snozer
snozer
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- snozer
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Comments
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They took away rank reset so people need to reset themselves.
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The update was done with the intention of deleting nurse without giving refunds for cosmetics.
Just do what everyone else is doing and pretend she doesn't exist, this makes survivors happy and they shell out more cash because of it.
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I have no complaints about him.
SWF destroys him, but they destroy everyone.
He is good on small maps and gets decimated on large maps (if survivors hold m1)
He has multiple counters to his power, but can also counter some of the survivors stuff if played correctly.
I would say he is quite balanced.
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@NursesBootie said:
I got no idea why they keep the meta perks the same, but release way less powerful perks.
Just BHVR things.
If you release anything as powerful as current meta, you get MOM. And we all know how that went.
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Because this game is on console and they can't be bothered to balance pc vs console differently.
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Well now that you let bhvr know, they will patch this out within a week.
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He was designed from the ground up for the survivors fun and by survivors, NOT for killers. unless they want to "enjoy" deranking.
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I can't stand it. I go from my normal sensitivity, to sliding from one end of the pad to the other for the same distance!
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Breakable walls won't matter, the devs are going to design each reworked building with the wall in mind to accommodate for it and nothing will change.
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@Marcavecunc said:
https://forum.deadbydaylight.com/en/discussion/comment/1148481#Comment_1148481
Then remove the notification and bring back the 30/20/10 seconds auto-repair! I don't give a damn about the notifications, the autorepair was the best part of that perk! If someone sabotaged a hook in my face, I would just drop whoever I'm carrying and give a weak chase, then come pick them up again and hook. Didn't need to slug for a whole minute and waste pressure, or chase someone else and lose a hook because the slugged person's definitely getting picked up.
But the devs want no counter to sabo. That is the entire point of this.
This is why they change it to something clearly a bit to strong (while removimg the previous use) and hope we forget what it did. And then nerf the new perk into oblivion to keep the MONEY happy.
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@DetailedDetriment said:
Against a 110 killer they might, but anything higher and no.
That's what i thought too, but i just went against someone who was able to (no deadhard equipped) they also mysteriously made it to every pallet no matter what side i forced them to when breaking.
Kind of makes me think of this.
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I think the killer is now up to 16 perk slots required to soft counter basic survivor activities.
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@OtakuFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/1145592#Comment_1145592
That's also a perfect fix. Keep it at 60 seconds but allow Decisive Strike to deactivate once another survivor is hooked.
Sadly, survivor mains do not like this change from what I can tell. Eventhough it would make the perk truly anti-tunnel and not anti-momentum.
They don't like it because they can't abuse it to get easy saves, especially at the exit gate.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1145469#Comment_1145469
Show me proof YOU can do this, and I'll take my statement back.
100%, I'll agree with you.
the one with ds runs in your face for the EZ bt save.
happens with swf all the time.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1145411#Comment_1145411
Slug them, no one said ignore.
Slugging is always an option, if you eat a DS then complain about it, that's on YOU.
If a survivor gets in a locker after he/she were unhooked and you decide to be a 4head and open it, that DS slap is on you.
You're talking about survivor entitlement when killers also have a second chance perk that is also blamed on the survivors if we don't get rid of it.
NOED apparently activates on bad survivors.
DS activates on bad killers.
Can we make it so killers can deactivate survivor perks at the cost of some time to make it even then?
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These ideas and feelings don't just happen. They need to come from somewhere, and the devs are the ones who have caused it.
Nurse is riddled with bugs? meh.....
Decisive strike doesn't work against doctor? OMFG!!!!! we are soooo sorry, we will get right on that and fix it in under a week!
there are way more examples, but that is just the latest.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/1143571#Comment_1143571
exhaustion nerf, bt nerf, ds nerf, multiple pallet nerfs, balance landing nerf, healing nerf, insta heal nerf, bnp nerf, insta blind nerf, safe pallet nerf, doc buff, wraith buff, trapper buff, plague buff, freddy rework (now top tier killer)
Exhaustion nerf: i agree with this one but it was only done because the game was BROKEN by it.
BT nerf: bt is now stronger than ever as it can be used all game.
DS nerf: DS was slightly nerfed the first time, but the latest "nerf" is actually a BUFF.
Pallet nerf: again they were forced to fix vacuum because it BROKE THE GAME. and they only reduced pallets by 1....
Balanced landing: Again this was only changed because it BROKE THE GAME and devs couldn't be bothered removing the exploits from the maps. They also changed it because it was the only exhaustion perk that worked while exhausted and wanted consistency.
insta blind: broke the game
BNP: broke the game
Safe pallet nerf:.... what safe pallet nerf? I still see plenty of safe pallets and windows.
Wraith buff: ????
trapper buff:???
Plague buff: ?????
Doc buff: yeah kinda... but not that much.
Freddy rework was a buff.
so, it seems they only change survivor things when they are game breaking and some of these "nerfs" are actually buffs.
When they do "nerf" a survivor thing, they make sure it is compensated. notice all these nerfed survivor perks are still run by most people as their function never really changes. meanwhile killer things just change completely and are never seen again (nurse)
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i am going to guess what it shows and just say dedicated servers.
If a killer somehow has 200 ping he will hit you from far away. It is the same with hitting a survivor while they are dropping pallets. I have exceptionally low ping and i CAN'T hit through pallets like you see twitch streamers do.
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You have a perk for this..
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@siren_sorceress said:
https://forum.deadbydaylight.com/en/discussion/comment/1140859#Comment_1140859
Her kill rate was low bc most players didnt play her optimaly. She was god tier broken in the right hands and any experienced dbd player who isnt drowning in bias knew this.
And now she is a unicorn so i guess you are happy.
You can tell people to buy the game now and only need to DC against spirit.
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@avilmask said:
Well, they did address high ranks by adjusting the killer that performed well only in high ranks (and a perk that had outrageous use rate only in high ranks). So it seems they do pay attention to high ranks and satisfied with it as it is.
High ranks are the most addicted and are more willing to fork over cash for cosmetics ποΈ
Need to keep them happy as Larry.
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@Clevite said:
I rarely get bullied as a killer but I like to play strong killers, when I play competitively. I agree not every team you face are these awesome coordinated death squads. And if you capitalize on a mistake or two you can really snowball things your way.
I think a lot of survivors are not as good as they thin they are. Evidenced by how many will just suicide on their first hook after attempting to loop me. PSA guys you are totally screwing your team over when you do this, rando or not.
Nobody wants to play against iri huntress.
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It is impossible to be bullied every game as you will always get a full solo squad or "chill" survivors now and then. It is more the realisation that IF the survivors know what they are doing and when you get that 3-4 man coordinated group, then there is not much that you can do as the killer, especially with some of the maps in this game.
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@Carpemortum said:
https://forum.deadbydaylight.com/en/discussion/comment/1141167#Comment_1141167
So it's not 6 seconds of a cooldown. Its 3 seconds of fatigue, which you got before the changes ANYWAY, and then 2 or 3 of a cooldown.
I play nurse as well as the rest. Which is why I know it's not a 6bsecond cooldown. You're counting 3 seconds that existed before the cooldown was even added.
Also the immense amount of πππππππ tells me you dont have an actual response.
https://forum.deadbydaylight.com/en/discussion/comment/1141171#Comment_1141171
I can tell you assume what people do and dont play.
I do play nurse, as well as everyone else. And it's not a 6 second cooldown. It's a 3 or 3.5 stun, which she ALWAYS GOT, and a 2 or 3 second cooldown in which you're already gaining your first blink back ANYWAY.
Also, if you have survivors knowing where you're going to teleport, you're doing it wrong. I know because while I'm not a GOOD nurse, I do understand how she works, and have SEEN AND LOST to good nurses.
Your "handy dandy image" is there and helpful for .5 seconds. Nice side argument though.
https://forum.deadbydaylight.com/en/discussion/comment/1141173#Comment_1141173
What an impressive addition to the conversation. Oh wait. It's not. It's you two being an echo chamber because you want to say that 3 seconds of fatigue (which isnt new) + 3 seconds of cooldown (which you have two charges) = 6 second cooldown on every blink.
I cant explain logic to people who just want to argue for the sake of it.
Enjoy your broken logic sweeties. I can see why this community is so full of misinformation now.
well... its a 2.5 second stun and a 3.5 second cooldown. If you really want to get into it.
Previously you gained 10m of ground on a nurse per fatigue and she could double blink again. If we add her old fatigue to the new coldown, you now gain 24m on a nurse every 2 blinks. The nurse can only blink 20m with the first blink so she must wait for the second blink to recharge.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/1141074#Comment_1141074
Sounds like a good idea, especially with the devs wanting to bridge the gap between solo and SWF, as they did with Kindred. Blindness is underrated against solos, but terrible against SWF. I would argue the only useless status is Hemorrhage.
Forcing them to use perks does not bridge the gap at all...
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@Carpemortum said:
Long ass cooldown? LOL. It's like, 2 seconds. On a teleport. πππ
i see you don't play nurse.
It is 3.5 seconds. Survivors run at 4m/s so you just gained 14m on a character that is slower than you and is stationary during fatigue.
14m can get you to cover very easily, forcing the nurse to literally guess what you are going to do, while all you need to do is be random or use the 3rd person camera to watch her from around a corner and counter the blink.
You also get a handy dandy ghost image to tell you exactly where she is going.
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@Chicagopimp2019 said:
https://forum.deadbydaylight.com/en/discussion/comment/1141092#Comment_1141092
That's IF you even come across a nurse these days. I actually get excited when I play against one now because it's literally 1 in 100 matches lately....
People would rather play wraith, clown and bubba over nurse.
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@Mandy said:
Nurse was and still is the strongest killer in the game by far and the players that were good with her before are still good with her now - without using perks (shadowborn only). The biggest change was the add ons, removing the Omega blink and extra blinks, was really needed because it made nurse incredibly easy to play as, and for such a strong killer a high skill cap is needed.
She's definitely not weak now, she's still the strongest - what I hear most from Nurse mains though is that it's less fun to play with her base kit right now, that there's a frustration element to it.
Well there you have it folks, they will not do anything.
Just ignore the fact that she is a unicorn.
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@ChiTenshi said:
A perk that partially counter the "Blind" status effect may be something to add. Something that ignores the status, but has set restrictions/requirements.
If they attempt to buff solo through perks, then they essentially did nothing, as swf get these perks for free, and get to use 16 meta perks.
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@[Deleted User] said:
I do just as fine with her now as I did before, except pt now sheβs more punishing. She can still blink through objects and she still has two blinks at default. The ability to quickly teleport through the environment is great for mobility and she has serious snowball potential. If a cooldown on her power killed her for you, she was never for you in the first place. Thatβs just the way I see it and based on my own experience.
Seems this is the case for most of the community, because i have been doing all the survivor rift challenges and have not seen a single nurse.
But you do you i guess.
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@Nurgling7 said:
She was OvErPeRfOrMiNg with the lowest pick rate and kill rate. Absolutely nothing to do with Survivor complaining.
:)
More to do with survivor main streamers telling people not to buy the game till nurse is deleted. ( can't clicky clicky tbag a nurse you see.)
Without fail they would always complain heavily and dc when it was nurse.
bhvr is doing what the money tells them like a good boy, this is why they said they will not be looking at nurse for a while.
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Explain why i can play one game as plague and get stomped, but the next game i dominate without changing anything i do?
It is all up to the survivors on how the game goes. bunch up and give me multiple targets? thanks!
spread out and do individual gens? you have already won.
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It will if you believe it exists.
Easy to say things are working when there is nothing to compare it to.
The reality is they are just going to chuck everyone in a big pile and switch off all requirements such as ping and rank and call it a day.
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Survivors complained.
Survivors are the games cash cow, so the devs want to keep them happy.
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@BigBrainMegMain said:
I'm shocked that there have been no reports, to talks, nothing concerning her bugs.
She's riddled with game breaking bugs and to top it off, she still has a double stun.
People need to play her to report the bugs. How often do you see nurse in game?
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Use knockout and find out.
Too punishing for solo survivors and does literally nothing to swf on coms.
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The aim of the nerf was to delete her without having to refund the cosmetics.
I would say they achieved their goal, wouldn't you?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/133855/the-dark-times-return
As long as the amount of hooks 1 toolbox can do is extremely limited, I think itβll be ok.
Fingers crossed.
A single save can make the killer lose the game due to how easy survivor objective is and how many chances they get.
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Ruin vs ds is also easily manipulated.
There is only 1 killer per game but 4 survivors. The stats would count survivors as individuals when displaying decisive usage, but it should count a single survivor using the perk as everyone and count games it is used in.
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@Nickeleye said:
I'm always amazed by what people say in regards to the devs and game stats. Their flawed, dont read to much in to them, etc etc.
As a business owner for almost 20 years now. I have a saying that I teach to all my young managers....Numbers dont lie. You might not like what they say. But dismissing them or justifying them with excuses doesn't help.
The problem is that stats are flawed or can be manipulated to present your agenda.
Take the kill rates for example. They deleted matchmaking and then release stats that say red rank killers are above 70% kill rate. They then neglet to mention the lack of matchmaking and forget to tell us that these games pitted a 5000 hour red rank killer against a lobby with 3 browns and a purple.
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Now show a vid of otz being destroyed with the best killer and addons and watch the comments turn into "well he made 10 million mistakes so he should have lost, and the survivors were just better than him."
There is no winning this argument in these forums or against these devs.
Everyone has a different experience, some get potato survivors who are solo for 90% of their games and think everything is fine and that they are "skilled" while others get mostly swf who want to bully or depip the killer.
The game takes ping into consideration, so you will get matched with people closer to you. This means you won't get my survivors and i won't get yours.
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@RaSavage42 said:
I do agree that the devs need to put more resources into what they have now and there is way way to do it
From a game play perspective it's gens in general, and skillchecks can be tinkered with to make status effects have impact
All killers need to be tuned to fit the current state of the game
Perks need to be updated/changed
With breakable walls coming up maps will become a bigger topic
I hate to say this: but survivors are just cosmetics.... give them something unique like a talent or a selectable skill
Everyone will play the one with the most op perk, just like people play claudette because she is black.
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@TheLastGreatStar said:
https://forum.deadbydaylight.com/en/discussion/comment/1123945#Comment_1123945
Well, that's a question for the Devs, not me.
I play both sides and can see issues from both. I've always said that playing killer is far more stressful, which shouldn't be the case. Comparing this to a similar game like Friday the 13th, where playing as Jason is an absolute breeze. It's ridiculous. I just try to look at things objectively, because like I said, it's not always black and white. The game can screw over killers AND survivors.
I just don't think people should be called bad players for using perks like DS and Unbreakable and I don't think players should be called bad for slugging, camping, tunneling and using NOED. There's a reason people are playing the way they are and it's because sometimes it feels like the only way. The current state of the game is a mess and there's no debate about that. It's so different from when I first started playing two years ago and it's definitely changed for the worse.
I love getting new content, but I'd rather the Devs just focus on actually trying to balance the game. I love playing survivor, but it's far too easy to escape. It needs to be more difficult and the killers actually need to feel like a threat.
In b4 "the balance team is separate from the design and marketing team"
The part they don't mention is how many "balance devs there are compared to cosmetic makers.
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Watch any of the plethora of streamers that 4 man swf and you will know without asking this question.
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Op is attempting to point out that the survivors played like trash, and still completed all generators.
As usual this goes over every ones head and they just focus on the 4k that he got against terrible opponents.... who still did all 5 gens... even tho they were terrible... and on coms, (so basically cheating)
Big whoosh.
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Oh look, more proof that EAC does nothing.
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@Rivyn said:
If you balance map sizes and loops, you can balance gens.
Sadly all they will do is shrink the map size and keep all the loops but move them even closer.
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Gens are easy to balance. The problem is their whales would complain and stop giving them money.
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A single survivor takes 8-9 minutes to do all gens solo.
There is no reason for the game to still be going at the 10 minute mark.
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Me as survivor:
Dang i stuffed up and the killer got me, Oh well 2 gens done from that one chase and i got 2 more chances so no biggie!.
Me as killer:
Dang i stuffed up once and the David mind gamed me with decisive strike (derp).. oh well the round is lost.