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xEcoLog1cDuk3Xx

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  • Thantophobia had the potential to be a decent perk on it's own, during the 2.6.0 PTB when it's redesigned number values were 4/5/6% up to 16/20/24%. I really don't why the devs didn't go through with this QOL change?

  • It was fun to play at high ranks with pre-nerf nurse but im still having fun with the anti-heal Wraith strat.

  • I mean it's a smart strategy for killer, one that punishes boosted gen rushers.

  • I'll agree with you on this part that there's a lot of unfun and unskillful things survivors have at their disposal but then again killer had their fair share but it usually lasted for about 3-5 months at most.

  • The first nerf was because Old Legion had little counterplay.

    In my opinion Legion is still a good killer but that's if you're using Blood Echo and Thanatophobia.

  • @LordGlint said:

    Unrelenting USE to affect the cooldown of successful attacks but... then we had ppl combining it with STBFL for the machinegun build...

    https://www.youtube.com/watch?v=ouFi-lI1Rbs

    Heres an old video showcasing what THAT was like.

    Sorry for late reply but I am very aware of the old school machine gun build as it was 55% decreased successful attack cool-down and 50% decreased unsuccessful attack cooldown, it's the reason I didn't quit dbd. That and Nurse (these cool-down stats are according from the wiki but im pretty sure the number values were slightly altered in game)

  • @NuclearBurrito said:

    Ruin is one of the strongest Killer perks in the game, since it's one of 2 perks that slows the game down at the very start of the game, which is when it is the most crucial to do so. It does not need buffs.

    Pls explain why it doesn't need buffs, my example is not to make the perk OP but better than its current state

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/904685#Comment_904685

    CURRENTLY dead survivors get an action speed reduction of -100% so...i dont know how much more thana can do to them.

    EZ


  • @NuclearBurrito said:

    • Your rate of recovery from stuns is increased by 40/45/50%
    • Pallet stuns: 1.2s / 1.1s / 1s
    • Decisive Strike: 3s / 2.75s / 2.5s
    • Head on: 1.8s / 1.65s / 1.5s

    Your numbers are wrong. A 50% recovery speed increase is:

    Pallet stuns: 1.34s

    DS: 3.34s

    Head on: 2s

    Those are numbers with the 50%, new enduring. Here's the correct numbers with old Enduring at the max level 75%.

    Pallet stuns: 1.14s

    Decisive strike: 2.28s

    Head on:1.35-46

  • @LemeTheMeme said:

    You trying to "bump" your thread isn't going to help your case. The buffs you demonstrated would make all these perks meta because of the number values you demonstrated. Most of the perks here are balanced and just because they're balanced, it doesn't mean they need to be overpowered like you evidently think they should be. Not trying to sound agressive, but these buffs are ridiculous.

    First off these are idea's and "my opinion" (so take it with a grain of salt), i'm not saying that this should be implemented into the game. Although most of the perk values would be nice ex: Thantophobia, Enduring & Sloppy Butcher. You mention these would make these perks meta, I don't think so as most of these perks are situational and all based on a person's playstyle.

    It's not like survivors had their fair share of "overpowered meta perks" ahem Decisive Strike and Mettle of Man, these perks weren't "balanced" what so ever and took little skill to use. Yep it's super fun, fair & balanced when my hex totem goes down within 30-60 seconds of a match because simply it was spawned across the map and I wasn't able to properly defend it or a survivor spawned on it.

    One thing i'll agree with you is that these perks are balanced but underwhelming (except for nurse's)


  • @Raven014 said:

    Nurse's is fine right now.

    I think Ruin is only weakness is because it's a hex perk. Look at Huntress' Lullaby and tell me that deserves to be a Hex.

    Unrelenting needs something more.

    I don't know why Enduring was changed to not be affected by DS, it makes it only worth it with Spirit Fury. I would be fine with the change.

    Bamboozle's fine right now.

    Sloppy's fine right now.

    Thana's only weak because killing survivors makes the perk weaker.

    Surge absolutely needs a buff. The explosion does nothing and it only does 8% regression on activation.

    Nurse's is situational but only good on 2 specific types of killers, stealth and small terror radius. Otherwise a waste of a perk slot because no one will heal in the terror radius people would expect nurses if you go straight to them while they're healing

    Ruin being a Hex perk plays a role with it being good but bad, not to mention there's other key aspects that make the perk inconsistent: 80s to fully repair a gen, skill checks having an 8% chance of occuring & it only affect people that can't be hit greats.

    Bamboozle is fine but a dead perk in today's meta/current state of the game.

    Sloppy is fine but I belive it doesn't actually add the 4 seconds to healing but barely even noticeable.

    Thantophobia is weak not because killing survivors reduces the effectiveness of the perk but that you can't injured everyone quickly or keep them injured for a decent period of time unless you're the Legion or Plague, you need to combo the perk with either Sloppy or DL just so you can use the perk.

  • @Glory said:

    Bold move, claiming ruin, nurse's, thana, bamboozle, and enduring are weak enoigh they should be buffed. I'm gonna need to see something to justify this stance

    I'll be happy to justify my stance :D

    Hex Ruin: is inconsistent and only works against people that can't hit greats or if it's a 3 o'clock skillcheck, here's a decent example of skill checks having an 8% chance of occuring

    https://youtu.be/hxkk5sH6zRI

    Nurse's: it's a good perk in it's own right but a majority of the time high ranking survivors don't heal which makes it a waste of a perk slot and survivors tend to not heal in your terror radius. (nurses is only good for stealth and small terror radius killers, making it heavily situational)

    Thanatophobia: It had the potential to be a good perk on it's own with the -6% action speed per injured survivor but you either need Sloppy or DL just to make it a bit consistent

    Bamboozle: A dead perk in today's meta/current state if the game, rarely see people use it. (Not saying it's bad but just needs a little more number values)

    Enduring is good but weak on it's own. (the only buff it should receive is that the reduced stun should affect DS and HO)


  • @beatddb said:

    Yep. Seems balanced to me.

    Hooking 1-2 other survivors then getting DS'd when clearly I wasn't "tunneling" and that juicy second chance with BT

  • @UncannyLuck said:

    Why are you buffing Ruin and Nurse's calling?

    Ruin in its current state is good but bad at the same time, it slows the game down for people who can't hit great skill checks, the perk is inconsistent or heavily RNG based (skill checks have an 8% of occuring) and since it's a hex it usually goes down (quick in red ranks) (tip: most totem placements are by generators and pallets)

    Nurse's although is heavily situational, best used on stealth killers and killers with a small terror radius. I think it should have it's original aura reading range. (The whole being able to see the survivors while injured thing was an idea I got from playing wallhack wraith and pig)

  • BHVR should just give us PTB 2.4 Legion

  • Simply, remove the Rtarded 3 second per blink recharge or increase the distance she can blink. Apparently the DBD community loves being lied to.

    Devs: Nurse and Doctor rework, we're only changing add-ons and giving them ultra rares in the same patch.

    Devs: You know what let's give her a cooldown on blinks because our entitled survivors don't want to get good against her.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/904154#Comment_904154

    You know it isn't like that trust me i get bored as survivor from this game because of idiotic design decisions, i want something new for survivors to do not just holding m1 or running routes like pacman. Tired of it.

    Props to the people making new threads about it, i hope devs will pay some attention to it.

    No worries the devs will only start to read and address this constructive criticism after 2-4 years when either another asymmetrical horror game competes with DBD or we end up in another dark times situation. We love that this is a casual game :)

  • @AvisDeene said:

    Would making her walk faster alleviate any of her issues?

    No

  • Fun and fair for the game to end in 3-5 minutes :)

  • We love nerfing the only skillful thing in our game and not doing anything about the no skill that survivors have.

  • The only mori that needs to be reworked/changed is the Ebony Memento Mori, I feel like it should be that you need to hook a total of 5 survivors then the Ebony would activate. (Also there's a good reason the devs made the changes to insta-blinds, insta heals & BNP's, because of no skill :)

  • Nurse is still a good killer but not the best anymore (although this heavily debatable) i'll disagree, she's still inconsistent on most maps, nurse has way to much counter's with the base-kit nerf as survivors don't have to try as much to counter you & most of the time the blinks are a little clunky

  • Billy "Rework" = Billy nerf, like Nurse

  • @CronaWins said:

    "Balanced Landing: No longer grants the stagger reduction while Exhausted. Balanced Landing has the additional functionality to muffle grunts from falling by 100% while not Exhausted."

    Why kill the entire functionality of the perk instead of just removing the sprint?

    People run Balance Landing for the stagger reduction, not the sprint. The sprint is only an added bonus.

    Why can't this perk just have a single function such as perks like Iron Will?

    This would still be a nerf to the perk but would still actually be useful.

    Umm my guy Balanced Landing didn't have the reduced stagger effect without cooldown until patch 2.0 from the perk's original release in patch 1.1 in my opinion this change won't be as big of an issue compared to other perk changes

  • Yes, you will keep your current progress on the challenge if you switch to another.

  • Lol how to nerf stalky Ghost face but buff the more likeliness of seeing anti-heal Ghost face 👏

  • I mean survivors are the one's controlling BHVR on what killer they need to nerf by dc'ing

  • @CronaWins said:

    "Balanced Landing: No longer grants the stagger reduction while Exhausted. Balanced Landing has the additional functionality to muffle grunts from falling by 100% while not Exhausted."

    Why kill the entire functionality of the perk instead of just removing the sprint?

    People run Balance Landing for the stagger reduction, not the sprint. The sprint is only an added bonus.

    Why can't this perk just have a single function such as perks like Iron Will?

    This would still be a nerf to the perk but would still actually be useful.

    Umm my guy balanced landing never had reduced stagger effect without any cooldown until patch 2.0 from the perk's original release in patch 1.1 so in my opinion this really won't be that big of an issue compared to some other perk changes


  • @Venom368 said:

    https://forum.deadbydaylight.com/en/discussion/comment/847573#Comment_847573

    What do you mean by her being "restricted"?

    By adding this restriction you're limiting the full potential of the power

    Yes... This is literally the definition and purpose of a nerf...

     and giving "counterplay" to players that don't deserve it

    What player doesn't deserve an opportunity to counterplay a killer??? Do you think a killer should exist that is nearly impossible to counterplay?

    Regardless, all this nerf did was make it slightly more punishing for a Nurse to make a mistake. It makes it so killers tha make several mistakes with her in a game can't get carried to rank 1 anymore by using her unless they improve.

    After 2 blinks, the nurse fatigue is 2.5 seconds. You have to wait 3.5 seconds after fatigue to get both of your blinks back. 

    If you use both recharge add-ons, you need to wait 1.5 seconds after the blink fatigue to have both of your blinks back. Now on paper, 1.5 seconds might not seem like a lot, but in a game where time means everything, it's essentially nothing and like the didn't nerf her in the first place.

    The fact that the Nurse moves slower than 4m/s or 100% forces her to use her power, by adding this 3 second recharge per blink not only 'restricts' her on how to use the power but allows the survivors to make mistakes that usually wouldn't happen against pre-nerf nurse and questionable plays, also the nerf still is impactful even with recharge add-ons not only this but the nurse is still inconsistent on certain maps or debris.

    • "What do you mean by her being "restricted"?"

    No no no, I don't think that any killer should be nearly impossible to counter. I was meant to say that the non-optimal survivors aka the bad survivors shouldn't win against you if your the more experienced player.

    • "What player doesn't deserve an opportunity to counterplay a killer??? Do you think a killer should exist that is nearly impossible to counterplay?"

    🤣 Please tell me in what way does the nurse carry killers to rank 1??? First off not many people will want to play her as their first couple of games will be trying to understand the blink range, time to blink, what obstacles you can't blink through etc. Second mot many people are able to play her due to either the low FOV or Motion sickness from the vignette during the fatigue. Last Nurse had so much counter-play before this nerf examples: Dead Hard, Stealth Perks; Premonition, Spine Chill, Urban Evasion, Iron Will, Light Weight, Information Perks; Alert, Dark Sense. I can go on and on about how many counters there were before this nerf. (I wish that my simple 1 mistake didn't cost me the game or I can get hard to counter second chance perks :>)

    • "Regardless, all this nerf did was make it slightly more punishing for a Nurse to make a mistake. It makes it so killers that make several mistakes with her in a game can't get carried to rank 1 anymore by using her unless they improve.

    My thoughts on your reply I understand where you're coming from but you clearly don't understand where i'm coming from, I'm looking at this nerf from competitive and logical POV. Not only you restate the key aspects of the comment and state the obvious details I already know of. Most likely I wasn't more clear on ze comment

  • Joker.jpg

    It's our time Legion Mains

  • We love our precious survivors and would do anything to improve their game experience even if this means going 5 steps back :>

  • @Freesham said:

    I mentioned this to friends and they seem to like to the idea.

    NOED is no longer a hex perk. When all generators are complete, or when hatch is closed and end game is initiated, NOED gains tokens equal to the number of dull totems on the map when it activates. Every time a killer hits a survivor with a basic attack (could be a healthy or injured survivor), one stack is removed. When NOED runs out of stacks is deactivates.

    So if there's only one dull on the map when gens are complete, killer only gets one insta down. Two dulls = two insta downs, and so on.

    LoL

  • @HamdaN said:

    why even bother balancing the game when regardless of any changes people will just camp anyway. out of the 10 games iv played today 6 of them involved 1-2 survivors being hyper camped. theres a degree to where camping is a strategy then theres just silliness. there is no reason to camp at 5 gens. its lazy and is the most uninteractive uncounterable thing for a survivor and i refuse to be convinced otherwise.

    Well depending on the survivors they either force the killer to camp or the killer is setting up for the incoming bum rush on the hook with information provided by BBQ or Whispers


  • @Venom368 said:

    https://forum.deadbydaylight.com/en/discussion/105222/rip-the-nurse

    The Nurse is still the strongest killer in the game on PC. Her kit now feels much more balanced and fun to play. She has been considered to be the most OP killer in the game since her release. She obviously is going to feel weaker after a nerf. She is just less OP than she was.

    If you had never played the Nurse before this nerf, and put time in to learn her, you would think she was OP compared to all the other killers. You don't think she feels as fun now because you have experience playing her when she was stronger.

    Although yes the nurse is still the strongest killer but here's the thing, she's restricted AF. Only reason people will say that the power "balanced" is that either A. casual survivor mains or B. You don't see the bigger picture. By adding this restriction you're limiting the full potential of the power and giving "counterplay" to players that don't deserve it, not to mention the nurse is probably the only killer where you need to use your power as she's slower than 100% & on paper 6 seconds may not be a lot but in a game where time means everything then there's an issue.

  • BHVR Devs: Nurse and Doctor add-on rework, only their add-ons are getting changed.

    Killers: OK fair enough.

    BHVR Devs: Reads forum threads about survivor mains crying and complaining on how Nurse "breaks" the game.

    BHVR Devs: Let's nerf Nurse base-kit don't for the casuals worry we'll get away with it like our secret Pallet buff, Decisive Strike buff, Borrowed Time buff & Enduring nerf.

    BHRV Devs: Leaks some info on upcoming PTB.

    Me: Read some of the add-on changes to nurse, these are decent but are ok.

    Me: Sees what BHVR is doing, Add-onless nurse is the most fair version of nurse you can play as and against. A couple of weeks later reads the full add-ons changes, ok these add-ons are 💩 and for add-ons are the ultra rares don't feel anything special.

    BHVR Devs: Q & A yea people said that you couldn't do anything against a nurse such as break line of sight or properly lose her. So we'll add this for counter-play but don't worry it won't be game breaking.

    Me: As a competitive player you created a character that's depended on their ability to traverse the map since they're slower than base speed, needs to use ze ability in order to catch up and damage your opponents & is a risk and reward character. By adding restrictions to the power your giving "counter-play" for the non optimal players who don't deserve it and should learn from their mistakes rather than having everything handed to them and "fixing a non-existing issue"

  • Umm I like the way you think as this idea allows for more of an actual objective and team based focus aspect but let's be honest the devs will never take the time and effort to put such complex but simple aspects into the game unless it makes them that 'Green Paper 🤑'. Not to mention BHVR choose to go the casual route which has plagued this game from day 1.

    Here's some (possibly casual) gameplay mechanics that rewards the killer for doing their Job:

    • When the killer hooks a survivor, their will be a 50% debuff to repairing generators for 45 seconds.
    • Gain a 5% bonus to action speeds and a 1% increase in movement per survivor sacrificed.
    • When a survivor is injured they have a debuff of -10% to their interaction speed and -7% to movement speed. (Interaction speed debuff to Repair, Healing, Sabotaging, Cleanse, Searching a Chest & Opening the Exit Gates)
  • LOL imagine complaining about STBFL even though it's a perk that takes effort to build up to its maximum potential, it allows for unique style of play & is a situational perk (Ohh survivor mains, when will you actually "Get Good" and understand the bigger picture of ze gameplay mechanics)

  • So devs when are we getting patch 2.0 pallets back since dedicated servers are coming out, mindgamable loops, balanced survivor meta perks, decent killer perks WITHOUT restrictions & competitive gameplay aspects. (Especially a Legion rework, we know you devs are lazy so at least let us have patch 2.4 PTB Legion. This was the most fair version of Legion)

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