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twistedmonkey

twistedmonkey

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twistedmonkey
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  • The reason survivor had the option to see killers profiles removed was due to many abusing it to cherry pick what they played versus.

    Dodging for anything which is in the game and fair to use really shouldn't be an option. People should be able to play with who and what they like as long as it's allowed by the game.

    While dcing is a worse act both are being used to avoid playing versus something they don't like. The only acceptable reason to dodge is ping anything else equates to cherry picking a game plain and simple.

    Both sides dislike many things the other has and this argument will never go away but to say it's ok for one side to dodge as "its not fun" and the other has to deal with it for me is being highly hypocritical.

    This is why we can't have nice things in DBD as the community ends up just abusing what they give to try and help them.

  • While its nice in theory to know the past has shown a feature like this would just be abused by players.

    This is one of the reasons the survivor can no longer see the profile of the killer before the game as they used to dodge for anything they did not like.

    All that should be shown to the killer in the lobby are the survivor with default skin and the item they are brining and secret offering shouldn't shown too much info just gives players more ways to avoid playing a match.


  • @Bravo0413 said:

    https://forum.deadbydaylight.com/en/discussion/comment/621646#Comment_621646

    And those players who maintained rank 1 and did very well are the players I am speaking about.... you guys found the stats for the cream crop prettymuch even though "you did the stats wrong"

    Basically it shows that only 20% of those in rank one who died were good enought to still pip and stay at the rank. you could say that that is shows 80% of those who died depipped so the stats counted them towards the rank 2 figures.

    Now going by that if there were 1000 players that would mean 100% of those who died would compare to the 80% of those who lived. That would mean 444 players escaped while 556 died and comes to the number of 44.4% actual escapes over the playerbase which is actually 1% away from the devs redone stats.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/621453#Comment_621453

    I respect the rarity of your mindset, but that's not how the "optimal" crowd think.

    About the Mom and Legion classic example, yes, look at how people cry about it being too "flattened". Coincidence ?

    Those kind of things needed slight adjustements, but devs dont know how to do it correctly. They too scared a prefer something underpowered so everyone calm down quick. That's not how one set a direction. That is rushing to please the "majority", aka the louder.

    Exactly and why making something strong leads to all those others using it 😉 if it's highly optimal over others the majority will use it so it becomes meta but not in a good way.

    Take MoM. A perk we could all see would be meta and spoke up about. We knew a change would have to happen. The issue is they over nerfed it to make it not worth the perk slot over what are considered weak perks as it's whole design punished the killer for just playing the game.

    This was the reasoning why I said making something overly strong doesn't work as when they did it needed changed to make it more balanced but the mechanic was so bad unless they completely changed it it could still be too strong with a slight nerf. Both of these took no skill to use they just punished one side with a cheaply made mechanic.

  • I dont know how i feel about this. While stealth killers need a buff its really OoO which needs addressed since its the problem child especially with SWF.

    They are trying to add counter play and make mind games more part of the game with changes to maps so why add a status effects which aids to remove those options?

    No one should be handed a free hit it should take knowledge of the power and playstyle to earn it.

  • @Cymer said:

    What is the ingame difference from a survivor dc vs a survivor run at the killer and die on the first hook?

    Time and the rewards for the killer.

    A survivor still has to be downed and hooked and then struggle so the killer probably won't leave till that's done Once we they get off. That's potentially half of three gens done still while an instant DC mean the killer can hunt quicker.

    I don't like people killing themselves on the hook either and why I think they shouldn't be able to struggle for the first 30s and in second stage becomes auto for the first 30s and the new husk stays there even if they let go after which tuens into a static bot. This is so they can still be saved and the person can get the blood points and emblems and also the killer can down and rehook them for the same.

  • @Jago said:

    https://forum.deadbydaylight.com/en/discussion/comment/620606#Comment_620606

    You know... My Post keyword is "strong"... Please no "OP" word here, I'm gagging it.

    Were not you having fun with MoM at first ? Old DS , borrowed time, or moonwalking Legion etc ? Yeah you did ;D

    Revert it cause it's "too strong" and nobody use it anymore cause its gutted to death... Whats the point of being creative then ? When everyone praise the flatline god of "balance" ?

    Balance can have peaks. It doesnt change the weight on both sides of it.

    Edit : added some "

    I never used DS, MoM or moonwalked as they felt really cheap to use. I like a challenge in games and why I dont use exhuastion perks as a survivor or the strongest addons on killer.

    Where is the fun in using something that doesn't take any skill to utilise? I like to win by using my knowledge and skill and not have something which leads me by the hand to easy escapes or downs.

    Peaks are pointless as the peak eventually needs flattened out. MoM and Legion are classic examples of this. While Legion was not really strong his power could be abused to guarantee an easy down and nothing the survivor did could change that against any competent player.

  • The community for a long time asked about a killer who could vault windows and pallets, you can see where Legion was spawned from.

    Legion is a nightmare to change as because of this they will always teeter on the edge of OP and UP.

    The one thing you dont want to do is make another killer where a hit is always guaranteed as that is still Legion and why they had to make it so difficult to use their power to actually down someone.

    Always remember this is a game, games are for fun, a challenge with learning to be better but its not to lose every match, sometimes you win games easily and sometimes you lose terribly, others will be a challenge and you come out of it thinking how great it was to get that last kill or escape and feel like this one was earned. That is what is fun about mutiplayer games the randomness the opponnents skill.

    Making something OP generally only works in solo games, making that in a multiplayer game means you have just created a sceanrio where one side is fodder for the other. No one wants to be this fodder so the majority will always want to play the stronger role as they want to win and its why other games that tried this didnt last long or let you pick what side you play.

  • The hatch is an option to give the last person hope any power which could remove it as an option doesn't make sense. A survivor would have to get the trap off while the pig just searches for the hatch to close it or for the survivor at the boxes. It's fairer as it is now.

    Imagine a perk for survivors which stopped the killer being able to close the hatch and they could not be hit within 1-2 mins of it opening unless the killer had boxes throughout the match to kick which took that and time as jigsaw boxes and were rng. That is what you are essentially asking for if traps stopped a survivor from being able to use the hatch when it's open.

    I think the pig needs buffs but not to her traps to make them overly strong as that is in reality her secondary power which is by design a way slow the game down before the gens are done. Her ambush and stealth need some love more imo.

  • The only real option if you dont want them to try in that scenario is to farm with the remaining survivors.

    Personally I'd rather get into a proper game on either side than spend the rest of the time under no pressure as I would gain more points that way and have more fun.

  • Its not just about BHVR but also Sony and Microsoft allowing it to happen.

    They have stated it's not something they have plans to do atm.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/616499#Comment_616499

    I'd argue about sizes of these groups but we would need stats for that and devs count dc's as deaths so nobody really knows anything.

    The sizes of groups mean nothing if the skill of the player/s is higher than the other.

    You could take one player more skilled in any game over 50 games and They could win each one and vice versa if the player was less skilled lose every game.

    DBD ranking was always less about skill and more about time played per month so you can have better players in green than red. It has changed with the emblems needing a lot more over the last month's than before for both sides but with deranking for "more fun" games skill levels are spread over all ranks and in reality don't mean much at all.

  • @theArashi said:

    https://forum.deadbydaylight.com/en/discussion/comment/599415#Comment_599415

    I think the problem with survivor with that amount of hours(you don't need nearly as much to get amazing in any side ) is that when the conversation starts it turns out that nurse indeed can win against the best but it's not even near 100% win rate

    So with best survivors against best killer player on best killer with best addons survivors still keep winning.

    Now if you involve ANY OTHER killer, the balance goes to #########.

    I'd love that to be the case for red ranks only but I have poor luck in getting swf teams like that in purple ranks because it isn't even hard and they don't play this game all the time to rank up anyway.

    My point of the post was that to advocate the use of a group of the best players in an argument for one side and then ask for its use to be disregarded for the other is a double standard.

  • I use shards for cosmetics as I never pay money for something that doesn't change the gameplay. Apart from the charity case as that was for a good cause.

    The DLC for me is always worth the price as no matter what the killer is I have fun learning the new mechanics of them.

  • I still do now and again but he is really loud when injured and I don't have IW for him as yet or I would play him more.

  • I love Bond. It shows me when someone is being chased close by so I can evade the killer or take a hit, find others to heal, do gens with and also avoid bringing the killer near others to give them time.

    I also love Iron Will as my playstyle is to lose the killer and try sneaky jukes. It's amazing how often hiding at a corner you just ran past works when the killer expects everyone to just run to the next pallet.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/614058#Comment_614058

    The way that you wrote it made it seem that THOSE were the reasons, since they were put immediately following you saying that there IS reasons. I can definitely understand wanting to know when my perks associated with being in a chase or not are in effect or not (looking at monitor and abuse). I think that the side effects that you mentioned however shouldnt be a thing.

    Reading back it does read like that. My mistake I did imply it.

    The side effects shouldn't be a thing I agree and just something some player like myself may have adapted too.

    I would like it to be how it was originally but since the initial problem came about in 2017 I can't see it ever happening as the fix doesn't seem straight forward or we have to think they would have been sorted not long after it started.

    There are many things we would all like fixed and most seem like really simple fixes but that doesn't mean they are and I think that has to be an issue with how the game was originally coded.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/613717#Comment_613717

    Im not trying to argue, but rather debate. With this quote here, you said the reason why the chase music was in the game was to mask noises and to tell people when theyre in a chase.

    I never said it was the reason I said I can see why it's part of the game. The examples I gave are some of the uses I have found due to the sounds being bugged. It's removal or adjustment is not an option so we work with what we have right now.

    Its purpose was originally to give a sense of tension and now they have perks associated with being in the chase so its use has been expanded.

    It's the engine upgrades that started the issues but how the sounds are coded into the game may make it hard to change them. They are obviously working on it as they would have tried the last fix at all if they didn't think it was an issue.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/613979#Comment_613979

    If the music is to "help" ppl who dont have a means to hear sound, why isnt it implimented in more games? Why am I allowed to hear gunfire in COD instead of having heavy metal blare into my ears? While being alerted that someone ran infront of me could be pretty nice if I wasnt paying attention and didnt see them, realisticly...I SHOULDNT have the game tell me someones there if I wasnt aware enough to see them myself.

    I said it "can" help as the sounds have been bugged for a long time. I never said it was intended too or it is a mechanic to do so. Like many things players adapt to use something if something else isn't working correctly.

    Before the sound got bugged a couple of years ago you could hear the footsteps a lot better. After the bug it's never been the same. More recently the sound seems to have changed again and the chase music is louder. They changed it but it made footsteps too loud for what they wanted so reverted it. As I said it may be down to the volume of footsteps being tied with others and not a sole thing they can adjust.

    I really don't know why you are trying to argue as I already said the music itself isn't the issue but the volume of it is.

    Whether or not you like the music at all is on you but it is part of the game and always has been.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/613717#Comment_613717

    Why introduce a mechanic to alert a killer of a survivor they didnt notice? In that same breath, if the point of chase music is to drown out footsteps and other sounds meant to help track a survivor...why bother having those sounds to begin with? If the goal is for a killer to not be able to hear footsteps...why bother recording footstep noises, or subtle noises like grass moving?

    I never said it was a mechanic to do that I said it helps. You also have to think of those who may not have the best headset or sound system so footsteps alone may not be heard by them. It's a fine line in a game such as this.

    It's also to let killers know they are in a chase as certain perks have effects only when you are in one and of course to give a feeling of tension in the game.

    The chase music isn't an issue imo but the current volume is.

  • You dont want to punish someone for using a legit strat it's bad a design decision.

    You want to reward players and give them an incentive to not use the strat but leave it as an option for certain times in the game when it's beneficial or makes sense.

  • It is a bit too loud at the minute but I can see why the chase music is part of the game. It tells you when you are in a chase even if you didn't spot a survivor and they ran. It can help with keeping track of someone as you still know they are near even if you can't see them. It also helps those who like use stealth and try to lose the killer which is viable.

    It's also for balance as the music masks the sounds of footsteps slightly all be it a bit too much atm. I have a feeling it's maybe louder atm as each of the sounds can't be individually increased/decreased (footsteps for example) so it would make it too easy depending on the quality of your headset or sound system.

  • The majority tend to be trying to give the devs an ultimatum in a wierd sort of way and most state at the end if they leave the game will die as they know many people who are too.

    Not all are like that. There are those who are saying goodbye to friends they made in the community and wish to keep in contact with some of them.

  • Even if it took 10 seconds in total it probably wouldn't be worth it. The time you spent walking to it, missing hooking that survivor and having to hunt would be half of 2 gens done very easily.

    While this would make survivors do totems it would be a nerf to NOED and all totems overall as before the last gen pops especially with SWF one could see where the killer is rebuilding it and relay the info.

  • @knell said:

    @twistedmonkey

    In regards to SWF imbalance, I notice that you never seem to offer any solution, whether it's a separation of Solo/SWF queues or solo's information buffs to the level of SWF, proceeded with Killer overall buffs. You always seem fixated on the potential problems that may come up, or how some people may not like the change. It's as if you prefer the status quo of keeping the imbalance between Solo and SWF. If I am incorrect in my assessment, I apologize.

    As a mainly solo player, the developers' decision about buffing solo to the level of SWF isn't something I personally want, due to the fact (like you've stated) it takes away from the atmosphere of the game, as well as how it is originally intended to be an anti-social multiplayer game. Honestly, it makes me really sad that this is the solution that the developers decided on. But I also recognize that something absolutely needs to be done about the imbalance, and if this is the direction that the developers are heading in, then I will grudgingly support it. BUT I want them to do it with 100% commitment, and not half-ass the issue in which they pick and choose what communication prompts should solo players be allowed to have when they know that SWF players already have all of them. I want them to invest in fully balancing the game, however it may turn out. And if it doesn't work, then immediately put 100% into another solution. The worst thing that they can do is not do anything, or only take minimal steps just to say they've done something.

    You are wrong in your assessment.

    I don't come up with any ideas as I don't have any that would sort the issue.

    Separating queues only works in theory for 4 man and 2 x 2 man but a 3 man needs a solo. Then you have the problem of who would play in one queue and not the other which could potentially hurt both.

    As for information the amount we already have been given has hurt certain perks which work best off players not knowing or having to be aware. It also has ruined the immersion of the game making it become more mundane over time with so many aura perks and notifications happening.

    These are the reason I also think the devs may be reluctant to add more and find it so hard to find a way to balance the game for the two player sets as at least 50% or more may be affected by the changes.

    I also recognise something has to be done but what that is I do not know. I am a believer of fixing the actual problem and not everything around it as the problem can come back over time which means changing SWF directly but as they have stated its not what they want to do as not all are tryhard squads and most simply want to have fun.

  • While more Information for solo may sound good it may have adverse effects such as making the game boring and nerfing killer perks and also buffing SWF at the same time.

    The game is about the not knowing for many players and with over 50% playing solo you have to ask is it what they actually want? What would keep them in the game if everything is handed to them? I understand friends wanting to play together as they have a laugh while doing so but solo don't have that interaction and instead it removes a lot of the risks or need to be aware.

    That on top of everything needing done would also need killer buff at the same time or people may stop playing that role.

    It's very hard to integrate these into the game even one by one as a simple change can tip the scales a lot and could hurt it more than help.

  • The emblem system needs to be designed so each killer scores differently. Using a power should always reward a killer not hinder them.

    The fact that each side can play really well and not pip shows the failing of the system. A good survivor can run a mediocre killer all game and a good killer can destroy survivors with 5 gens yet they both can still safety pip at best in that scenario.

    Emblems being used for matchmaking is a bigger issue imo as getting matched with those of less skill makes it harder for both sides. This shouldn't be the case and where it falls down. Each side should be matched with those of equal skill, playtime, knowledge of the game etc. A killer that 4ks regularly should start to be matched firstly looking for those with high escape rates and quickness of downing compared to being able to run the killer.

    A lot more stats need to be taken into account when it comes to match making.

    The game itself is being led down the path of making each side do more than just kill or do gens which I like but instead of it ranking you up if the devs truly want this it should be more rewarded.

    Remove rank and make it a progression ladder where you earn more shards bloodpoints and maybe even one skin peice which is pay only for non licensed characters. Just something to promote the play which entices you more to play that way as rank is really not an enticement when you can gain the more bloodpoints from staying in an easier rank bracket helping the current grind.

  • Maybe a way to rework it is for both sides.

    Since the strongest add-ons should be rare to see they always get lost after a match so IRI hatchets and Insta heals for example.

    Survivors get to keep the medkits but not what makes it overly powerful and the killer gets the strong add on converted into something else when recycled.

  • @FredKrueger said:

    https://forum.deadbydaylight.com/en/discussion/comment/611514#Comment_611514

    Have no trouble keeping up at rainbow Six, COD, rocket league, the division, gta5, rdr2, hell, even battlefront 2,but this game tho....

    Those games are all different and non comparable.

    They are not assymetrical. Comparing DBD to them or any game for that matter never works and many try to use that argument. Playing killer is the harder role when versing equal or better skilled opponents and it's only by losing can you see what you did wrong and how to improve.

    People can be great at lots of games yet are mediocre in others it's just how it is and why not every game if for everyone.

  • Im sorry to burst your bubble but any game to get good that is PVP takes time to get to a place where you compete with better players. It all depends on how good your opponents are and learning to be better than them.

    It doesn't sound like toxicity is the main issue as your post above talks more about what you cant seem to do in game but that's a personal issue.

    People have been saying the game will die since it was first released when they aren't doing as well as they think they should. 3 years later the game is in a stronger place than it was in 2017 which is a great achievement for any game nowadays as these are few and far between with today's gamers.

    If it's getting to you the best advice is to take a break or move on. Maybe you are just burnt out which is normal for most people. Not everyone can play a game for 1 or 2k plus hours and still enjoy it.

  • It comes down to the same reason you camped someone for using a strong loop. You didn't like the strategy they used and and it frustrated you.

  • They are if you look at the AMA on reddit they answered a question regarding the removal of perk tiers. While that is not the way they want to go they are working on something which is due to be released with the next chapter update.

    448 votes and 1,238 comments so far on Reddit


  • @MrMisanthropy66 said:

    https://forum.deadbydaylight.com/en/discussion/comment/608570#Comment_608570

    Absolutely not! It should go off the lowest rank survivor. 3 man swf 2 red ranks and a green should play red rank killer NOT green. You wonder why swf's get dodged. The average rank of the group is much more fair. Even though I think it should match with lowest rank survivor. But matching to the highest will be abused to the highest.

    That is what I said.

    The highest ranked person in my comment would be the one in red ranks for example.

    Reaching the lower ranks (red) means you are the highest ranked player in an SWF.

  • @Guertena said:

    i have a problem with rituals too I ONLY RECEIVE KILLERS QUEST, LAST 8 WAS KILLER QUESTS I DON'T PLAY KILLER PLEASE

    This is a mechanic intended to take you out your comfort zone and play the other side.

    Rituals are designed to cause variety with who and what you play. Tbh the BP reward isn't that great and you gain more by playing your main most of the time so you can just ignore them.

  • Everyone's opinion is valid on how they view things. People may not agree with an idea or opinion but that doesn't mean it's wrong to post it.

    New players may think something is OP that the majority disagree with and make a thread and that should be used to educate them on why it is not instead of bashing them.

    It doesn't matter if you have 10 hours or 3k hours as most threads posted are generally about what someone beleive's is good or bad for the game.

    New players starting one are good feedback on their first impressions of the game. First impressions are important as it is what will keep them coming back to play long enough to become a vet player.

  • Since its Bill there is a high chance he may have been running unbreakable paired with sprint burst for a fast exit and kept them for you to look away for a split second. Did you notice any scratch marks around?

    They may have been swf and the other left when he did but through the other exit.

  • Indoor maps could maybe work but instead of rain a sprinkler effect and the lights flash more to somewhat simulate lightning.

    It makes the offering useful on all maps. I like the idea my only concern is it may impact the frame rate.

  • I dont think that they should be removed but they should not stack to increase the chance of a map.

  • Killer perk.

    Achilles Heel.

    If a 3 or 4 man swf load into your game you get notified who they are when in a chase. Pallets and windows are reduced by 50% and they run at 75% speed. The solo survivor in with the 3 man always ends the match dead or alive with a pip and 25k BP.

    Survivor Perk

    Escape Plan

    Any action which would notify the killer instead highlights the aura of another random survivor for 6s. If you are the last survivor left alive two hatches spawn at least 64m apart and cannot be closed.

  • You missed the point.

    A patrolling killer could stay just outside the area to speed it up and still guard the hook easily especially with certain killers it makes Nurse, Billy, Hag, Spirit and Huntress that much stronger over the 4.6ms killers.

    This is not an incentive to hunt someone else but an incentive to patrol more and tunnel as it's 30s less overall hook time.

    An incentive is a good idea but it should not hinder the other survivors in any way so they cant punishing certain strategies or make them highly disadvantaged as you end up punishing solo players more for being matched with random people.

  • @Jdsgames said:

    https://forum.deadbydaylight.com/en/discussion/comment/608570#Comment_608570

    Yes, as I stated weighted not average. A R1 survivor has much more experience over a R9. Similar to an R9 killer having more experience than a R20 survivor. This type of match making should be a last-ditch effort.

    While in theory yes they should be but in reality it's not true.

    Derankers are abundant and what rank you sit in each month is dependant on where you choose to be or just long you have played within that rank month.

    Many players sit around green ranks for what they call fun games and the current pip system makes it easier to play in tgem. Gain BP's and not rank up if one so wishes.

  • They are working on it. Soon it will take the average of an SWF so to take your lobby it will look for a killer around rank 9.

    Personally I would prefer it to look for a killer using the highest ranked person in an SWF.

  • There was a huge thread not long ago that the devs detailed why they do not ban for stream sniping. It is too hard to police and false bans can very likely happen so unless it's infallible they won't do it.

    It is the devs choice to make and they have made it.

    Streamers have tools to combat sniping. They can cover their stream, delay the stream, they could even put a fake DBD lobby up if need be or simply report the user to Twitch. They have choices and if its such a major problem and they still refuse to use them then part of the problem lands firmly on their shoulders.

    In this instance Twitch is the one you should be directing complaints too. They allow chat bans but they don't allow streamers to ban from people from watching them.

  • @OpenYoureyes said:

    Sorry i dont like steamdb.

    It looks too fragmented and with peak players instead of avg is hard to read a trend.

    I prefer steamcharts.

    Since you like steam charts at least post all the info so people can see its a bait post.

    DBD Steam Charts.jpg

    The peaks are always due to free weekends, Events, DBP or DLC releases.

    Since June 2018 the game has had a very steady playerbase.

  • Its not actual auto aim it's the hit box and the difference between it registering due to lag. When any killer is within range and hits within the box around the survivor the hit has already been calculated and given. The problem is with P2P is that can mean on your screen you may be over a window, round a corner or far away.

    Huntress also suffered alot from this due to the hatchet change as many shots seemed to miss on a direct hit. Some may have been bugged but most probably were due to what you see compared to the other person.

    It seems to be designed this way as a sort of lag compensation mechanic.

    Dedicated servers may help with this issue for the person with a low ping but it will keep it the same or possibly make it worse for those with bad pings.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/578531#Comment_578531

    I think the developers can do that, and even if they mess it up, seeing how fast they did the Ghostface hotfix, they can immediately fix the problems! :)

    Btw, I really wanna bring this topic back up because Bloodlust shouldn't activate on Badham Preschool, it's complete overkill in my opinion. :(

    Maybe @Peanits may be able to shed some light on how easy it would be.

    It all depends if bloodlust is a one for all system where they would need to adjust the code for the map and/or bloodlust or if it's as easy as them going into the map and for it has a simple 0 or 1, true or false line already in it to deactivate it 😉.

    I do agree though having played it a good few times bloodlust is no longer needed on it.

  • Dont demand things of the devs. This thread highlights one thing they learnt from this community which is to never give any details of a change until they are ready to be shared.

    They will make the changes they deem fit and then allow the players to test it out for slight changes they see as needed as always.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/599592#Comment_599592

    They literally nerfed indirectly Huntress with every map update. Her pool of good maps is almost non existent now. There are maps where she doesn't get cuck too much and maps that completely destroy her.

    She is still very strong. Some maps are always bad for some killers more than others and some are survivor or killer sided but they are being reworked all be it very slowly.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/603761#Comment_603761

    Thank you, so is it better if run no mither plus resilience and a tool box and forget about prove thyself?

    I wouldn't run no mither as it's a flag to the killer. After the first chase if you can't run well you become an easy target and if you can you may get tunnelled. A lot also run resilience with no mither so again you may get tunnelled as they see you as running a gen rush build.

    Prove thyself and resilience dont show any intentions by themselves but an addition of toolbox could so Franklin's or tunnel again.

    Many Killers like to take gen rush builds out asap.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/601769#Comment_601769

    People asking for addon reworks in 2017(I was among them) does not mean they thought Nurse was too-strong due to addons. Tell a 2017 Nurse-main that and they'd laugh. The issue then was the glaring injustice that after the devs had made knee-jerk nerfs to the Nurse in Autumn of 2016, they didn't adjust any of her addons which is what made it obvious that these were knee-jerk nerfs. They had not been planned or thought through. Killers were asking if this at least would be recitified because Kavanagh's Last Breath was a JOKE of an addon after her default charges were lowered to 2.

    It wasn't just the reduction in blink-charges; the nerf was also a decrease in base move-speed to be just a fraction slower than that of a running survivor, meaning the Nurse could no longer do a normal chase and blinking was mandatory in order to keep up. This of course back-fired as it meant Nurses were practicing more with blinks, leading to the new style of playing her.

    The patch 1.9 changes happened at the start of 2018. They did make blinking up to different levels and blinking a shorter distance on a full-charge possible, but they were also meant to make it easier for survivors to out-play a blinking Nurse by making the visuals more obvious. Unfortunately it actually confused survivors. Visuals give you something to react to, but Nurse's audio tell of gasping allows anticipation. That was made no longer reliable because a Nurse could now aim low and blink a much shorter distance than the time she charged would indicate.

    Patch 1.9 changes are the closest there is to an explanation for why survivors are struggling against Nurse's with multiple-blink addons, but the changes do not actually affect the addons.

    I never stated it did. I simply replied to a person that thought the Nurse has had many nerfs and I chose to only mention what I considered to be the biggest one at the time in 2016 which was the loss of one blink and then added my thoughts on it.

    Many things could be said about why survivors struggle against a good Nurse and that includes changes to the maps and the survivor nerfs over the time period.

    Overall my view is the majority still try to play against her like any other killer.

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