BananaBlooD95
BananaBlooD95
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3187145#Comment_3187145
So, basically just for exposed stuff then. That makes sense, given how fast she can move through the map.
The devs & good Nurse player would argue that both Aura reading & perks that apply the Exposed status effect are too strong on Nurse and/or force the devs put them in a state where they aren't op on Nurse but that mean they're quite trash for other killer.
https://deadbydaylight.fandom.com/wiki/Awakened_Awareness
https://www.youtube.com/watch?v=UQjCc1qEozQ
https://www.youtube.com/watch?v=1QIW6juxPwQ
And finally devs fixing a Nurse bug... That turn out to buff her xD
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187167#Comment_3187167
A 7200h comp player Nurse main who almost always uses strong builds and plays to win in public lobby matchmaking games is dominating almost every game? Gee whiz, I could've never guessed!
So? Does those number hurt your feelings? In no way this negate the fact that you can reach a pretty good level on Nurse after dozens to few hundreds hours... And anyway even if it took 5k hours to reach his level that still doesn't negate the fact that Nurse is too strong with some perks. The game doesn't revolve around you being trash at Nurse.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187149#Comment_3187149
Survivors misplaying proves nothing.
Badly designed maps are a map issue.
You can run perks that help counter great perks on multiple killers, like Distortion, which is anti-aura. Every single mobile killer in this game can use aura perks well. Even Spirit, who loses sight after, can still use things like Lethal/BBQ to get an immediate sense where to go initially.
Oh and by the way just look at this: https://www.youtube.com/watch?v=1QIW6juxPwQ
You really find normal that good player like him can just destroy everyone like there's no tomorrow? xD
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187149#Comment_3187149
Survivors misplaying proves nothing.
Badly designed maps are a map issue.
You can run perks that help counter great perks on multiple killers, like Distortion, which is anti-aura. Every single mobile killer in this game can use aura perks well. Even Spirit, who loses sight after, can still use things like Lethal/BBQ to get an immediate sense where to go initially.
Bro you're so full of ######### that you say everyone that get hit by Nurse is either dog ######### or misplaced. I guess it suck being you: So bad at nurse you can't get 1 blink hit and so full of yourself to think you can't get 1hit blink without a major misplay by survivor.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186816#Comment_3186816
If Spirit moves from point A to point B, that entire line is a threat. If Nurse moves from point A to point B, only the lunge range around A and B is a threat. Spirit can also move wherever in those 5 seconds she feels like, in case she feels like scrapping her original target location. Once Nurse picks a destination, she's stuck going there and can only readjust after another charge and blink (assuming the earlier was her first blink).
Nurse has 100% control on when she release her first blink and where she goes. Her second blink is 3/5 the distance of the first one. If you miss so badly your first blink that you can't correct it with the second than you're just garbage at Nurse and shouldn't play her.
@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3184775#Comment_3184775
Yeah I mean Nurse only moves at 13.33m/s while blinking, nowhere near Wesker's 14m/s Virulent Bound and Blights 9.2m/s Lethal Rush.
Nurse has full control of where she goes and when, especially on first blink. She can also cover more distance with two blink and completely ignore obstables.
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187059#Comment_3187059
Nurse's basekit will never ever end up in a situation where she lands an attack without blinking unless a survivor misplays to hell and back. Blight and Wesker can play without using their power a single time at all and still score hits by virtue of being 4.6m/s.
A good Nurse can very well land a hit after a single blink. If you can't you're just not good enough with her. I've already shown a Nurse main who can do it. Oh and if need be, go take aura reading perk, if you can't land a 1blink hit with those it just proove that you haven't mastered Nurse.
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3187065#Comment_3187065
Cornering a survivor from blink corraling takes an extended period of time unless the survivor was already out of position in the first place which is on them. If they were there because they chose to do a gen in said risky location, that is still on them and a risk they voluntarily chose to take.
Spasmodic is a meme. People shouldn't be that close to a Nurse to be in Agitation carry-attack range in the first place regardless of her build. She's a hyper-snowbally killer. It would be like grouping up against an Oni in Blood Fury. Matchbox is utter garbage, 105% is a joke.
So a survivor hiding in a room in The Game is "out of position" or "bad" or what ever, right? What about the fact gen will sometime spawn in a dead zone? What you do then? You tell your friend sorry it's too unsafe? What about Hex:Retribution? Your location is given to the killer for 15s. And you can't tell me to always run a build just for Nurse.
Also did you just compared Nurse to Blood Fury Ony in how snowbally they are? You know that Blood Fury Ony that last a maximum of 45.45s with -7s for each downed survivor while Nurse's blink take each 3s to charge with no other penality. Ma men you just said Nurse is comparable to a killer's ability that need to be charged & last 45s, or basically saying she's way stronger than Ony which is already a quite decent killer.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3186535#Comment_3186535
It's true. They don’t have a single solid argument.
The fact is, they think nurse is fine because they've spent years playing her, being conditioned to think they deserve the easy wins her OP mechanics give. That's it. I've seen the gameplay of one of these nurse defenders. It makes me understand why they defend her so much.
https://www.youtube.com/watch?v=t0KzlOCFGmk
Otz opinion: Strong power + strong add-ons. Nurse is one of the rare killer that has a. a strong power and b. strongs add-ons
Strong power + always available (in his words) and he's not wrong, he cooldowns is 3s per blink and it start at the same time as the fatigue.
funny this is that we ain't even complaining about that, merely about the fact she abuse 1hit perk like no other can't. If she was nerf in that sense I'd welcome a buff to pretty much all of them so they ain't too trash on other killer.
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Because even with the recent changes DBD is still a grind machine, I agree.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3186489#Comment_3186489
Spirit has her own problems for sure but this is not the thread for that discussion.
It's almost as if they're changing subject, talk about something else because they don't have any good argument to add.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186478#Comment_3186478
I fail to see the problem with something being harder. If a survivor really is worried about aura perks, they can run Distortion/Object and counter that back.
Spirit’s exact location is completely invisible unless there’s grass or whatever, and she makes the entire line she runs past a threat range where said line can be anywhere in a circle of where she can run, because she can swing out of it at any moment. Nurse threat range is limited to lunge range around first blink destination + lunge range around second blink destination. She can’t hit everything along the way. Spirit’s power also doesn’t require committing to a specific location and she can run back at hyper speed if she wants. Furthermore, Spirit covers more raw distance than Nurse (7.04x5s vs 20+12m blink). Lastly, Nurse has windows of safety in the travel time between the blink the survivor can use to reposition. Spirit will run that entire distance, so the moment her power charge fully finishes, everywhere near her is a threat.
So Spirit has potential of 35.2m while Nurse will always be able to traverse 32m. Nurse doesn't give a ######### about obstacle while Spirit does. Nurse recharge is 6s at most basekit while Spirit is 15s. I mean yeah if you go on an open map and the place you are have 0 obstacle with your desired location you'll have a longer distance with Spirit but that's rarely gonna happen.
With those number Nurse can leave the hook to activate Devour/MYC and leave a 6s window to come back from then she sees where survivor have gone to and can walk 23.1m waiting for her next two blinks. . Spirit will have to wait the entire 15s before she can use her power or walk 8s to come back and she still doesn't have her power for an other 7s. Distance wise Nuse can almost have 4 blinks+ recharge while Spirit will get 1use of her power.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186464#Comment_3186464
- YouTube content will be inherently for views.
- Landing one hit blinks on terrible survivors means literally nothing.
- He also has literally 7200+h and is a semi-comp player Nurse main which means his very existence throws a monkey wrench in matchmaking.
- 3 blink is busted and needs a rework. Basekit is perfectly fine.
- How is that a counter argument? Why your personal experiance would count but not the experiance of youtuber?
- You didn't watch the video from how fast you answered. It goes to show how full of ######### you are.
- So? Do we balance game around noob or what good player can do? Or is it we balance everything but the things I play?
- oof, for a second I was scared you'd say something else with the way you answer.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186447#Comment_3186447
Aura reveals don’t make it impossible to mindgame. If that was the case, mindgaming her in the open would be impossible. Using the second blink is part of mindgaming.
My bad, worded it wrong earlier. 110/115% would be busted. Less than 110 is basically the same as being 96.25% because it would be utterly useless for walking and she’d still have to blink everywhere. Have you tried chasing someone as a M1 Huntress/T1 Myers before? Nurse has zero reason to walk unless she’s at least 110, but making her 110+ would break her.
Nurse’s basekit is perfectly balanced and designed. Only range and 3 blink addons need changes.
In many instance you don't want to blink right away but move Nurse slightly to see where the survivor is going. If making her 105 or something like that mean she can waste less blink because she has a better picture of the situation it would make her better.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186418#Comment_3186418
If you can’t avoid a one blink hit, that is literally on you for misplaying. If a killer is in range and cannot attempt to attack you at all, that is what is bad design. That’s how you end up with nonsense like M1 killers who have no option except to run around in ovals until they catch up, then finally get the pallet out, then catch up again. If you are close to the killer, you should always be in potential danger. Using the second blink is literally part of mindgaming. That’s like calling walking backwards to pallet stun a killer a crutch LMAO.
If Nurse is slower than survivors, the movespeed is useless. If she’s as fast or faster, it completely removes mindgaming because she just walks at you to a pallet or window. If you want advice on playing against Nurse, you can just ask you know. It’s not rocket science. It just requires player skill and not relying on map RNG to save or screw you.
https://www.youtube.com/watch?v=AF4i2Zkn6Z4
This youtuber makes more than 10 one hit blink in this video and he has hundreds of video with Nurse only.
https://www.youtube.com/watch?v=4uh2C6BtBw8
Otz proving that a sub average nurse player have an easy time with 3 blink nurse.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3186024#Comment_3186024
I'm not using it to argue why nurse should stay as is. I'm stating a FACT that the devs have said. To tell the OP why nurse functions the way she does.
The devs thought Pig's dash deserved a nerf by making it a special attack instead of a normal attack before making her undetectable with it. See how their view of balance is freaking bad and how inconsistant they are?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186277#Comment_3186277
Which is literally what mindgaming is for.
Point stand, Nurse come back in mere seconds unlike other killer which is an advantage, a synergy that no other killer beside Spirit has and you have nothing to say against that.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186232#Comment_3186232
It can be buffed without breaking it. 60s CD if the Exposed is activated in the 30s window, 40s if it isn’t. Exposed duration is 30s.
That still doesn't change the fact that Nurse can just blink as she hear the survivor and she will be chasing a guy with 30s of exposed in a matter of seconds.
In MYC's case because there is a distance requirement survivor can counter it by unhooking before the killer reach 32m distance and/or play stealt and against most killer they would have a good 10s before the killer comes back which is not the case with Nurse.
In both case when the perk activate the killer know, which ain't an issue in and of itself but the fact that Nurse can come back in mere seconds, unlike other killer, is a freaking huge advantage and synergy she has with those perks. Being able to start the chase almost as the survivor get Exposed is what I consider too strong, survivor lose out on having 10s or so to hide.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186096#Comment_3186096
Dragon’s Grip is basically garbage unless it’s paired with specific perks because it only lasts 30s, can be tapped by someone injured who can also immediately hide after, and has a massive 80s cooldown.
I know it's garbage in it's current state, I even said so. Regardless if it was to be made viable for other killer it would be too strong on Nurse because she could come back to the survivor in a matter of second. SMH you guys are 1 dimentional and can't read more than 1 sentence. I could state 210623478963452789234652347890634589234623478293478345676234283457989634 buff to killer but if I would want 1 killer nerf you guys would be: SuRvIvOr SiDeD
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3186013#Comment_3186013
MYC has a cool-down. If she’s immediately leaving hook to get out of the needed range, just have an injured person go unhook. Also mindgaming is how you stay up against Nurse regardless. Any moderately sized map is more than enough room to stay out of Starstruck range most of the time.
You're not wrong but you don't always have an injured survivor nearby hook and I'd argument my point it not really that she will down you on her way back but that unlike other killer she will be able to start chasing you almost instantly which is huge.
Look at Dragon's Grip, does that not pose an issue? As the survivor touch the gen they will be screaming & revealing thier location for 4 second and be exposed for 60. Don't you find it an issue that unlike every other killer beside maybe Spirit she'll be able to start chasing almost instantly? BTW don't look at the cooldown, that's an other issue that need to be fix... IMO right now it's way too long.
BTW I used to think Spirit was too strong too but I was completely against the way they nerf her. Personally I would have removed her Husk thus telling survivor when she phase to remove the stupid 50/50 on 75% of the loops in the game alongside M1 nerf so she can't use insta down alongside her very strong mobility.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3185986#Comment_3185986
Again. This isn't my argument. This is just why her attacks count as m1. So I don't know how your last sentence applies to me. It's not a bad argument. Just because you say it is. You obviously don't like it. But it appears as though BHVR doesn't want to restrict an entire genre of perks on one killer. To not being able to use them.
Arguments: An argument is a statement or group of statements called premises intended to determine the degree of truth or acceptability of another statement called conclusion.
You use what devs have supposedly said to argue why nurse should stay like this. It fall into the appeal to authority fallacy.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3185986#Comment_3185986
But there is no problem with Nurse using Exposed. Map design issues are not Nurse issues.
No I don't think the perk combo I mentionned way above is only an issue on small map. Even on the biggest maps she can traverse them very fast and comeback to kill an exposed survivor. If she use Make Your Choice she can blink twice to get 32m away from hooks then as soon as the unhook happen she can come back in a matter of seconds and unless you're poopoo with her you will down that person because you will still have 50+s.
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3185963#Comment_3185963
Except she's the only one can go through walls. And thats just not right either for other killers?
oh nice an other kid that just put words into my mouth thinking I'm a survivor main and can't think for myself... Instead of looking like that stupid kid who has nothing to say in a conversation why don't you stop right there and/or find something USEFULL to add?
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@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3185431#Comment_3185431
I can’t… but that’s the POINT. She needs to be slower because of her power. It’s one way or the other. You can’t restrict ONE killer from using a handful of perks. That’s just not right.
"You can’t restrict ONE killer from using a handful of perks." Legit all killer who's ability is to kill and/or move on the map without any major downside can't use M1 ability with their power.
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@FriendlyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/3184791#Comment_3184791
You can't logically argue with someone who's mad they just lost to a Nurse. What toasts me is whenever survivor mains get the nerfs they want within a week they shamelessly move to something else, and the whole echo chamber cycle begins anew.
It's been YEARS of this.
ROFL Literally both side are like this and regardless of that the game has some issues that need to adress. By your logic we can't do anything and/or can start with problematic killer simply because you happen to be a killer main. God damn it, I use to follow the StarCraft 2 scene, even new/bronze player had better arguments that you guys do ffs.
@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3185633#Comment_3185633
It's not an argument. It's the reason they're not m2 attacks. She moves slower then survivors. So she would never be able to use any m1 related perks.
Last sentence also apply to you. So what is Nurse wouldn't be able to use M1 perks? IMO I'd buff some into activating for both M1 and special attack like Jolt because they deserve to be activated on both type of attack.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3185408#Comment_3185408
Yes, and I kill survivors with zero gen regression addonless Trapper all the time too, especially when they misplay and walk into me or put themselves into a corner. Beating bad players means nothing.
https://forum.deadbydaylight.com/en/discussion/comment/3185436#Comment_3185436
Or... the problem is that certain maps are too small (among other problems their design has). Also your number assumes she's standing in the center, which is not always applicable. If they're on the edge of the map, most of the area of effect will be outside of the map entirely. Also, you are just blatantly objectively wrong. Make Your Choice is insanely good. Devour Hope is extremely good. Haunted Ground is solid.
Even if she stand in a corner of The Game she still cover more than 60% of it and yeah she might lose 1/3 of the radius because it land outside the map (like for every killer) the thing is she can catch those survivor in a manner of seconds unlike other killer. Point is she abuse this perk much more than other killer due to her power and is broken on some maps.
Dragon's Grip is poopoo, nobody ever in this history of DBD think it ever was good.
Make your Choice is a good perk. Never really was Meta but always a viable one depending on the killer & playstyle.
Hex: Devour Hope ; well like every hex perks it can be deactivated because you use it. Most often then not you'll get 1-2 down then you lose it, that being said if survivor are very unlucky it will have a god-like spawn in Lery and survivor will never find it leaving you for snowball, but that happen about as often as it get destroy before being used.
Hex: Haunted Ground. This perk's activation is so random and survivor will just hide the entire 60s. It's too unreliable and let's be honest here, at best you'll get 1 down.
Hex: Noed ; only usefull if you make it up to endgame with 4 survivor but then they have an easy time breaking it. If there's like 2 survivor making it to end game, you don't even need it to get a third kill. Just too situational to be called good IMO.
Iron Maiden, who tf use this perk for exposing survivor? Legit the only killer I've seen using this are Huntress and Trickster.
Rancor tell the obsession the killer has it, the obsession needs to be still alive in endgame & the obsession can play smart end game too. Again just too many variables there.
Starstruck is good, but too good in the hands on nurse. Nurse player will juste destroy the survivor. Vs other killer people do not need to wait the full 30s to make their moves but vs a Nurse she can come back at you in like 5s.
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@SuzuKR said:
Making the attack after second blink be special is pretty much the same as making both be special. A horrible idea, because Nurse will never ever land a non-blink attack/one blink attack basekit unless the survivor misplays or eventually gets cornered. Removing perk diversity is a bad idea. Furthermore, every Exposed source has its own counterplay built into it even regardless of Nurse.
Nurse is just too powerful with Exposed perk, especially on smaller map. Infectious Frights + Starstruck + Agitation= 44m aura of 1 hit survivor around you and Infectious gives you their general location too. She cover 100% of The Game, 100% of Midwitch, 70% of Dead Dawg Saloon, 66% of Léry. Keeping her basic attack regular attack just mean all Exposed perk has to be trash for her to be balance otherwise she can just end games so fast.
IMO the only solution for making Exposed perk just viable, not necessarily op/meta but just viable is to nerf her otherwise she become a problem for the game.
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@WeakestNurseMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3182331#Comment_3182331
As the number 1 SWF hater in the world, I think this is a flimsy argument, literally every suggestion you could ever make can be countered with "But what about the other side!"
Meh, give aura and what not for free to single player, make them more equal to swf then buff killer to compensate.
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@vladspellbinder said:
https://forum.deadbydaylight.com/en/discussion/comment/2368493#Comment_2368493
Insta downs are actually really great for the Chaser Emblem, because the faster you end the chase the more points you get. You only short yourself the points from the second hit which you can make up for easily enough. Where you really get hurt with insta downs is in Malicious because one hit is 1 point and one heal is -1 point so you're only getting 2 points from the hook instead of (1+1+2-1=) 3 points like other Killers that have to hit twice to get downs. And it hurts even more if you slug and don't hook and they get back up as now you're net -1 when they heal to full instead of just neutral if you can't prevent the Injured -> Healthy heal.
You get more points for hitting survivor twice then you get for downing a survivor really fast with insta down in the chaser's category
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/2356114#Comment_2356114
You really do not want to admit it, do you? Getting the killer to waste time breaking a pallet or using their power is already enough. Lithe and Balanced are predictable and will only work one time. Whenever I get to a window or a pallet I can easily extend the chase for at least 20 seconds. Dh covers up my mistakes when I run into a deadzone or got too greedy at a loop. It is literally a crutch perk
Sprint burst is my go to but at least requires some kind of strategy to use at at full potential.
You must be a top tier killer if you can apparently predict and outplay dh since most killers I face are not able to.
And getting away with Sprint Burst, Lithe or Balance Landing without having to drop a pallet doesn't make the killer waste time? You're dishonest with your reply, even better you don't even need to drop a pallet as early with those exhaustion perk.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2356311#Comment_2356311
DH doesn't require set up, again set up requires a certain prerequisite to be met before activating it. This is activated on will, hence it doesn't require set up.
Dead hard secures the loop, SB still means you could be hit before reaching the vault.
The I frames are what makes it different. You gain distance and get I frames.
If you get hit with Sprint Burst ready or hit before a window while using Lithe you're bad at using them, what make you think those player will be better with Dead Hard.
And again Dead Hard does require to be in a loop with a pallet or window and the later it is in the game the less pallet there is. Also if the killer use a perk against loop like Bamboozle or is a killer that give no ######### about pallet or window (there are plenty) Dead Hard will give you less time than Lithe or Sprint burst.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2355651#Comment_2355651
Lithe requires set up and can't just be activated at will, plus it requires resource management (not vaulting until necessary).
DH requires none of these.
But Dead Hard is the same, ffs. Go use Dead Hard in the middle of nowhere and see where that lead you. One add some time to a loop in particular, the other allow you to bring the killer 1 or 2 tiles away. Lithe require a window or dropped pallet nearby to be effective. Dead Hard require a window or pallet nearby while injured to be effective. How is that different?
When used properly Lithe, Sprint Burst & Balance Landing allow you get away from the killer without the need of a pallet, Dead Hard extend the usefulness of a loop. Dead Hard might force you a mind game on the killer's side but that's about it.
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@theplaggg said:
https://forum.deadbydaylight.com/en/discussion/comment/2355651#Comment_2355651
If you think any killer except maybe bubba can "counter" dead hard, you are playing a whole different game. You can use dh safely to reach a window or a pallet OR try to dodge a hit. Hitting a survivor 10 seconds after they used dh is not a "counter". Any player with decent skill will not deadhard into a deadzone.
I think Sprint burst is the best exhaustion perk but dh is just the definition of crutch.
If you swing and miss on a dead hard then you've been baited. If the survivor make it to a pallet but you break it immediately he didn't gain much distance (eg, Bubba, Blight, Demo etc.)and in those instance any other exhaustion perk would have buy the survivor the same time if not more.
Bubba completely bypass DH with his chainsaw and you can insta down on T&L with him. Deathsligner can easily bait the dead hard, not even hard. Demo with Shred, if you aim properly, will hit the survivor regardless. Good luck using Dead Hard vs a Spirit. Nurse can bait it too and at worst it take you two more blink. Nemesis & Executioner could care less that you make it to a window or pallet. A good Clown isn't bothered much either. Trickster & Huntress doesn't give a ######### either about Dead Hard, the best you can do vs Huntress is using the immunity. Doctor can just shock you if he know you have DH.
Jesus it's almost as if the vast majority of the killer can deal with Dead Hard without much issue provided you know them a little bit.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/265760/insidious-problem-or-not
Should give the killer 30 seconds of Undetectable after hooking a survivor.
I had the very same idea.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2355607#Comment_2355607
So, the issue with the perk is that when your in a loop and use it no matter if you try and bait it or not you cant do anything. Here if it's not used correctly and you bait it there's a chance you'll get a hit after the I frames. Maybe it's you whos debating in bad faith rather than me being disingenuous. Read what I say pal.
"Unless there's a pallet and a window you'll hit him" THATS THE PROBLEM, IN A LOOP WITH A PALLET OR WINDOW YOU CANT BAIT IT AS IT DOESNT MATTER THEY WILL REACH THE LOOP EITHER WAY. HOW DAMN DISINGENUOUS CAN YOU ACTUALLY BE. THIS IS BAD FAITH ACTING TO THE EXTREME RIGHT HERE.
The difference between the other perks and DH is they require set up (so a window vault or pallet stun) and don't give I frames. A huntress can still hit you mid sprint burst. But with sprint burst you can't run around the map all you want (otherwise it'll activate).
Someone who have Lithe will just vault a pallet or window and go vroum vroum, what's the difference with DH? Also depending on who you play you can mitigate DH way more than any of the other exhaustion perk.
Take cow tree on Rotten Fields. It's in a corner and if you force the survivor in the right direction with or without DH he won't make it to an other loop. Same can be said about other loops.
Bubba doesn't struggle vs DH, Bamboozle a nearby window force a really fast pallet drop and voila you got a free down. With Clown, Bamboozle, force the pallet, speed boost on you, slow bottle on the survivor and he doesn't make it to an other loop. With Demo you can bait it but if you play it well you can Shred the pallet as soon as the survivor DH and drop it, so again it's a none issue with him. Deathsligner and other range killer doesn't struggle vs DH except maybe Huntress in some situation.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2355160#Comment_2355160
Just because of :
It not being used correctly in a lot of cases,
Or,
Dsync issues where the killer hits but the survivor doesn't see it.
Doesn't degrade the theory behind the perk and how it can be used in some cases. If they made it not a dash but just I frames I would be fine, as then it can be baited.
Also, yes, you can count who has it. I don't disagree. But what if everyone has it.
The other perks require set up or management. All DH requires is for you to be injured. That's not setup before you pull that out. Set up requires you to perform a certain action e.g. pallet stun or vault.
I don't disagree on the last point, but what if (and this is coming eventually) MMR pairs 4 similar skilled players together. That would mean it could be down to perks in the end. Correct?
That would also mean that we should balance perks, as it is important. Otherwise, why would they balance anything? Please don't try and say this, as that line of thinking leads to "don't change anything as it's eventually down to skill". See how stupid it sounds?
"Doesn't degrade the theory behind the perk and how it can be used in some cases. If they made it not a dash but just I frames I would be fine, as then it can be baited."
So without the .5 immunity frame you can bait it but with the immunity frame you can't? That's dishonest at best.
You know what's the counter to DH? Don't lunge the moment you know you can hit and wait like 1s. There, unless he's right by a pallet or window you'll hit him regardless, heck if you play it well you might get a hit on the window vault animation or right as the survivor drop the pallet on your head.
A well placed Lithe, Balance Landing or Sprint Burst can extend the chase by the same amount of time if not more. The only difference is it's not right in your face. The fact DH is right in your face is what make it feel worst.
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@Luciferr_2nd said:
Some people find it easier to blame their opponent for "hacking" instead of admitting their mistakes....
Hope y'all are having good matches
In my 2000k+ hours player I think I've encounter less than 5 people who I argue cheated and all of those were the desync. AKA the survivor teleport when he regain the connection with the server & I get stuck in the animation of hooking, being unable to hook while the survivor struggle and sometime make it out.
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@xEzekanarioX said:
https://forum.deadbydaylight.com/en/discussion/comment/2354974#Comment_2354974
Actually, if the killer downs you with bloodlust means you did well. Also, bloodlust freezes some peoples games, so not good at all for them.
Bloodlust 1 start after 15s, I wouldn't call it a great chase if the killer get to BL 1. Now if he goes to BL 2 or 3 that's an other story.
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@GSilvermane said:
Hello everyone!
I have put about 600 hours or so into this game, but I am still at a loss as to the usefulness of certain perks. That being said, I see a lot of killers I go up against these days using STBFL. Is this perk somehow underrated, and I just missed it? Am I missing synergies here with it? Do I just not see its potential? I am genuinely curious as to what makes it such a good perk to see so much use.
Thank you for your time.
At max stacks it give you 40% less cooldowns on hits which is kinda huge. With killer than have an ability that can injure or even down survivor you can chase the obsession and not lose stacks which is good.
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@Kashi445 said:
Make 7 knives to down, a mend action to remove knives, richochet knives base kit. Or make him slightly faster and the mend action.
Yep making him 115%, 8 or maybe 7 knives to down, no ricochet (that only hurt console player anyway) would have done it.
People saying we need to adapt... Do you realize the fast vaulting animation is long enough for Trickster to hit 6 knives?
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The map is so good you can actually prevent the killer from hooking you at all if you manage to get to the top floor of the library without the need of perk or body block.
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@ilovedbd123 said:
https://forum.deadbydaylight.com/en/discussion/comment/2354926#Comment_2354926
Top killers say it's unbaitable when used for distance in a loop.
Are you telling me your more knowledgeable than someone like Otz (7k hours) in the game.
Please tell me your joking, or are just a troll.
If not, please reconsider some life choices.
However:
I'm not just gonna repeat words with no backing, ill give you a fairly simple scenario.
You, as the killer, are chasing an injured survivor to an LT wall. Your just about to catch them, however due to an earlier chase you know they have DH. Now your playing wraith ( a character with a simple bait mechanic (hitting the bell)). So you can either:
1) bait dead hard, they use it, reach the window and extend the chase
Or
2) don't bait dead hard, swing and they reach the window because they used it either way.
What counterplay is there?
I'd love for you to tell me.
Funny because if you actually watch Otz or any of the biggest streamer/youtuber you'd see they:
- Wait to see for DH and most of the time survivor DH into nothing
- They can remember what perk each individual survivor have.
The other exhaustion perk can give you enough distance to get away from a dead zone/go to an other zone, DH can't.
Hit's are on the killer's side. That mean by the time you see the killer raising his hand for a lunge, on his end he's about to or already hit you. That mean DH is much harder to use to prevent a hit & is more about the distance than anything else. This is also why you get hit even if you stun a killer with a pallet.
Finally 99% of the player base is not at the skill of competitive/scrim nor they're at the level of streamer/youtuber. That mean the outcome of a match has way more to do with your skill vs the skill of survivor than about the balance, like in any of the more competitive game out there.
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2353315#Comment_2353315
It's funny how when i start defending Legion for being stronger then people think they always assume i'm a survivor that can't deal with them.
I main the Legion. I don't play often and am not the best but can still concistantly win. Other streamers like Ryuga and Otz also showed they can do well with them.
If survivors are that far away while in frenzy all you need to do is end your power walk over there and activate it again cause the cooldown is nothing if you don't let it run out.
In that situation might as well down the survivor you used FF hit first. If you play it well you can kinda do like Wraith and "block" or forcethe survivor in a direction he have less protection. A down is always better than injure people in my book.
Streamer often face weaker survivor with how the match making is.
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/2353280#Comment_2353280
Yes, but that's the problem. If you refuse to cleanse Totems, that's on the Survivors. No Hex Perk needs nerfed because a Survivor chooses to do something other than cleanse Totems. If you want the Hex gone, cleanse Totems. If you want the Hex to stay in the game because doing generators is more important to you, then you suffer the consequences.
I just don't understand how people can say "Survivors can choose to do what they want" then complain about how Hexes need changed. If you choose to leave the Hex in the game, that is your choice. Don't complain about it later and say it needs changed because you don't want to spend 20 seconds cleansing a Totem that's lit up, crackles quite loudly, and is visible from halfway across the map.
One of the problem of Hex is they are either not strong enough for the chance of losing 1 perk or their power reflect the fact that survivor can render the perk useless. Combined with heavy RNG that can either make you hex last only few second in the match or is almost impossible to find make things worst. Go try to look on totems on the Swamp map or some indoor map. The time spend on looking for them alone can make you lose so much time & you can easily miss them. That is just not fun for the survivor. On the contrary on some maps the totem spawn are so bad that survivor can find them easily and that's not fun for killer.
The totem spawn in the House of Pain is one of the many example of a really bad totem spawn. It's close to a gen and if you run next to it might as well take a look at it.
The video I link in my previous post would not only make bones a core mechanic but also solve gen speed at the same time and imo that's what the game should aim for. By making all bones hex totem the RNG on totem spawn doesn't matter as much, it add a secondary objective and make even the worst hex worth picking up.
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@Sonzaishinai said:
Nothing too much outside of addons and some quality of life changes.
Legion isn't bad, people are bad at them. That you say they don't have a power when everyone is injured already tells me your playing them wrong
Changes i would like to see are
removing the power drain on a m1 hit, hell maybe even add power
Changing the addons frank's mixtape and stabwounds study
Make it so people with deep wounds can't interact with generators like madness tier 3 so they don't just go fixing gens before they mend
Maybe up their speed a little after every stab. Speedy Legion addons were fun
Nah, he's weak. There are some add-ons & perk combo that can make one of his play style stronger but overall he's weak. If survivor spread out & don't heal the very moment they are injured and left alone he's dog #########. If you do poorly vs him it's either because you don't spread out and thus spend a lot of time mending/healing or you're not that good at looping.
He have a ######### long cooldown on his power & a long stun animation going out of it. If survivor are like 24-32m away from each other than it's not even worth trying to FF and injure multiple survivor so at best you just know their general location for after you down someone.
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@Mringasa said:
https://forum.deadbydaylight.com/en/discussion/comment/2353239#Comment_2353239
The bone hunting should start at the beginning of the match, regardless of what Perks are being run by the Killer. If you don't want to cleanse Totems, then you get to suffer the effects of them. DO THE BONES.
imo, most of the newer Hexes aren't powerful enough. They are nice Perks, but they seem to fall powerwise in between regular Perks and Hexes. They need more teeth to them, because if it isn't Ruin, nobody is going to cleanse.
Survivor have the option to cleanse or not, when ever they want during the game.
But IMO hex should be change to something like what's in this video:
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2352951#Comment_2352951
They removed the ability to body block with Charlotte since people could use her and victor to trap people in areas like the basement
They could have just made an exception to the basement and other area that are problematic to prevent switching to victor.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2352894#Comment_2352894
At 10 tokens, the trial is over, one way or another. Survivors only have a combined 12 hook states.
True and since you gain token on unhooks then by 7 token you stop hooking survivor and kill them right away.
If you wanna change the perk to 32m range and add 1 token then the speed boost should be permanent.
1: +1-2-3% speed
2: +3-4-5%
3: +5-6-7%
4: Exposed Status Effect
5: +7-8-9%
6: Mori
Gain a token if you're 32m away from a unhook (unhooking yourself would now give a token too)
The effect persist until the hex is broken.
either that or
1: +1-2-3% speed & all actions
2: +3-4-5%
3: Exposed
4: 5-6-7%
5: Mori
A survivor who know the game should be able to identify the speed increase and thus know that Hex: Devour Hope is in the game so the bone hunting start sooner.
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There are times where keeping Victor hostage is by far the better play.
If more than one survivor injured and Victor jump onto a third one it's best if you keep him until your team reset by healing, otherwise you have a good chance of giving a solid 2-3men slug to Charlotte.
Also I mostly play in SWF with people of all skill. If I know a good looper is being chase and I have Victor I'll keep him so my team mate can waste lot of time while the two other hammer gens. The weaker survivor tend to get downed quite easily VS Victor but can still manage to run a basic M1 killer for a solid 30-40s, it's situational but keeping Victor hostage can be the best way to prevent quick down or slug.
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@Evilhorst said:
https://forum.deadbydaylight.com/en/discussion/comment/2348113#Comment_2348113
1.Even Killers with similar mechanics are supposed to be different. Beeing ranged is also not a criteria that means all ranged killers have to perform the same.
2.Glad we agree:)
3.I think we just disagree on this as we both have different views on whats healthy for a game. Fair enough.
4.You are just making things up.
5.Yes you do have somewhat of control where you get chased. I already admitted that there still is RNG involved. But you have more control than you think is the point i was trying to make :)
Thanks for the reply and not beeing personal :)
- It's still fair to make comparison.
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- It's just one think, that in my opinion, can make the game not fun. IMO it's never fun to get beaten by killer that require next to no skill & you can't do much about it because they're strong.
- That's simply what I see and look at the post above to see my reference
- How to do have some control? Depending on where you are mobility killer and Stealth killer can come from nowhere and hit you, can't do much about that.
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@GrimoireWeiss said:
https://forum.deadbydaylight.com/en/discussion/comment/2348113#Comment_2348113
Where did you get this 90% data? Or it's just a made up number to justify your argument? Be aware that things like Reddit and this Forum are not even 10% of the playerbase.
From Reddit, this forum, youtube comment, having 3 discord group in my native language playing DBD & the official discord server. Those killer are disliked by a vast majority of player.
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@slimjim75492 said:
How does the killer hit you after you crack the killer in the head with pallet please explain that one to me, and please don’t try to defend dead by daylight they don’t deserve it. They need to do better at fixing their game, honest answers.
Part of it is latency and that can't be fix. At some point you need to learn the distance a killer will hit you before you can drop the pallet to protect you.
@fogdonkey said:
I wonder if this new pallet validation will also work for dead hard. It happens too often that I dead hard but still get hit. Maybe I am just doing it wrong, but maybe also so the latency issues are affecting it.
Yes it's latency and it suck.
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@Evilhorst said:
So the trickster has been heavily buffed and people are of course ready to jump on the OP bandwagon.
When it comes to evaluating killers people start to compare them to other killers in specific scenarios. These comparisons are complete nonsense most of the time and i would like to tell you why:
1.Killers are supposed to be different and have differen strengths and weaknesses. Some killers can get away with things others can't, but this might turn around in a different scenario. This is how things should be as it makes gameplay more diverse. If every killer performed the same in every scenario, this game would be boring as hell.
2.Just because killer X can do better than killer Y it does not mean they are OP.
3.The difficulty of a killer to master does not matter. Its healthy for the game that there are easier and harder killers. The argument that a killer beeing strong or too strong is fine, when they are hard to master is simply illogical. An argument you see a lot when it somes to comparing spirit and nurse. Nurse beeing harder to play does not justify, that she is so much stronger than every other killer. (I am not complaining about her, the argument just does not make any sense). Good performing killers do not need to be a sweatfest.
4."Fun" is so incredibly subjective, that it's really kinda arrogant to state a killer should be changed because you do not think, it's fun to play against him. You are not the center of the universe and you have no right to tell others what fun is supposed to look like. And let's be real here, for many many many people more fun equals easier and more consistent ways to win.
5.You can influence beeing in a specific scenario or not. While i will admit that you do not have full control over this, you still have a significant amount of control. If you know a certain killer performs better in certain scenarios you can avoid them. Do not run to specific loops then. Do the gens first that are most likely to put you in a disadvantage. Run perks that make your life easier against killers you are struggling against. People act like they have absolutely no control over this. RNG is involved yes, but "no control" is simply a lie.
- Some killer have very similar mechanic and it's fair to compare them.
- True
- Well it does matter. It's not healthy for the game to have easy killer that are also strong. It's boring and painful to play against, hi spirit.
- Yes and no. 90% of the player base hate playing Deathsliner, Spirit &Twins. When such big part of a community universally hate something there's a reason why and the dev should look into it.
- It's true to an extent but: you don't have control over RNG nor do you have control over your team mate, especially when playing with random. Also you don't choose where you get chase nor do you have control over other survivor creating dead zone by dropping all pallet in a specific area.