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nursewannabe

nursewannabe

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nursewannabe
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  • @Bwsted said:

    This was about a week ago. One of these players had 31 ping in game (not just in the lobby). The other one had a better gaming chair.

    https://youtu.be/Vd4a6-nQxps

    https://forum.deadbydaylight.com/en/discussion/comment/2270835#Comment_2270835

    According to the devs it just checks if the hit was unfair because there was too much discrepancy between players' positions on the respective screens. But the survivors specifically don't get favored just because they have better ping. It just seems to check if the hit was 'unfair' because the killer's ping is too high and the survivors' much lower. But if they're both high, that gets validated no problem.

    Two observations:

    • much of the system is based on how permissive the parameter is for the killer's latency. And we weren't told what that is set at. Consider that when explaining bad hits, a dev during an official stream said 150 is "pretty good ping". Which is nuts by any stretch of the imagination. If vpn'd directly to a server across the globe, you'd get about 300 ping. Which'd be considered mediocre, judging by the devs' metrics. Just by that we can infer that even if the system is in place, it's just incredibly lax and it maybe blocks actual lagswitchers with 500+ ping. But simple vpn'ing remains unaffacted, unless you connect from the moon.
    • There's a bug where sometimes players from a region are getting lobbied up on a wrong servers. A couple of months ago I was playing killer and the whole lobby was EU, but we all had 250+ pings and all fairly similar. None of my hits were rejected. Survivors post game accused me of vpn'ing, but then I just told them to check their pings. That's to reinforce what I said earlier.

    From personal experience, I'd say that hit validation is so terribly coded, if it even is a thing, that it actually favors the player with worse ping.

    My ping is always 30-45. When I play killer, survivors with 80+ ping seem to always be favored when I get "autoaimed" towards objects.

    Same as survivor, unless the killer has good ping too, i get hit by the most ridiculous stuff ever. I've got a clip i can show you later too, just need to edit the names out.

    All in all, hit validation is complete utter garbage.

  • Ruin undying tinkerer bbq

  • Because most swfs are normal players that can still be easily dealt with, simple as that

  • @Buff_DeathslingerPls said:

    Idk if its a bug or not, but yes, this is indeed something that happens. Its dumb.

    It is possible to counterplay tho, all you have to do is try make a right prediction, its difficult. but possible.

    >counterplay

    >prediction

    Pick one

  • My unpopular opinion is always the same: gen regression/slowdown tools carry terrible killers, giving them the false impression that they're good

  • @C3Tooth said:

    For now, I would make her post blink M1 isnt a basic attack so she would never work with Noed or other M1 attack related perks.

    Infectious fright would still work so that doesn't fix anything. You'd just be nerfing stuff that doesn't really matter on nurse.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269303#Comment_2269303

    Your whole philosophy seems contradictory, and can just be used right back on to itself...All those things can be countered by going for the unhooker..? Well surge, pop,ruin can be countered by not going down. By finding the totem and playing better.

    You want things to be earned. But you have to earn ruin regression. You have to earn pop and surge..I don't know how you figure it saves killers who the survivors are clearly better then. If the survivors are clearly better. They won't get the downs needed and won't get the regression value out of anything to make a difference.

    Even the best killers on DBD need some sort of regression. Even if it's corrupt to get the ball rolling.

    My whole philosophy revolves around the fact that killer is at its best state ever right now and that, unless facing a really strong squad, slow down perks are extremely overtuned

  • @Warcrafter4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269300#Comment_2269300

    Its been in this buffed state for nearly a year and I can tell you it hasn't been meta for anywhere near that long.

    Btw I am still wondering what streamer/content creator sparked this sudden anger towards Tinkerer.

    You don't need a content creator to always say something for people to talk about it here. People can think for themselves too, you know?

  • @Pulsar said:

    A nerf? No.

    A change to how her power functions in order to promote healthy gameplay? Yes.

    This. She needs a rework. It's ok to have strong "S tier" killers. It's not ok when the whole being strong comes from the complete lack of information it gives survivors.

    Look at blight, arguably the third strongest killer, solid "S tied" too, but his power isn't a complete guess and gives the opportunity to make informed countermoves.

    The rework will probably come too, however I'm scared it's going to be something extremely lazy just like Freddy's (that didn't address a single one of the reasons that make him extremely boring to play against, except the add-ons) or Billy's.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269221#Comment_2269221

    Tinkerer is fine. Regression perks are even more fine ? Don't like ruin ? Find it. Don't like pop ? Don't get downed too fast or lead them far away from the gen. So it's not easy for them to pop. Don't like surge ? Don't go down

    Gens fly way to fast for regression perks to be nerfed in any way...As far as given too much with no effort...? What exactly are survivor perks again ?

    BT - Free unhooks with no effort to being safe about them

    DS - Free get away with getting caught off the hook again. No effort to do better in not getting caught

    DH - You got injured..Messed up..You get a free redo for messing up...?

    Unbreakable - You messed up and got caught. You get a free pick up off the ground ?

    Iron will - You messed up and got caught and get no grunts of pain for free to make it harder to track ?

    I can go on and on. Why is it killer perks have to be earned exactly. But most survivor perks are given to you for messing up ? But killers get one perk where you "mess up" by letting a gen get to 70 % and it's a problem ?

    As usual, literally half of those perks are countered by going for the unhooker. Dead hard is a problem on like two killers (nurse and blight), literally all other killers can bait it out without any downside. Dead hard for distance is also fine as long as bloodlust is in the game. Iron will? Seriously? I'd focus on your tracking abilities if i were you.

    Gen regression perks are problem for both these scenarios: when killers aren't able to end chases fast enough, they get the chance to prologue the game when the survivors are clearly better.

    On the other hand, especially against soloqueuers, they give tons of added pressure when the hook stage + healing + having to actually go to unhook already grants enough pressure on the opposite team. Unless you find it fun to stomp people at 5 gens, of course.

    All in all it can be summed up with: good killers don't need gen regression, unless going against strong coordinated teams (once every never? -might change with MMR as i happened to see with the last test)

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269184#Comment_2269184

    People arnt complaining about undetectable as far as I can tell. They're complaining because as long as the gen is below 70 % then hits 70 %. It'll always proc to let you know someone is on it..What does survillence do again ?

    @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2269184#Comment_2269184

    People arnt complaining about undetectable as far as I can tell. They're complaining because as long as the gen is below 70 % then hits 70 %. It'll always proc to let you know someone is on it..What does survillence do again ?

    People are complaining because tinkerer gives simply way too much for literally zero effort

    Anyway my problem is not tinkerer, it's regression perks. Imho tinkerer per se is fine, it's the regression perks that are a problem 🙂

  • @BrokenSouI said:

    Man...If people are mad at tinkerer. When there's times you can't do anything at all about it proccing. They must REALLY hate survillence and want it nerfed. What's that...? No posts at all about it ? Interesting

    Surveillance doesn't give undetectable status effect too

  • I have a 2070 super and usually during my second/third game of the day i ALWAYS get some frame drops for some reason. They last around 30 seconds, then they disappear. I don't know why it happens, but it's always in that timeframe, and it's really annoying.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/256826/spending-more-than-1-5-mil-bps-on-a-killer-and-not-getting-bbq-gives-me-depression

    To be fair. 1.5 mil is like....Level 40 tops. So not that surprising you didn't get it. Especially if you have a plethora of perks to unlock.

    1.5 mln is level 50 + 5-6 bloodwebs. It takes around 700k to get to lvl 40, and around1.2 mln to get to 50 (if done optimally)

  • Counterforce alone isn't that good: it gives the aura of the furthest away totem from you, which means you have to waste tons of time moving across the map, possibly being spotted by the killer and so on. It counters hex perks but it slows down the game, unless paired with small game. But then that's two perk slots used for something you're not even sure it will be useful in the match

    I honestly don't see any use of flashbang other than memes tbh

    The others are ok though, yeah

  • Because it's a cheap boring way of playing that removes the actual fun part of the game: chases, reducing them to predropping pallets.

    It's not op or anything, just a huge yawn

  • > With regards to the claim, "Spirit does not have counter-play", as a negative assertion, it cannot be proven! The only way to prove it is to take complete domain knowledge and demonstrate in a positive manner that there is no scenario where you can "beat" the Spirit. But you only need a single instance of being able to "beat" a Spirit to render this argument false.

    Yes, i too have read Karl Popper, thanks

  • Other than the mending simulator thing, usually legions play with stacked up slowdown, turning the game into a forever legion

    Really just boring, nothing op or wrong with the killer

  • 24 hours I think, they're certainly not permanent

  • I like it, and I also believe WGLF needs more ways of getting stacks. Picking up a slugged survivors should grant one. Right now it's simply not good enough and it promotes hook rushing

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/comment/2261626#Comment_2261626

    Random powerups only apply to the absolute waste of a life main character. The plot is perfectly coherent, so idk what you're talking about with that, and Bleach has so many characters, that for every one you don't like, there will likely be three that you do. Bleach is so much better than literally any other Shonen, as the other ones in the best three are Naruto and One Piece, which both suck ass. Horror animes are never any good, so I feel like Bleach has the most potential with getting a licensed anime character.

    Idk why you're mentioning other stuff to me when I never talked about them nor expressed my (low) opinion on them either

  • Couldn't you choose at least a decent manga and not that jumble of random powerups, incoherent plot line and terrible characters?

    Untitled Image


  • This is going to sound very hypocritical of me, but I actually agree. Today I've only been put against very talented players, some of them in swf, others possibly solo or duos, but anyway all of them with a decently high skill level, and it reached a point where it was just a sweat fest game after game.

    Easy, i started using double recharge add-ons and I'd still win, but my point is I really wasn't having fun, because I'd have to resolve to pressure tactics that i don't really like using.

    Now, I'm not saying I want easy matches where i steamroll my opponents, but i want to play chill. I want to be able to down -> hook people, without slugging and at the same time giving a chance to the opposite team to win too while playing chill myself. Now if i play like that, i just won't go anywhere, and yes that annoying too.

    And btw, before starting using add-ons i got steam rolled myself 3 matches out of 5, but I kept getting matched against strong teams regardless. I understand that I only play nurse and nurse is nurse and yeah I'm fairly good at her, but is my rating so ######### high I can't get a normal match?

    Or should I just be patient and get steamrolled enough until I reach a point where I can play the way I want? :|

  • @Bwsted said:

    He always gad strong add-ons but a weak basekit. Now that the basekit has been buffed, he's fine at base and inevitably add-ons push him over the top.

    ^^

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2257119#Comment_2257119

    Great post. There is an odd double standard that says we should balance killer around people who are good with them, but survivor needs to consider scrub skill. “SWF is fine because they are rare” but good Nurses aren’t….. because reasons?

    Because it doesn't take a good nurse to destroy an ok team

  • @MarcoPoloYolo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248171#Comment_2248171

    Yeah, and those builds don't let the god Nurses consistently stomp god squads, so your point is what exactly? In this game, the gen speed are an issue because there's just so much built-in time waste for killers (such as hooking). Nurse isn't immune to this just because she's the best killer if you give her good add-ons. It's either this, or its slugging time. Odds are really good your team lost because you made way too many mistakes, didn't waste enough of the Nurse's time, and/or didn't make use of the time waste.

    I mean, if we're unironically having this conversation that the strength of the killer should influence the perks they're allowed to have, then premade lobbies should have exhaustion perks and anti-slugging perks banned. Exhaustion perks aside from Smash Hit and Head On represent free, braindead chase extension and time waste for the majority of killers. Meanwhile, slugging is a method of punishing survivor mistakes, making anti-slugging a form of second chances. If all Nurses have to be restricted because they're insane Nurse players, than SWF should be restricted because there are insane SWFs that are out there that you will not win against unless you're skilled with the top-tier killers and have a sweaty build like you posted.

    I'll just reply with an XD and pretend i didn't read the load of bullshit you posted 😄

  • @Kirkylad said:

    The game is SWF sided, killers and solos are on the same level.

    Kekw saying that killers and solo are on the same level

  • @Ruma said:

    Survivors are supposed to be victims tho.

    Mmh? Why?

  • What do you mean DC penalties no longer cool down on a daily basis?

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/2255762#Comment_2255762

    Underrated... I don't think so since (only exception would be on nurse) it does almost nothing and it only feels better and nice to play with.

    Huntress, blight, spirit

  • Underrated perk

    Should not be basekit

  • @Mr_K said:

    I'd be lucky to see 1 Nurse in a week.

    Crossplay on: 1 nurse every 20ish games

    But this evening i turned it off for insta queues and: 3 nurses out of 5 games (pc)

    Huehue

  • Ok i know most people will cry in denial from reading this but the most overrated perk is:

    *drum roll*

    Dead hard

    No I won't debate this 💅 ok bye

  • @Tsulan said:

    Yep, this is something they have to address. Otherwise only a few of the new players that will join with the RE chapter, will stay.

    I mean yeah, but the short term income is huuuuge 😎

    They just need a licence a year to cover expenses right

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250338#Comment_2250338

    If we have actual decent solo buffs but totems remain as awful as they are now then, in typical bhvr fashion, we can have it back as a bandaid fix.

    If they actually sort totem spawns out then it should stay in the past.

    I don't necessarily agree with that. Some totem spawn are indeed stupid, those on top of hill or in the middle of the corn fore xample.

    But survivors already have to go out of their way to look for the spicific lit totems and waste a bunch of time for that. Totem spawns shouldn't be extremely hidden anyway, just not in plain sight. Also, taking a hex is already a bet. Killers know they might eventually be destroyed. And since hexes are (generally) really strong perks, I really don't see why people seem to assume they're also supposed to be so well hidden they should stay up all game

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250634#Comment_2250634

    It happens once it's fully charged. Think of it as a rewind of her animation. Her idle animation progresses from one position to the next in a timed manner. When the phase is fully charged, it causes an abrupt rewind to the beginning of the current or previous position instead of progressing to the next one in the cycle.

    Ok, thanks, i assumed it meant reset to the very beginning of the animation cycle, not the last one she did

  • @[Deleted User] said:

    Her animation has a cycle. It'a fairly smooth. Whenever she phases, the animations breaks the cycle and abruptly resets to the start with her head up and her arms curled up. It's hard to tell at first but easy to see once you know what to look for. Takes some practice in a custom lobby.

    Question: does the animation reset as soon as she presses M2 or when the charging bar is full and she actually starts phasing?

    Also a while back you linked this:

    https://twitter.com/SeyItAint/status/1384471343685582853

    Only on the first slow mo she goes back to the animation you're talking about (and you show in a tweet of yours as well), and taht seems to be just because her last animation was indeed that position you mention. On all other slowmos, it's just looks like as if the last animation she was doing resets and starts over, but she doesn't go back to the straight up positions with curled arms. What am I missing?

  • I don't understand why it's called z flick and not something like c flick like where is the z in those turns it's a c or a u or an n depending on the pov but certainly not a z come on people

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250292#Comment_2250292

    In conclusion we can have it back when bhvr finally sorts solo queue out.

    So we're never having it back.

    Sorry fremd, but I got to disagree.

    In conclusion, even if they buff solo queue, let's just forget that thing ever existed please, let's not even talk about it

  • I've got too many husbandos in this game i can't choose one the others would get jealous 🥴

    Female though: Kate probably

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250266#Comment_2250266

    Nurse Calling, Shadowborn, Bloodhound/Sloppy Butcher, All Ears.

    Those perks will shorten the chase significantly on nurse.

    Shadowborn feels good, but it doesn't change the speed of a chase. Sloppy/Bloodhound for tracking i guess? Don't need them if you know how to track properly, also sloppy discourages healing so it's bad to pair it with nurses. Nurses doesn't shorten a chase, it denies it entirely if used properly.

    I'll give you the all ears, that's a good perk

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2250221#Comment_2250221

    Lmao if you think killers didn't bring Ruin/Undying/Tinkerer just to facecamp someone as the solo teammates all leave their gen to travel the map to see they're being camped only to return to a gen that's regressed about 30-40%, only for the survivor to die and then the killer starts to play normally then you've never played solo Survivor when this combo was a thing.

    Killers would abuse this combo in a 3v1 and abuse the fact that it only worked on solos.

    That's only one aspect. You just need one of the solos you get matched with to go down in 15 seconds (which happens way too often in soloqueue) and we already reached a pressure point of no return, because then the free regression at double speed kicks in on at least two gens (the one the killer goes to pressure, and the one of the team mate that goes for the save, unless they leave them to go to ph2, which is, again, pressure point of no return)

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2248305#Comment_2248305

    The load out looks more like a desperate killer who wants to prolong the game to even get a slight chance.

    Someone who wants to kill rush, doesn't take 3 gen slowdown perks, but instead tracking perks, or perks that help shorten the chase.

    Why wouldn't you respond to me? Do I have a bad reputation or something?

    Because you took the score of the screenshots and created a whole narrative in your head to fit the "poor bullied killers" agenda, when I already said what happened in those games.

    What perks does nurse need to shorten the chase? Enduring? And with corrupt up, she doesn't need tracking perks, she only needs to find one survivor and the snowball begins already (what tracking do you need on a high mobility killer that has to patrol half of the gens on one of their best realms where to play?)

  • @CoalTower said:

    https://forum.deadbydaylight.com/en/discussion/255347/50-louder-than-0-is-still-zero

    Oh my ######### God.

    How do people still not get this?

    Things in this game stack ADDITIVELY, not MULTIPLICATIVELY.

    Yes, 0x50 is still 0, but 0+50 is 50.

    Not always though, for example prove thyself is multiplicative, and I'm not quite sure of how multiple action speed debuffs/buffs stack (like, thana is additive with itself, but what about thana + DL, do they add up or multiply?). The numbers are so similar in either case that it doesn't really matter

  • IW only removes grunts of pain. It's easy to track survivors using other sounds, like footsteps, scratch marks, blood pools.

    Tracking is one of the major abilities that define a good killer. Wanting IW nerfed just means you need to improve on that aspect of the game

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