A_Vaulting_Nurse
A_Vaulting_Nurse
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- A_Vaulting_Nurse
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Comments
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/2120936#Comment_2120936
nah we know all about the hooks. we just choose not to use them :D
Yea hooks are overrated!
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@glitchboi said:
I have a great story to tell. I've posted it on another post, but I'm sure all of you would love to hear it, so sit back and read if you'd like. Lemme copy & paste it real quick...
I had a game as Blight against a SWF team that had 2 No Mithers and 2 saboteurs. I think all of them had Breakdown, and they were all abusing it. At that time, Breakdown was bugged (and still is).
Basically their strategy was to get hooked near each other in the corner of the map, they pulled it off sadly, and their plan was to use that corner to their advantage. The No Mither guys would run into that corner and attempt to loop me with the pallet they saved there, and if the pallet was gone they would try to just hold W to that corner and let themselves get downed there. If I tried to pick them up, the hooks would be SO far away it would have been impossible to hook them. If I left them downed there, they would have recovered up an infinite amount of times and then go to a generator. Even if I tried going to the closest one, the flashlight saver (if he was up) would try to flashlight save. If that failed, the other two would try to bodyblock and use Breakout to screw me over so that the No Mither user wiggles out. I realized what they were trying to do and I had a plan.
My plan was to try and slug them so they bleed out. "But wouldn't making them bleed out take too much time?" Yeah, you're right. But you have 0 idea how many times I've downed these guys, even I lost count. So near the end of the game, I prioritized in killing the saboteur Yui so that it would be easier for me to focus on the others, maybe allowing me to get hooks. My idea worked... sort of. I was in a perfect situation with 3 of the survivors in that corner. I downed the Feng, downed the No Mither David, left them there, David recovers up, I wait 9 seconds to down him back, their bleedout timers are almost over. Unfortunately, the other NM David was gone. He was doing a gen. I didn't care, I needed these two dead. I would take a 3k. Now this is where the miracle happens.
The Feng and the David bled out.
After finishing his gen, the other David runs to them before they bled out, but he failed them, they were already dead. Aaaand I lethal rushed and hit him, left him there to bleed out because I didn't want to risk him getting hatch. Plus it was in the corner with the 2 hooks breakdowned. Later in the game they breakdowned more hooks around that corner, so it was actually impossible to hook anyone from that corner, even without bodyblockers. I am proud to take my W. Here are the game results:
Pyramid head mains: What's a hook?
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I have the same problem as killer, people are abusing Breakdown.
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The knives could at least interrupt actions like doctors shock.
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During chases you can even hear survivors breathing over the chase music.
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@nutmilk420 said:
The hatch needs more locks considering i can find 2 keys in a round without any perks make that 3 w plunders and 5 with aprasial. (Yes I found 5 keys in a round useing pluders/aprasial) in case your wondering yes the killer did close the hatch 3 times in a row well we all escaped one by one. It helped since the hatch spawn addons are brown and I have 50 of them (no joke i have 50) and you can almost grantee a key w plunders usually i find an average of 2. So that's a free escape at the cost of 1-2 perk slot + 1 common addon. At this point I just report hatch users for exploit's bc thats what the hatch is In its current state.
Dang, my heart goes out to that killer lol
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@Lord_Tony said:
just backed out of a match because an SWF switched to keys at last second
Yea they try that crap bc they know they're overpowered. If I don't leave or put Franklin's on in time I restart my game.
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@ssrjazz said:
https://forum.deadbydaylight.com/en/discussion/242369/keys-reward-bad-playstyles
They also aren't getting any points. Let them enjoy their de-pip.
They don't care about points, just like I don't, I just want to kill survivors, they wanted an easy escape to troll the killer.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2106149#Comment_2106149
So... You're saying that players shouldn't be required to use a perks slot to avoid unwanted gameplay styles?
Hmmm...
*ponders in tunneling/camping/slugging
If survivors can get rid of the killers op perks without any items or perks why can't the killer get rid of keys without any perks?
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I honestly don't know why we are talking about perks when I'm talking about keys.... Y'all are highjacking my post.
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@YOURFRIEND said:
This is funny. I had a survivor team go nuclear on me in post game chat because they couldn't use their key due to t3 madness. Suggest you learn how to manage madness tiers better, friend.
I know how to manage madness tiers but with the new hud it's really difficult to tell what level of madness they're in, either way if I wasn't doctor I absolutely stood no chance against the key user, I used static blast twice and hit her with 2 shock therapy attacks, maybe I missed one idk but the fact a key made me absolutely powerless is ridiculously op.
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I don't have problems with survivor perks, just that I feel completely powerless against a key user during end game. Especially if they know the location of the hatch, how are you supposed to guard both gates and the hatch?
There should be an opening animation like exit gates have.
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@[Deleted User] said:
Everyone getting hooked and someone doesnt try to be a team player and take 1 hook for the team, hiding and being selfish, makes teammates salty.
You have to be the one that notices and punishes the survivor. Dominate the others until they sell them out.
As a killer I try to punish ######### survivors. I know what it's like to be a survivor with a shat teammate.
That's not guaranteed but it's nice when it happens. Only if they're a ######### teammate.
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@Zixology said:
NOED rewards bad playstyles.
Rancor rewards bad playstyles.
Undying rewards bad playstyles.
NOED, rancor, and undying have counterplay, I was absolutely powerless against this key user during end game and I shouldn't be forced to use a perk slot to counter their item.
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I don't want to use NOED
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@Kellie said:
Survivors in tier 3 can't use items, which includes keys.
Then how was she able to use her key? I hit her with static blast twice and 4 shock therapy attacks to put her in M3.. maybe I missed one idk but that hatch race just seems very unhealthy for the game.
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I agree with this guy. They need to stop adding bright maps, it does go against the name and lore of the game.
Besides, they need to rework maps that are broken, The Game and Freddy's maps got reworks but haddonfield is yet to be touched....
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@Sluzzy said:
Why is there a mechanic that basically does the job for the killer? I remember when this did not exist and killers were forced to hunt survivors and actually put in effort to finish the game.
I have been noticing a pattern for a long time that no matter what you do the killer always and I mean every single game will hook the 3rd survivor and immediately go straight to the hatch, close it and watch the gates for an ez win. Isn’t games supposed to be challenging? There is literally nothing as a survivor you can do to win in this situation at all. There is no hope when a killer sits on 3 gens and then wins by closing the hatch every time in this situation. It is not fair.
Before this mechanic was added, killers had tension in either watching the hatch or not. As survivor at least you had an opportunity to escape by either doing the last gen or finding the hatch if the killer didn’t know where it was at. There was actually hope in trying to escape. Now there is not any at all and it really baffles me how this is not discussed more.
I have an idea to fix this grossly imbalanced mechanic and add a little hope and make the killer not have an ez win for free. Why is kicking a hatch closed actually locking it? This is the major flaw in its design. It should be closed but NOT locked! The survivor can still open the hatch but instead of it being immediately opened as it does so with the key, the survivor has a 3 second struggle to open it. This way the killer is not getting an ez win by watching the gates and the survivor can open the hatch and get out if he leaves it.
Killers never had to "hunt the Survivor" before endgame, hatch battles were a nightmare, let alone survivors forcing you to push them out just to end the match while tbagging you, I thank God for the end game collapse.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1919261#Comment_1919261
Or you know, you tried to get away from the hook and the killer still saw your scratch marks because they stay there for a while?
Then don't sprint lol when I play survivor I sprint only when necessary bc as a killer main people give out their PO by sprinting everywhere then it leaves me wondering how people like that makes it into red ranks.
Edit: fixed auto correct typo.
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@Marc_go_solo said:
I cannot help but feel that would be abused beyond recognition, were that to be an actual thing. A killer could be effectively chain-stunned when combined with DS, Head-On and pallet stuns, not to mention torches. It just feels like a rather over-zealous buff for a perk that already has strong benefits.
No doubt, but it could still be risky.
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@JimbusCrimbus said:
https://forum.deadbydaylight.com/en/discussion/comment/2062904#Comment_2062904
I encourage you to do the same. Also, learn how quotes work, because I quoted you before I replied to you directly.
I don't care how quotes work, as long as you understand me that's all I care about, and I did read what you wrote.
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@Bumbus said:
That could work only with appropriate downsides. Like sacrificing your hook stage for each use of this perk.
Isn't running at the killer while injured and an increased exhaustion duration if successful not enough? A hook stage seems like a little too much.
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@Chilli_man2400 said:
I think it would be better if it was its own perk. That should be a future perk where you can stun the killer by fighting back without pallets.
This is what I originally thought at first as just simply punching the killer but the dead hard dash animation looks like it would be cool if it could be used to actually stun the killer.
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@JimbusCrimbus said:
Imagine thinking DH needs a buff.
https://forum.deadbydaylight.com/en/discussion/comment/2062891#Comment_2062891
A dead hard for distance can not be countered. Stop with this "just bait it out" nonsense. Even if you know they're going to do it, when done for distance, there is nothing a killer can do.
I do not think DH needs a buff I even stated this, please read everything I wrote before commenting.
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@Lord_Tony said:
DH is broken enough
Not really, and I'm saying this from a killer main's perspective, just predict the dead hard then smack em.
@UnentitledBunnyMan said:
then anyone running DH can save a survivor from kills's shoulder without any skill? If u ever played as killer I bet u play at brown rank
I'm a R1 PS4 player, it was just a fun little idea to discuss, it's not like it's serious, no need for insults.
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@HuDawg said:
Ds is unhealthy
The 60 seconds of invincibility is unhealthy absolutely, but the new version is perfect.
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@fr0sty1223 said:
Now I know people are going to say that it’s meant to counter gen rushing and that I should just cleanse the hex and I agree with both of those and am in no way saying that NOED is op. The issue I have with NOED is that it forces a play style for the survivors that is unhealthy. In the cases where you cannot find the totem before the gens get done (which is incredibly common when playing with randoms) after the exit gates are powered or opened you have to play super selfishly or die. If someone is hooked it is almost always the better option to just leave instead of looking for the hex or unhooking the survivor. That fact that NOED encourages survivors to play selfishly is a problem and that needs to be addressed as survivors should be encourages to work together and help one another.
Man, people are STILL complaining about this perk?
I do not know who told you NOED is for countering gen riding but they are wrong, when you counter something you prevent it from even happening, and most gen rushes come from uneven pressure on the killers part but there are the occasional swf with brand new parts, however, NOED is for giving your killer extra lethality when you reach the end game, some killers like clown or wraith benefit more from this perk than others, for instance, it's absolutely useless on killers with insta downs in their kit like bubba, NOED while it's up turns the killer into a fearsome Hollywood movie killer, people play selfishly out of fear that they will die if they try to save a mate with NOED active so it does it's job right.
I do not think it is unhealthy, NOED is fine how it is, it has plenty of counterplay.
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@[Deleted User] said:
Context for my points
In DBD their is no condition for a win or loss we made these conditions arbitrarily you can pip with 4 people at the exit tea-bagging, depip on a 4k, you can die and rank up, live and rank down. Honestly as long as this is the case I don't think players that make the game unfun should be seen as a problem because the game is not aimed around winning because there's no win condition so players shouldn't ever have to feel the need to play in such a way.
I started playing the game in a way that was more fun for me today I camped as bubba forcing a guy to die and messed around as oni not using his power to down just because I liked his sword and wipe animation the game has no more rewards to offer me except BP I cant climb ranking system anymore because I find 1 so easy to obtain but messing around was fun so no matter what I will play how I want, I know that the other players probably didn't enjoy it but that's its the games fault I'm out of things to achieve but still find the game fun to play so im going to play it and other people will have to deal with how i will play sometimes it may be fun sometime not really playing but i will enjoy my time and go next. This is why for the health of the game it needs a win condition, a visible MMR and faster and looser balancing imo.
1) Win Condition-The game needs a win condition both for the MMR and so that there is a goal for how to play in the game, right now the only thing I play for is enjoyment and satisfaction at the end of the game, I don't see a reason if I don't like a player maybe there too cocky or something, why shouldn't just camp/tunnel ect I can get the rank back easy the game needs to give an alternative because losing the games not a threat if the game hasn't got a loss to define.
2) Visible MMR- To that end the game should have a visible MMR besides the current game has a massive matchmaking problem, the reason lots of killers have some really bad takes on what's OP and what's not an issue is because they are thrown to the wolves too early, lots of purple rank killers and even red rank killers have no clue how to approach certain tiles or run shack but there definitely in the range to start hitting the 4 man swf bully squads and how is Mr 300 hour randy the random suppose to approach those games. MMR is not needed for the best players that mostly play the game casually now because like I said there's no clear win condition and they have nothing to fear losing rank wise because its not gonna be hard to get back. The games needs a better system for both these types of players so that people are not thrown into the lions den and some killers are not just let loose on survivors that never could hope to win (and yes this should be individual to each killer they are different enough to warrant it imo)
3) faster and loose balancing- This is needed because if any MMR system is to work the killers would have to be brought in line with each other. A lot of players fear that if a MMR system was implemented somehow then higher MMR games would have more Spirits, Freddy's, Nurses and there wouldn't be enough killer variety. Lets just face it certain killers need heavy nerfs to be brought in line with the rest of the cast while others need Buffs, we don't see what's strong and Meta change much compared to other games just look through the killers, the only killers that have become significantly stronger or weaker compared a decent time after they where released are are Billy, Bubba, Freddy and maybe doctor and wraith if your pushing it. The biggest obstacle to this however is just how many people are more concerned about the balancing of their roles rather than the game yes if you nerf a OP survivor perk or a killer the role will get weaker, so what its not like there not be balance changes on the other side "hopefully"
This may just seem like the ramblings of a mad man but i just wanted to say my opinions this game i mean this is the DBD forums after all. :)
If I'm killer, I count a win if I get a 4k or a stalemate if I kill 3 but last one gets hatch without a key.
If I'm Survivor I count a win if I leave through the exit gate or hatch with a key and a stalemate if I get the hatch without a key.
That works for me, it's simple and it makes sense.
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@Zarr0ch said:
What would people think about letting survivors break walls? Now, this would mean them sprinting at it, it would give a loud sound notification and reveal the aura for 5 second....AND cost them one health state.
Means they can open some walls on the meat plant, but puts them in danger and damaged, could be interesting in the meat plant against a fast nurse!
Thoughts? It might not work, but figure the meat plant has to many walls, so this might clear a few.
Plus, I'd love to see a Nea charge the wall on MacMillain on the second floor then fall down (especially if she was already damaged, so falling from the second floor would put her the dying state....ahh...I would lol)
The only way I would be okay with survivors being allowed to break walls is through a perk because breakable walls are killer possessions that allow them to re shape the map to cut loops short or make them longer and unsafe and that's not something I want all survivors doing unless they've sacrificed a perk slot for the ability.
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NOED wasn't your issue here, you was the last one left and when the killer is on your ass it's quite difficult to lose the killer and open a gate.
NOED gets good value when multiple survivors are alive but even then being a hex it has major counterplay.
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@MomoOValley said:
Thinking about it, imagine a perk that makes a gen explodes when a Surv touches it, for like 30 sec or somethin after you kicked it.
Combine Dragon's Grip with Overcharge and that sorta happens, a survivor that gets exposed from the dragons grip will exit off the gen immediately and blow the gen, everytime.