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snozer

snozer

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  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/864937#Comment_864937

    Also fair enough. While it's natural for people to want to look out for their friends above strangers, there are planned improvements to give solo survivors access to the same levels of information that SWF players have, which should help somewhat with making the solo experience less miserable.

    Literally pointless if these plans are not baseline.

    Having to equip a perk to get information swf has for free is not equal to or strengthening solo survivors.

  • @anarchy753 said:

    I personally just kind of dislike how EVERY action seems to lock the camera in place for the killer.

    I'm stepping over a low window ledge, I can do that very easily while turning my head to the left or the right rather than stare straight forward.

    And yet survivors can do a full parkour movement over the same ledge, and have their neck wrenched 180 like an owl to watch the killer's movements. Yes, there's a third person camera vs first person, but the first person camera doesn't need to be so goddamn locked half the game to FORCE you to lose sight of people.

    You are talking about devs who reduced killer fov, moved the camera forward so there is a blind spot, make the killers vision darker and muffled sound so the killer can't hear survivors.

  • @White_Owl said:

    Getting butthurt about sabotage in (almost) 2020 *facepalm*

    Jokes aside, everyone asks for a secondary objective while there is already one which was nerfed into the ground and is almost guaranteed to put a huge bullseye on you. As bad as sabo was in the old days, nobody complained about "gen rushing" at the time because survivors actually had a secondary objective.

    Personally I wish for a rework of sabotage to make it more fair for both sides.


    Genrush was and has been a thing since the start of the game, the difference being survivors were new, and bad, infinites existed meaning they could "play" with the killer easier so why rush gens?

    a secondary objective should be detrimental to survivors, old sabo was heavily detrimental to the killer to the point where they literally could not win.

  • @Mandy said:

    Personally, I'd hate to see all the little pieces of "tech" removed from the game, I think little things like this make the game more fun and enjoyable...same as the harvester tech which just got restored.

    "Hook tech" (glitching behind the hook)

    needs to go, you literally turn the survivor on the hook into a meat shield and there is nothing the killer can do about it.

    I have also had some odd hits at the hook where i am standing directly behind a survivor because he ran me to the hook or just blatantly unhooked in my face, and my hit phases through the one unhooking and hits the one being saved.

    I have also seen this happen to streamers.

  • @dont_ask_me_again said:

    They even buffed BT...

    https://youtu.be/PZ8ntmZ8WtQ

    bit toxic to buff that perk over and over again and punish people for not bringing it :/

    Awesome, now we need to get this removed as well. Exploits are exploits, and abusing this should have a punishment.

  • I want to play survivor, but the wait times are insane due to it being to easy to pip, and killers avoiding red ranks like the plague.

  • All apart of the plan, survivors need as much help as possible since the big bad killers are so OveRPowEreD just as their stats show with zero context or incentive to escape as survivor.

  • You don't have skill, you just watched some tutorials and learned the pathing like a lab rat.

    Red stain should never have been a thing in this game.

  • make solo equally or nearly as strong and buff killers.

    They already mentioned that they want to do this, but for some reason they got scared and decided against making solo players stronger.

  • Just play killer instead of waiting for a game then.

  • @NuclearBurrito said:

    If it were true that Killers throughout the game have been getting nerfed more than Survivors and that Survivors have been buffed more than Killers then it logically follows that if we go back in time Survivors should be weaker and weaker the further back we go.

    https://www.youtube.com/watch?v=Q1fkX3H84SE&t=229s

    Thus in order for that to be true the Survivors in this video must be far weaker than Survivors are now in terms of what the mechanics allows them to do compared to the Killer at the time.

    Since this is clearly not the case it's just a matter of quantifying what changes makes this so and why it had this effect.

    My theory (which is easy to verify by just looking at patch notes) is that the big core gameplay changes were all in the Killers favor, while the majority of Killer nerfs were outside of the core mechanics.

    For example some core gameplay mechanics that have changed since 2016:

    • Medium vaults added
    • Entity blockers will now block windows after 3 vaults
    • Killer vaulting is faster
    • Pallet breaking is faster
    • Generator regression implemented
    • Generators now take 20 extra seconds to repair
    • The end game collapse was added
    • The Hatch can now be closed
    • Bloodlust added

    Those are all the ones I can think of off the top of my head. Meanwhile I can't think of any changes to the core mechanics that were in the Survivors favor except for the hatch always spawning for the final Survivor.

    I'm sure you can come up with plenty of Killer nerfs period, but if we restrict ourselves to just the core mechanics it's pretty obvious how and why Killers are stronger now than before.

    That doesn't mean a lot of Killers don't need buffs, it just means that the claim that Killers have been getting weaker is demonstrably false.

    False, pallet breaking is over all slower since they nerfed brutal strength while "buffing" base pallet breaking speed.

    We can never get the same break speed back because the values of brutal strength do not match the previous iteration when added to the base breaking speed buff.

  • @tortrader said:

    The killer nerfs are all about the 50/50 balancing. On average two survivors should be able to escape.

    That means that if good killer mains can regularly get 4k then the mechanics need to be made harder for less good killer players so that they regularly 0k to make up for the 4k's.

    how can we achieve 2 live and 2 die when there is zero incentive to survive as survivor, since the pip system is not tied to escaping?


    I have had 4 man basement kills after both doors are open because survivors have no reason to leave, because they technically "win" even if they die.

  • Get rid of the lunge you added to the dash attack.

    Before this nerf to a loopable killer, you would instantly attack out of the dash if you tapped m1, now he will do a small lunge no matter what. this just allows survivors to just 360 the oni.


    Who am i kidding, these devs balance around "FUN" and spinning in a circle around the killer is fun for survivors, so balance achieved right?

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/913662#Comment_913662

    Not everyone was happy with it, and when it comes to balance that's not how you make decisions anyway. They put a lot of work into designing the Oni and tried to make him as balanced as possible. An unintended extra ability is going to throw all that off, and that's why they removed it.

    And if I had to guess, I'd say that they fixed what they thought was the problem after the PTB, but then people found a way to keep "flicking" regardless, so they had to revisit it again. That seems like the most likely explanation to me, but I'm not a developer so I can't say for sure. And since you seem determined to believe that they're trying to pull the wool over our eyes, you probably wouldn't believe me even if I were.

    So when are we going to put a limit on how much, or how fast survivors can turn while running full speed?

    The counter to oni now is just 360 him when he goes for a hit...

    90% of my attacks as a killer deal with a survivor trying to 360 under my camera, especially on nurse. this plays havoc with the hit detection on dedicated servers and for some off reason makes survivors silent sometimes because your body acts as sound occlusion...

  • @Artyomich said:

    Survivors in red ranks are stupid. It's an all time low recently. No one actually knows how to last in a chase or loop properly, Just drop the pallet as soon as possible. People still opening exit gates when there's a last survivor getting chased and no one can do Ruin. And the list goes on and on, Go run bond and see how incompetent mistakes are riddled everywhere.

    It's ridiculous, No wonder the kill rate is so high because of Survivors are getting dumb skill wise. When we have killers like GF or Wraith popping. That's a yikes

    All the good survivors are jumping into SWF and I don't blame them. Random queue is hell.

    Random queue is hell because of swf (nobody left) and the dev's catering to the survivor community and their vision of "FUN" with easy pips to keep them spending money in the cash shop.

    Who doesn't like to "win" even if they die?

  • @RepliCant said:

    https://forum.deadbydaylight.com/en/discussion/comment/910087#Comment_910087

    I come across this a lot, can I ask you to go more in-depth as to why you think if a Killer needs add-ons to be good, they're in a bad spot?

    Sometimes I think this too, but other times.. I think the devs want add-ons to be used every game. I think they want Killers to be slightly weaker at base power because of some of the extreme impact some add-ons can have. Hell, even speed add-ons like Hag's "Reduce setting times of traps moderately" are really impactful.

    Because add-ons only last a single game, and there will be a point where the number of games you play without the required add-ons vastly outnumbers the games you do play with them.

  • You loop her, she is basically legion but slower if nobody cleanses.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/906743#Comment_906743

    That would be pretty unhealthy. I can already see solo queue Blendettes with keys sniffing the ground for hatch.

    At least we would get some actual useful data, not "oh well i got my pip anyway"

  • @FriendlyGuy said:

    Nurse is fine m8. She's just extremely unfun atm. And i don't think the game is really survivor sided in solo queue atm.

    Nurse boils down to this, use hacks to see exactly what survivors are doing behind cover.

    Or a 50/50 guessing game if the survivor kept running along the wall, or is staring at you around the corner with the 3rd person camera view, ready to back track. If you guess right, and the survivor kept running, they now get to see where yo will be before you get there.

    She is dead against survivors with a brain.

  • @Waffleyumboy said:

    Honestly I don't play pc so I don't know how toxic it is. On xbox the report system is very good so no one is ever toxic. I agree the killer should be stronger than survivors but aren't they already (>50% kill rate)?

    Kills literally mean nothing without context. won to many matches after the gates are open, going from a 1k to a 4k because of stupidity and because surviving literally means nothing since pips are not tied to it.

    If the devs grow a pair and tie pipping to surviving and nothing else, we would have a very different outcome.

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/904840#Comment_904840

    ‘the answer is it took a very long time’

    That’s such a relative statement. Infinites were gone shortly after nurse came out, nurse was released 18 August 2016. So infinites have been removed for YEARS now, relative to say end game timer. So based off your statement infinites have been gone for a very long time now and it took them a short amount of time to remove them. Also, as a qualifier, I’m talking REAL infinites, not the pseudo-infinites people try to claim are infinites.

     

    ‘only reworked one map’

    Lol what? Firstly the guy you’re talking about said 90% of maps need to be reworked and I laughed at where he managed to pull that number from. So I’m not sure of your argument. 

    But ignoring that I still don’t understand what you’re talking about. Auto Haven maps has been reworked, reduced pallets, walls removed etc. Even maps like Disturbed Ward were reworked because they were buggy as hell; issues with hair/costumes clipping, invisible walls, dead spots etc. Visually the map stayed the same but they still reworked it.

    It sounds like you have a specific idea what constitutes a ‘rework’. Auto Haven was an ‘overhaul’, Disturbed Wall was a ‘self-serving civil lawsuit’.

     

    ‘Survivors..... control the match with gens. One mistake doesn’t lose them the game’

    O_o what am I even reading.... There’s so much reach in this statement, seriously. Let’s take your position then that survivors have ALL the power (which I don’t believe for a second but that’s a different argument) and it’s all based off gennies (according to you). What does hex:ruin do in this equation? What happens if the survivors are no good at gennie simulator? What happens if they can’t find the hex. NVM the myraid of other things that allow gennies to be stopped/slowed. Is it a L2P issue, so ALL survivors are just bad if they can’t gennie simulator? There’s so many generalisations in this statement its tough to know where even to start, but let me wrap it up like this:

    ‘One mistake doesn’t lose them the game’ these broad sweeping generalisations are in short, ridiculous. They turned left instead of right? It costs killers the game? Lol just lol. The more likely outcome is the (good) killer recovers if we’re talking about the killer being in a chase and hooks the survivor. What happens if a survivor makes a mistake? *BOOM* They’re on the hook. There’s absolutely no context to your statements.

     

    ‘Killer nerf’ 

    Everything you mention is recent because the devs see the metrics. Survivors are dying. FULL STOP. The devs say consistently that they aim for 2 dead 2 escape and it’s just not happening. You don’t like that unit of metric, take it up with them because there has been YEARS of survivor nerfs based off this metric, just scroll up to see my list.

     I’m actually happy to come back to the game and see nurse in it’s current state. It was a broken killer from the beginning and NEVER should have been introduced.

    And then you play a game where all 4 are alive with one on the hook, the gates are open and NOED is active. they all attempt to save that survivor in your face and you end up with a 4 man.

    You step back after this game and come to the realization that survive and death metrics with zero context are utterly pointless as long as surviving has zero meaning towards a survivors pip, while in most cases, a killer will not pip unless they kill 3-4 survivors.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/902944#Comment_902944

    At least 1/4th of my games I would have gotten a 1k, survivors get over overly altruistic and that 1k becomes 3k or 4k.

    Hell, I've gotten 4ks simply because I downed someone and they wanted to sit at the open gates t-bagging, and, uh, yeah, I have Blood Warden.

    If survivors stopped the whole "everyone must escape/BM" mentality, I bet kill rates across the board would go down at least 10%.

    This is why they never made escape to pip a thing.

  • @Financial_Stability said:

    I love how it seems every game mechanic is trying its best to screw me over. I've autoaimed to more corners than I can count. I've had wonky geometry screw me out of blinks because my player model wasn't 100% not touching the rock or pile of boxes and crates. Then you have that cooldown exacerbating it all by punishing you for something that you aren't responsible for.

    And all it takes is a few mistakes to lose.

    Using plaid flannel has taught me that the dev's have either tinkered with nurses blinks during chase, or have just screwed the maps up big time.

    I can be aiming clearly past a tree and see my blink spot suddenly change to the front of the tree as it moves across my blink path, A TREE!

    walls suddenly require a longer blink charge to pass through during a chase while it is a fraction of the time out of a chase

    and the time it takes to blink from one point to another (even up close) requires you to set your blink blink past the survivor, i swear it was quicker before. Did they slow it down so the survivor gets to see your blink position?

  • The very least they could do is never pause or reset the blink charge timer. You still can't "spam" her blinks even tho that is literally how she moves around, but would be less fatiguing on the player and feel mountains better to use.


    But nah.. these devs don't do anything, because survivors stopped complaining, the goal has been achieved.

  • purple-red rank killer is instant, while yellow-green takes a while because survivor is to easy to rank up in and killers are harder to rank, as well as don't want to play at red ranks.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/901094#Comment_901094

    Exactly. The best killers can apply pressure to multiple survivors at once, not just focus one and let the others do whatever they like.

    You know what i do when a killer stops chasing me? i go back on the nearest gen or back to the gen i was on.

    OMG pressure nullified!@#$

  • @LordRegal said:

    https://forum.deadbydaylight.com/en/discussion/comment/897535#Comment_897535

    I mentioned rank because I wanted to stress you don’t need the full meta perks to get to high ranks. People who want Kindred as basekit aren’t willing to give up any of their meta perks to experiment and try something new. Kindred is an amazing perk, now more than ever, and honestly imo it was extremely underrated before the buff. There is no other survivor perk I can think of that is as universally useful as Kindred now. If you aren’t willing to swap a perk for it, that’s your choice. Asking for it to be basekit is needlessly greedy, especially post buff.

    It isn't much to ask for, the problem is that swf don't need to give up a perk slot for the benefits that kindred would give a solo player.

    Why are people scared to buff solo players to swf level? According to many in this forum, swf are fine.

  • @Glory said:

    Watching good nurses still cleanly 4k with 3+ gens left makes laugh at threads like this. The only people who want the old nurse back are the people who got spoiled by her, since she literally damaged your ability to play other killers after a certain point lol

    Where are these nurses you speak of?

    The only game play i have seen has been ptb footage (throw that out instantly) and against potato survivors who group up so much that they activate infectious fright and run in straight predictable paths.

    Not to mention nobody uses nurse without add-ons.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/898854#Comment_898854

    You're not wrong, but I do think the key there is "forget in the heat of the moment". That is something you can work on to avoid that situation from happening. I've done it a few times, but these days, I play around that and don't fall for it as often.

    Or you can do what should be done, and deactivate ds if somebody else is hooked, after, you are unhooked.

    This keeps it as an anti tunnel perk and stops ds from being abused by swf.

  • @ProfoundEnding said:

    I'm assuming they have statistics for how often survivors are played and Adams probably at the bottom of the list. Why make a bunch of cosmetics for characters people hardly play?

    His default outfit doesn't help his popularity.

  • @anarchy753 said:

    Maybe drop the pallet sooner? Going for a stun is where they become risky, you want your 1000 stun points then you're risking the animation pulling you into the hitbox of the swing. You can always put the pallet between you and the killer, stunning is where it gets risky, as it should be.

    How dare you talk sense.

    Pallets must be 100% safe with an instant 10m stun the second you press space.

  • Why do you need more ideas? he announces to the entire map that he will be a speedy boi for 40 seconds

    hide and turn him into an m1 killer again.

  • But.. then everyone will avoid you and you won't get a game.

    Why would you do this to yourself op?

  • What are you guys talking about? it is "FUN" waiting for your blink to charge as you watch the survivor reach the wall of jungle gyms, where every blink is a 50/50 shot in the dark that is survivor favored as they will see your landing spot before you finish blinking...

  • Her kill rate will rise, and it is because people will only play her when they use other killers to farm her blood web for double recharge add-ons.

    nobody will play her bare bones and that seems to be bhvr's goal. no killer is allowed to be viable without top tier add-ons.

    They probably design killers at full strength and then sit down and ask, "now what can we strip from it and put into add-ons?"

  • To much communication that removes any and all tactics that a killer can try.

    it destroys many killer perks and abilities as when one survivor sees something, all survivors know about it.

    They can synergise perks to counter everything a killer can do and causes perks made for solo players to become abused or over tuned.

    It is basically cheating, only the devs can't stop it, so they just accept it and block their ears to complaints.

  • Should be baseline as this is information swf already have. but they know how stuffed the game will be if they make everyone a 4 man swf so.... keep hiding it devs

  • @DeadByTunnelight said:

    I don't agree. People who took their time to take part in this events should only have these cosmetics. Now old events doesn't make any sense because everyone have these skins.

    Nobody took the time to do these events, they were literally unavoidable as they were gained by just playing the game.

  • i was mistaken on part of this.

    event cosmetics should really be put in the store tho.

  • @KuromiStarwind said:

    So. Red ranks. Low pickrate. Low killrate. Unfun. All the hallmarks of a killer that is underperforming and certainly one that has been overly nerfed.

    BHVR: We're not going to do anything about the Nurse.

    Yeah. Who cares about the countless people that have given great feedback, arguments and tried to explain things. Heck, even the stats you guys love so much point to all of these things. Let me guess: there's 40 other variables at play for why the Nurse is where she is currently. After all, statistics only matter when you want them to matter.

    Survivor stopped complaining. The goal has been achieved and she is now categorized as "fun"


  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/884402#Comment_884402

    Ranking up is not the win condition. In order to rank up, you have to demonstrate that your skills surpass the rank that you are at. If you're getting black pips, that means you're where you're supposed to be in the rank system.

    Not pipping does not mean you didn't play well, it just means you didn't exceed expectations for the rank you're at. The fact that so many people confuse pipping with winning and therefore think they've done something wrong if they don't pip is the reason why so many believe that nothing under a 4k is an acceptable match result.

    so the win condition for survivor is that you escape, while the win condition for killer is that you participated and had "fun"?

  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/884359#Comment_884359

    Yes, since survivors' gameplay is built mostly around altruism and that is what allows killers to snowball.

    I wouldn't question this logic if survivors had something to lose by this point. The problem is that if you get to gates open, then most survivors would already be guaranteed their pip and don't care if they survive or die.

    I am a great example of this as i am at red ranks on survivor when i don't even want to be and am not trying to be there..

    If say... survival, was the determining factor of a pip or not, we could argue that the game is not over once the doors are open. As it stands right now tho, the game is over once the last gen is done, and any kills after are just survivors throwing the game.

    Identity v has the perfect pip system and i can't fathom why the devs have not copied it.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/884156#Comment_884156

    If the killer in question wants to perform some mental gymnastics to make themselves feel bad in the event of what is essentially a tie, not a loss, that's their business. But they might have a better time if they think of it as what it is, rather than telling themselves that 2 or even 3 kills is not good enough because "some of the survivors escaped which means I lost".

    This would only be true if the games own rank system reflected it. a 2k is usually a depip or black pip. even a 3k is a black pip most of the time

    The game is literally telling you that you did bad when you meet the expected goal of 2-2

  • So because survivors had the choice to leave, but chose to die to noed for one survivor, that is a valid strike against a killer to be used for balance purposes?

    I personally would still like to see the disparity between end of game and 5th gen completed.

  • @Fibijean said:

    More information is always nice to have, I suppose. What conclusions were you planning to get from a stat like that, though?

    It seems like you're implying that there's something wrong with survivors dying after the generators are powered, but a kill is a kill, I would have thought.

    But a kill after the gates are open is not a kill that should be counted in stats that suggest killers are "over performing"

  • You can't fix bad dedicated servers.

  • You need to "over perform" to rank up as killer and get 3 to 4 kills with gens still going,

    You pick your nose and pass wind as survivor to rank up.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/881061#Comment_881061

    They said it's not gonna be a full rework like freddy, but more like tweak for nurse.

    So... get ready for doc's legion (since legion and nerf has the same meaning)

    Oh come now, i am sure the devs think about the killer players "fun" and will balance them in a way that is viable and "FUN" to play.

    They don't only think about survivors who are more likely to buy cosmetics in the store.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/comment/880946#Comment_880946

    I think that would be still too little against a 3-man or 4-man SWF, as those types of SWF c an sometimes just make the game boreline very unfun.

    A better thing would be to give either a double BP, and like 100 shards, or a triple BP and 50 shards.

    shards = free cosmettics and killers. They would never do this as the shop is more important than the game.

  • Survivors stopped complaining, end of discussion "pretty good job so far"

    Every discussion held about the nurse contained complaints about her add ons. It was rare to see complaints about base nurse.

    When the nerfs were announced, the majority of posts i saw agreed that the add ons needed to change but nurses base mechanics did not. ALL of this was ignored.

    As far as i can see, they listen to the streamers who are 99% survivor mains and one of them openly disconnects against specific killers and encourages it.

    There is no reason for the cool down, it is simply there to kill off the nurse and possibly give them something to make add-ons for because they lack imagination or creativity.

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