq helps you all to keep each other healthy, and hopefully win the war of attrition.
Arguably for most stealth Killers Distortion+Boon:Coh is good enough, so the other 2 perks can be whatever you like. Distortion is mostly bad against Myers (T1 or T2 with Monitor), Sadako (often only has her TR in chases), and Freddy (which isn't quite a stealth Killer). Ghostface is out of power enough when revealed or carrying Survivors to hook, Pig stands most of the time, and Wraith is out of cloak in chase often enough unless using a Nowhere to Hide+Overcharge hit and run style.
The strongest weapon against Stealth Killers though is situational awareness, and using a headset. Near all the Killers with stealth/undetectable have loud audio cues to herald their arrival. Myers' breathing, Ghostface's cape flapping, Demo's snarling and portal exit sounds, Wraith's snarling/breathing, Sadako and Freddy's 'Lullabys', Dredge's meat/metal sloshing/clanging. The only exception I can think of is Pig's crouch, but she roars if she goes for the special attack. Sadly since the audio cues do all the heavy lifting of counterplay, using a TV or having hearing damage/deafness will hinder your chances quite a bit.
Also the best way to discover counters for something is to use it yourself. Go in a custom with a friend, or someone willing on a DBD Discord server, and see if you can sneak up on one another. Figure out concepts where it is easy to catch an approaching Killer, and where it is difficult. Try as both sides to see how they catch your approaches as Killer as well. This can also work in normal matches, but you can't ask the Survivors what gave you away as effectively. They'll run and you'll know they noticed you somehow, which at least can tell you when counterplay exists, if not telling you what it was.
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I'm glad they removed the Condemn on allied hook with tape. I despise Myers/Oni/Plague mechanics where your team being bad ends up disproportionately hurting you. The Survivor TV CD is interesting. They would have been able to turn off the TV for a full gen's worth of time, and they reduced it so TVs aren't permanently off. Tape destruction on-hit prevents encouraging slugging, so that's nice. I wonder if it would be better at 3 or 2.5 stacks instead of 2 though. How people play around things influences their strength. At the same time too large of a number would be like giving Pig trap slowdown with 4 or more searches per player.
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I don't think you've gone against enough cross-ocean VPN Killers to suggest this, but it is a common and miserable experience if you play Continental US West Coast at 1am-5am. Lagvantage is one of the most stupid and unfair things to deal with, as you can't outskill a clear miss at a window done a millenia ago. At least when Survivors use a VPN you can get free hits you don't deserve, and the penalty is self-inflicted, but VPN Killer ruins the match playability.
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I think its fine as is, even if it unintentionally causes some minor problems. I've noticed that Survivors with Adrenaline play far far more greedily around the final (sometimes 2) gen(s). That just makes the bad matches where the Killer stabilizes around the ~90s first hook and 3 solo'd gens pop sting harsher, as the Survs don't want to heal, and pump gens instead. This is where I can understand when Killers claim 'genrush', but I prefer to say 'genB4fren' (or gens before altruism). That being said if the Killer get a strong start, then the Survs can never get value, putting them down a perk. Its basically a 'win-more' perk, just like Pop, but both are mostly good design, as you have to earn (whatever degree of a win on) the perk to use it.
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I think they are mostly all solid, but an argument could likely be made for buffing Dark Theory. Personally I would create a new vault SFX, and Dark Theory (and Dance With Me on its CD) would allow you to convert Medium vaults into Fast vaults. This converted Fast vault would use this new vault SFX, that way Killers know it was an augmented vault from a perk, so they can kick the boon if need be (or know they can only do it once per 20s in the case of Dance With Me).
Also a QoL soloq buff for CoH, would be either (or both) A: a loud noise for Survivors once per 30s when injured (and not Broken) in the zone, or B: Allow for 25% Self-Healing. The 100% altruistic speed remains, so that teammates know it would take them 8s to heal you from nothing, or 64s for you to heal yourself. Seeing you actively throw will mean they might actually heal you.
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@nars said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490220#Comment_3490220
I calculated for spamming max range single blinks. I start the counter from beginning to charge until you have regained that charge. So basically charge up+blink+post blink buffer+fatigue+time to charge= about 33m of distance travelled. I got my estimate on the overall speed average by dividing the distance time it took from start to finish. You math is very good, however there is one flaw. Nurses blink recharge time is 3 seconds, not 2. It takes 1 full extra second to recharge that blink than in your calculations. i believe its that discrepancy that led to our differing results. Your overall distance was about 27m per cycle while mine was 33.
if we look at how that extra second affects out time I think we'll see the difference. After the fatigue from the blink, you would not be charging up since nurses wait until they have full charges. Combine that with the additional charge time and I think we'd have a similar number to my 33m.
Also, I think you miscalculated how much time a cycle takes. 2s to charge a blink, 1.5 to travel it, 1.5s between blink and fatigue, 2s of fatigue, and then the additional second from the cooldown. 2+2+1.5+1.5+1=8. I think you forgot about that time between the blink and the fatigue. I'll do the math one more time just to make sure i didnt make any errors:
Nurse begins charging the blink. She moves at 2.89 for 2s. 5.78m of distance covered, 2s of time.
Nurse blinks at 13.333m/s for 1.5s. Roughly 20m of distance. 25.78m, 3.5s of time
Nurse is now in the chain blink window for 1.5s, moving at 1.16m/s. This covers 1.74m. 27.52m covered, 5s of time.
Nurse has now entered fatigue for 2s moving at 0.96m/s. Thats 1.92m. 29.44m over 7s of time.
Finally, nurse spends the remaining 1 seconds of her 3 second cooldown walking at 3.85m/s. We arrive at 33.29m of distance over 8s. 33.29/8 = 4.16125. Rounding up, thats an effective 4.16m/s as I calculated.
You forgot to factor in the chain blink window duration and that her cooldown is 3 seconds, not 2. granted like you said this math doesnt factor in the fact she goes through walls and floors. on a map like RPD for example, her mobility is much stronger. While on something like macmillan, her only saving grace is just how powerful her chase is. And luckily on maps like RPD her chase is wayyyy weaker. Except midwich, we need to kill midwich.
In my experience at least nurse has lots of counterplay in the form of mindgames and LOS breaks. Since shes reliant solely on mindgames and mechanical skill, if you go down to her then she played better. I think the core issue is far more with the majority playerbase either not understanding her counterplay or just not being dedicated enough to learn it.
Edit 2: WRONG MATH BELOW, SKIP TO ALL CAPS
Fair, I see the 2 seconds charge mistake was because the charge timer on the wiki was sandwiched between 2 2's (2/3, the Important number/2).
I also forgot about the 2nd blink wait timer, so fair again, my mistake, but I thought you were supposed to sit at 1 charge to negate the wait timer. If then, you can use mobility by using a double blink then staying at 1 charge afterwards, bypassing this wait timer. This chained 1 charge 1 blink utilizes the prior math with the addition of the forgotten 1s normal walk to get the charge. That puts her at 27.7m/5.5s + 3.85m + 1s, for a repeatable 31.55/6.5s, or ~4.853846m/s. This would require the initial double blink 2s charge @2.89m/s, 1.5s blink @13.33m/s, say the Nurse is playing it safe at a 1s 2nd charge @ 1.16m/s, then blink at the reduced 10m/s for the half charge taking roughly 1s (assuming half max charge = half max distance, and middle-ish speed) with 2.5s fatigue @.96m/s and .5s of walking at 3.85m/s, for 8.5s of 41.265m of distance, or an average of ~4.854705m/s. So both setting up, and maintaining blink mobility moves you at ~4.85m/s. We can add on 3 more seconds of walking and 11.55m of distance to simulate repeating 2 blinks, and that puts us at 11.5s and 52.815m, or ~4.5926m/s. That means single blinking (at 2 charges) is the least efficient method of moving, and even only double blink spamming essentially means she is a 4.6 Killer that can go through walls.
Math in a less ugly format here:
Edit 2: WRONG MATH ABOVE SKIP, KEEPING FOR CLARITY
Fixed Math:
Initial Double Blink 4.3575 m/s Repeated Single Blinks walking Chain Blink Window 4.2325m/s Repeated Double Blinks ~4.240m/s
Edit 2: Below is original post still relevant sections.
I do think going straight through walls is understated in terms of distance overall though, as most maps aren't featureless white planes. Bypassing even 1 jungle gym or filler pallet loop is massive in terms of distance gained for a m/s metric. A normal M1 Killer would still have to zig zag through most obstructions, meaning they only tickle Nurse's chase potential by being LOS blockers. Even cutting corners when going around main buildings is instrumental in saving time and distance, which also allows for you to see if a Survivor is inside the building, which is intel most Killers aren't getting.
I don't think Nurse vs Survivors is truly a 'better skilled player comes out on top matchup'. If I bring a rocket launcher and they bring a BB gun, it isn't an even contest, even if we both are master sharpshooters. I typically only play Killers that I dislike in order to learn how to counter them when playing with friends, or when 'forced' to do tomes in soloq. That being said, I find no meaningful counterplay with Blight or Nurse. As Killer I run meme perks and still get majority 4ks (or 3k+hatch, because I only slug for 4k on adepts/adept tomes) with both Blight and Nurse (and Spirit when my hearing was better). If I consider myself a 'bad'-Blight/Nurse, and I can win (consistently) with meme perks, the Killer is busted. I consider myself a good to great M1 Killer, and exceptional Ghosty player, and I still have to actually try to win with all of them. With Nurse I have to practically try to lose. Now to be fair, I have higher standards for myself so my 'bad' might be the normal player's 'good'.
Edit 2: Saw the follow-up math mistake, after re-reading seeing we both made a similar mistake (I skipped the chain window, you used the charge chain speed instead of walk chain speed.)
Below is irrelevant after edit 2, but left in to not look like edit cheese.
Edit: This would only make her Map Mobility questionably different from my original post, in that only Clowns and Bubbas with juicy add-ons might now surpass her mobility, even if we limit it to the 4.85m/s. That shifts her to ~16-19 Killers in which she has better Map Mobility, but only when those two are decked out with add-ons to support Mobility.
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/384363/fixing-the-skull-merchant
one question. why is the exposed a problem? Watching otz video on competitive skull merchant game. Just look UI for survivors.
everyone is injured. The expose is not doing anything in 45-50 minutes. everyone is already exposed. something else to notice is that nobody has claw trap at 45-50 minutes.
Everyone is injured because Exposed prevents any value from them being healthy. Disarming drones is such a bad idea, they are better off staying in the drone zones. Since they have to stay in the drone zones (as the Killer can place drones on the same area), it doesn't matter if they are healthy or injured, so healing up is a waste of time.
If drones, once disabled, left a phantom zone that prevented the drone of being plopped down over the same area (until the shoulder tracker is removed from the Survivor who hacked it), then Survivors would actually have a reason to disarm drones. Arguably the tracker should function similar to Victor at that point, where the Killer can recall it after a certain time (the current 45s? autodisable timer), or the Survivor can keep the power to deny the Killer the ability to use it on others, at the cost of giving her haste, and making pallets unsafe for them to vault.





