FrostyEyesSusie
FrostyEyesSusie
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- FrostyEyesSusie
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Comments
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Making the easy role even easier and overpowered? You're definitely BHVR dev material.
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@GentlemanFridge said:
Asks for anti-slugging mechanic.
”Devs are so killer-sided”
Shows picture of them having given up as killer.
Huh??
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@Toaster427 said:
It's a fun temporary event, chill...
If you're this upset about it then you should probably step away from the game a bit, you're taking it way too seriously
If you're this upset about people complaining that you'd come into a thread to whinge about it, you really should take your own advice.
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@MikaelaWantsYourBoon said:
Nah, killer mains have 99% win rate when they play survivor. They are destroying each killer they faced. Game is should be fine! Survivors don't need any buff.
This.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/3122575#Comment_3122575
How do you know that? Tunneling and camping really don't take a lot of skill, and are easy way outs for killers to win. These strategies need to be addressed.
If you're talking about tunneling gens, then yeah, it doesn't take skill. But OP made it clear he was refering to killers tunneling survivors, which does take as much skill as any other chase, specially now with built-in BT and OTR. With teammates body-blocking, BT and OTR there's more than enough time for the tunneled survivor to run to the next safe loop, then to the next, and the next, until the killer had to waste a full gen or two assuming the teammates were even slightly efficient and actually did their gens in the meantime. A gen per hook means an unavoidable loss for the killer, btw.
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@Chocolate_Cosmos said:
People shouldn't give up true.
But "lear to get better" doesn't work on every killer, right, Omega blink Nurse? ;-)
It does, you just need to learn a different set of skills other than "run every object 3 times then move onto the next object" and "hold shift w and predrop pallets". Play Omega blink Nurse yourself until you start going against players that have learned how to deal with it and you'll see it's not this boogeyman lazy people make it out to be.
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Why would someone do this? Create a thread pretending you actually play the other side just when you quite clearly don't?
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@Teslaboi said:
https://forum.deadbydaylight.com/en/discussion/comment/3120225#Comment_3120225
I wasn't going to reply to posts but this comparison warrants it.
For this comparison to be applicable you'd have to assume people are being forced to DC or homeless people are choosing to be homeless. The solution to homelessness you showed is cruel and unfair to the individuals who have no choice to be in the situation they are in. where as mine is punishment to those who have a choice to ruin the game for others.
the other is a punishment for going out of your way to make something less enjoyable for others.
That assumes there is no such thing as a game crash or connection issues.
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@Teslaboi said:
The penalty for doing it should be EXCRUTIANTINGLY higher, and it should reset after 48 hours instead of (I believe, could be wrong) the current 24 hours. DC'ing needs to be MUCH more de-incentivized.
The amount of decent games I get as survivor or killer because some pansy decides to quit midway is ABYSMAL. 5 minutes is obviously not enough to discourage people, and I understand how ######### it would be if you were forced to DC due to a hacker, but the amount of DC's I see for ABSOLUTELY NO reason compared to because of hacking is not even comparable.
Thanks for coming to my ted talk, this isn't a debate, you can disagree if you like.
That would do very little against rage quitters and unnecessarily harsh against unintentional dcers. RQ would still do stuff like run into the killer and suicide on hook, but people who have bad connection or an out of date rig would be crushed by it.
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You are right that they don't need to justify doing their objectives efficiently, but it is the case that they simply do not have the option to go for spreading hooks and going for chases while still having a shot to win due to the bad map design. Removing even more power from the killer will simply encourage the killers to avoid going for hooks and chases even more. What this patch has proven beyond all doubt is that nerfing perks that encourage the killers not to camp leads to camping, which should kind of be a given but w/e.
If you have an issue with camping then be like me and push for a buffs to perks like Pop, Ruin, BBW, not for removing even more power from killers.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3120327#Comment_3120327
IT should be played solo without communication. you really think it slightly favors survivors that way? What about swf then?
The map designs ensure that any survivor who simply knows the loops can extend a chase to last almost a minute simply by dropping pallets and going from loop to loop without even needing to actually run them or mindgame at all. And if the rest of the team is even slightly efficient about doing their gens, the pace of the game will go a gen per hook easily, meaning it's physically impossible for the killer to win without tunneling someone out ASAP. The game is ultimately the survivors' to lose, not the killer's to win. The most a killer can do is exploit the mistakes survivors make.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3121084#Comment_3121084
Killers don't camp because of hook grabs; they camp because it's an effective strategy. Hook grabs make camping easier, which is why it would be better to make it so only an injured survivor can be grabbed. This would make it consistent with vault grabs, while also making camping a little bit weaker since the killer will have to opt for a trade instead of having hook standoffs.
They camp because the bad map design actively punishes going on chases and BHVR has nerfed the perks that encouraged them to move away from hook (ruin, bbq, pop, etc). Removing more power from the killer is only going to compound to the issue, not fix it.
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Great idea, just encourage tunnelling by making sure survivors can farm unhooks off their teammates right on the killer's face.
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@dugman said:
I'm not sure exactly, but it probably has to do with trying to have something in the game that kind of forces people to move around more? 🤷♂️ For instance if you have a hook right in the middle of a 3 gen, and just keep hooking over and over on that one specific hook, it might be beneficial to have that hook wear out eventually and force you to hook a little farther away to give the survivors a little more breathing room. That's just a guess though.
And on a tangent don't forget the basement hooks are indestructible. So whatever the reason there must be one, otherwise they'd have just had all hooks work the same way.
As it is, it simply encourages slugging. I had a game some months ago where a survivor ran to a dead zone where there were no hooks anywhere near due to the hook destruction mechanic and he was literally immune to being hooked. I tried to pick him up and he struggled, so I had no choice but to leave him to bleed while I looked for the hatch. And then we both had to wait for the EGC for literally no reason.
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As a survivor main and I think trying to deal with camping by nerfing killers is pointless. What we need to do is buff perks that encourage them to leave the hook (pop, ruin, BBQ, etc). They camp because they have no reason not to, and past mid mmr it's actually a requirement to win. Nerfing killers is only going to make the problem even worse.
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@Neyar said:
https://forum.deadbydaylight.com/en/discussion/comment/3119330#Comment_3119330
This is a funny sentiment currently. 'Why doesn't the survivor just give up on what they consider an unwinnable waste of time?'
Because when many survivors take that mindset, you get the current 'disconnect crisis' where any subjective reason for giving up becomes valid in the players mind, that's why.
Slugging for the 4k is an annoying issue with game design. The game should avoid putting any player into a basically dead end scenario like this. Because when you start putting players into unwinnable, yet inescapable scenarios, the best option becomes 'the only winning move is not to play.' Some players take a break from the game, while others throw games. One is healthy, the other isn't.
You've taken the honest path which is to blame the devs for the bad game design. It's not fair to expect the 4th survivor to give up and it's not fair to expect the killer to give up either. The issue is that the situation shouldn't have arised in the first place.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3119258#Comment_3119258
Because it is the killer's fault for dragging it out. Hook the player and take what is at worst a 3k. Then everyone can go next. You're speaking of entitlement and saying "come out in the open and eat the L" without any hint of irony. I remember my first 4k. It's a pub. Just take the 3k, play for the 4k after that and move on.
Why is it on the killer, though? The 4th survivor can always come out and take the L too if he doesn't want the game dragged out. Come out in th open and get hooked like you deserve since you didn't complete the gens like you ought to. The killer's objective is to kill everyone, and he has better chances of killing everyone by slugging the 3rd survivor than hooking them, so that's what they do. Or the devs could remove the stupid participation trophy mechanic. Blaming the killer for not giving the 4th survivor a free win is peak entitlement.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3119229#Comment_3119229
Pretty much just this to be perfectly honest. I wish they just kept the bugged version, it would be more fun for everyone.
But it was giving free bloodpoints to players, think about the bloodpoint economy!
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@[Deleted User] said:
Congratulate the killer for dragging out a public match past the 15 minute mark and winning their non-existent $10k prize.
Why is the killer's fault for dragging it? The survivor could always come out in the open and eat the L. It takes two to stall in this case. If we survivors weren't so entitled for the free escape killers wouldn't have to slug.
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@Nirgendwohin said:
two survivors dead, two left. gates are not powered. killer keeps one survivor constantly slugged to catch the other one. seems to be the norm since killer wait times are high and killers have to maximize gained bloodpoints.
what is the counterplay in this situation? what should the slugged person do and what should the remaining surv do?
It's a necessary thing considering the devs saw fit to give the hatch as participation trophy for the last survivor standing. How else is the killer supposed to prevent a situation in which he has to constantly look for the hatch only to find some ######### survivor teabagging him atop of it?
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@MrMori said:
https://forum.deadbydaylight.com/en/discussion/comment/3117270#Comment_3117270
No time for secondary objectives in solo q anymore man.
I exclusively play solo q and always bring a map and Detective's Hunchback. No boons or hexes at all when I'm around.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3117125#Comment_3117125
Just don't remove them then. Nobody's saying the devs' removal of the bp incentive after introducing it was a good idea.
It still leaves us out to dry in the wind as far as grinding goes and people are understandably unhappy about this state of affairs.
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As soon as you get at room temperature MMR survivors will have more than two braincells to rub together and learn all it takes is for them to split up and make Legion a M1 killer. And with more than two braincells to rub together they can easily exploit the safe loops and bad map designs that makes any M1 killer chase a 2 mins affair.
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And then we won't ever get matches while using VPNs. "No!"
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3117210#Comment_3117210
So you are saying that Otzdarva is not a fog whisperer? Okay I guess you have your facts straight then.
Before you make an even bigger fool out of yourself, I'm just gonna leave this link here for anyone who's interested in seeing whether Fog Whisperes have a DC penalty or not: https://www.twitch.tv/videos/1541409002?t=07h29m42s
You're posting a vid from 13 days ago. I think I know who's the one making a fool of himself now.
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She only doesn't have to do those things if the survivors she's going against are mega bad.
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Eighth month in the Year Of Our Lord 2022 and people are still whining about a nerfed perk that can be 100% countered by simply doing their secondary objectives instead of tunneling gens.
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@kisfenkin said:
The cheaters have no control over who they were matched with, so the idea that they are 'targeting' anyone is ludicrous. Sure, they might be playing at the same time and HOPE to get into a streamer/whiisperer's match, but that is just random chance and MMR in the end.
It's not as if ONLY whisperers are getting cheaters, everyone has them now and then. Some people never even notice them. Subtle cheating makes it even harder to figure out. It's only when it is blatant that it is definite, and even I have seen blatant cheaters on many occasions. Not lately though, thankfully.
This is false. I won't go into details because that would be violating the forum rules so you'll have to take my word for it, but there are hacks that allow you to see the killer (meaning you could dodge until you get who you're aiming for), to modify your mmr, meaning you could get a fresh EGS account, modifiy it to be high mmr, and be likely to be put into the streamer's lobby, and even to force specific players into a lobby. And that's not even going to plain old streamsnipping.
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Feng. Not that I like her particularly, mind you, it's just that she had the most newbie friendly perks (lithe is good and easy to use, alert is one of the best information perks out there and technician is cool for when you're not good at skillchecks yet) and then I stuck with her because she was the one I had invested the most bloodpoints on.
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3117131#Comment_3117131
I must be squarely in the middle because I get a few really tough games, a few really easy games, but the majority are fairly balanced.
The time of day influences thee level of the games far more than mmr itself because the matchmaker will ignore mmr when lobbies start getting too slow. You could be a fresh 20 hours player and be thrown into high mmr lobbies if you play on off-hours and be a top mmr 10k hours player and be put into lobbies with fresh install players on primetime. So if you only play on off-hours or prime-time hours, your perception of the game will likely be skewed by your personal experiences.
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@[Deleted User] said:
Besides me, is anyone not "high MMR" on this forum?
It takes just about 18 wins to reach the mmr soft cap so if you play killer often enough and dont actively de-mmr you probably are but don't realize it.
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@danielmaster87 said:
Only DBD's community can twist a point incentive into something bad. I guess all the other games with similar incentives are bad as well?
What's bad is giving incentives ostensibly as compensation for the removal of BP perks and then removing said incentives AND the BP perks.
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@CyberRoninX said:
https://forum.deadbydaylight.com/en/discussion/comment/3116454#Comment_3116454
😂🤣 I get plenty of good teammates. People are just fed up with the crybaby killers getting there way all the time. I could care less if you take my opinion seriously. You must have sucked as a killer if you couldn't get kills before the update. If that's hard for you to stomach that's on you. Sucks to suck is suppose. Try not to get so upset over a post it really shows your maturity level kid.
By that token you must suck as survivor if you're having trouble to survive even in this patch. And if you're not, then why are you crying about the patch?
See, it's easy to dismiss people's arguments so you don't have to actually address them.
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BHVR treats every player equally, but some are treated more equally than others.
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@PaintedDeath said:
https://forum.deadbydaylight.com/en/discussion/comment/3113879#Comment_3113879
Yes, if the killer is going to tunnel, let it be it me, who is prepared to fight back against it. It's an anti-tunneling build.
No, your post makes it quite clear you're to immediately go and take aggro for the killer to tunnel you. In fact your "strategy" relies on doing it at the get go, without even giving time to see if the killer intends to tunnel or not. Your goal is to bully the killer and you made it pretty clear in the OP, so why are you backpedaling and misrepresenting it now?
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@PaintedDeath said:
Man, look "bullying" the killer isn't something you can do anymore, this build is to punish tunneling. If everyone cries about nonstop tunneling, then the survivors have to build ways to punish it. If the answer for killers is to cry and camp hooks I don't know what to tell you, maybe daddy BHVR will give you another 10% increase to everything.
You literally tell people to provoke the killer into tunneling them. Come on man, at least be honest with your intentions.
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No, the most broken map in the game is The Game.
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@PyroDude said:
https://forum.deadbydaylight.com/en/discussion/comment/3113454#Comment_3113454
I know that, I said it myself in the op.
I know only offerings (and old BBQ) give bonus points at the end of the match.
I want to know how i can max out brutality since I often lack points in that at the end of the match.
Oh my bad, I completely misread it.
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There are no perks or addons that actually help you with farming. They don't actually give you extra bloodpoints, they just make you max the categories faster which means you'll spend the latter half of the game wasting bps.
My advice is to play Legion or Doctor as they are the ones who max the categories faster by simply playing normally.
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I don't think you can go heavier than Jane tbh.
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What do you think happens when a killer goes for chases and you "bully" him for it? He'll stop going for chases and go for camping. Do you not understand cause and consequence? Is a game where killers completely stop chasing and simply camp whoever they can get the ideal scenario for you?
Plus you're not even punishing tunneling, you're literally provoking him to tunnel you. Not only that, you're proving the point that the killer buffs were completely insufficient (which admittedly I agree with you).
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This is the type of thing that makes me want to jump into a Bubba or Nurse game, tbh. Punishing the killer for going on chases is exactly what encourages camping.
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@cluxdx said:
Lately I've felt my kill rates have been very high, so I sought to find out why. I tracked 4 different sessions on the last patch (6.1.1), each spanning 5 games. I played Blight every game, no add-ons or offerings. My build was Shadowborn/Agitation/Pain Res/Tinkerer, and I did not camp or tunnel.
Combined results below:
-Average 8.9 downs per game
-Average of 4.1 times per game that a pre-patch Dead Hard would have gotten someone to an additional pallet or window
-Average 3.1 gens completed before first kill
-Average 3.1 kills per game (77.5%)
-Average of 1 forfeit (DC or suicide) every 3 games
-Average match length of 11 minutes (all values rounded to nearest minute)
These kill rates seem pretty high, but when put into context they're not as bad. I'll go into that more below:
-In the majority of my 4ks I noted exceptionally poor teamwork at points, like leaving someone to stage 2 or death, or not working on gens for extended periods.
-Dead Hard's nerf is likely a small factor in increased kill rates. I noted many instances in which I got downs off of mindgames that possibly could have been negated by DH pre-patch.
-The biggest factor in kill rate was match forfeits. When discounting all games in which someone forfeited, my kill rate was 61.7% across 15 games.
-When survivors work as a team and play efficiently, my games are still very competitive. I had a lot of really good players giving me a hard time, often with some really surprising builds.
61.7% isn't the huge jump everyone was expecting. In fact, it's fairly on-par with what you could expect from a Blight pre-patch. To be fair, I used no add-ons. That said, 61.7% isn't a big difference from what I at least felt like I was getting before, and I rarely ever used add-ons on Blight even before 6.1.0.
All-in-all, I believe the main factor in why survivors are doing so poorly right now are forfeits. When you have a nearly 16% difference in kill rate between when a survivor isn't throwing the match and when one is, that's probably the issue. If you have forfeits an average of every third game, of course kill rates are skyrocketing. So to the ragequitters out there, if you think a match is hopeless, it probably isn't. Don't DC every time you're losing, because if you do then you're the reason every match is hopeless.
The survivors giving up is so ridiculous I literally can't 0K anymore no matter how hard I try. No, I'm not exaggerating. In this game I was going to play killer for a 0K farm game to make use of the bloodrush to level up my survivors since the grind is so much worse now. I hooked two people, the others disconnected and the two hooked people couldn't leave the hook. I literally couldn't do anything about it.
Last time I got warned for "naming and shamming" so hopefully this one will be sufficiently annonymized for our dear mods.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/3113047#Comment_3113047
except you can now stack PR/DMS/Pop, which is the strongest regression/slowdown combo we've seen since old Ruin/Undying
And now you have a killer with no chase or intel perk which you can easily exploit.
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@BenOfMilam said:
When is the Nurse rework coming?
No, not a "we gave her two more meme add-ons and doubled her cooldown", a real bottom-up rework that allows Nurse to co-exist with the rest of the Dead By Daylight killers and knock her off of the unhealthy platform of the only killer where your best counterplay is dying somewhere inconvenient.
I'm not going to get into add-ons or perks, because I exclusively play perkless and add-onless as Nurse and I still stomp every game as long as I least look at the screen while I'm playing.
Nurse is piss easy. No, I'm not joking or exaggerating, nor am I trying to stir the pot. "Nurse is the hardest killer in DbD" is a lie we've told ourselves for far too long. Play one or two matches with her (and maybe bring Plaid Flannel) and seriously try to tell me she's any kind of difficult when she ignores pretty much every rule in the game.
Dead By Daylight is game where you live or die (or kill) based on minute positioning details. It's all about making the other player hesitate for even just a moment so you can get a half meter of distance and safely drop a pallet or vault a window (or hit them when you trick them into being out of position). This is more or less the entirety of chase in DbD. Fighting tooth and nail just to get a few feet away.
Nurse ignores all of this. She goes straight through the windows, the pallets, the walls, even the floor and the ceiling, and she gets right on top of you and hits you while you can do literally nothing. Then she does it again in mere seconds, and you're on the hook. There is no more game. No more choices to make, no more split second decisions and reads. It might as well be "Bubble Popper Clicking Simulator" for the Nurse and "How long can you hold Shift+W?" for the survivor. (yes there is counterplay to Nurse, it's just all really dependent on the Nurse player being bad... which is not what counterplay means).
So, teleporting on command to the extent that Nurse does is bad, but costly and conditional teleports like Freddy, Sadako, and Dredge are fine. But this begs the question, what the hell can we do to fix Nurse? Should she be completely reworked from the ground up for the sake of the health of game? No more teleporting for Nurse? Should she be nerfed significantly? Maybe just not teleport through walls at least?
I don't know. If this was my mess to fix, I would opt to completely change her from the ground up. Even if it meant upsetting fans of the killer. They did it to classic Freddy back in the day and turned one of the most unique and interesting killers (but also one of the worst) into a fairly boring but effective killer. Boring is at least better than broken in my opinion, and having a character that is an undisputed S+ tier for over half a decade is probably not a good thing.
Instead of reworking Nurse you should be asking for them to rework maps so Nurse isn't the only killer who can actually do anything against mildly competent loopers. Nurse is only good because she can bypass the bad map design. And your solution is to nerf Nurse instead of the maps? Talk about misplaced priorities.
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@BabyCameron10 said:
https://forum.deadbydaylight.com/en/discussion/comment/3112143#Comment_3112143
Do Killers really need 4 slowdowns? Seems like overkill to me.
Against slightly competent survivors, yes they do. A survivor who knows even a bit of what they're doing will easily extend a chase to 40 seconds on average simply by predropping pallets and hoping from loop to loop, which gives the other 3 people plenty of time to tunnel gens.
I have no idea how people are complaining about freaking Legion of all killers. Anyone with two braincells to rub together will split up and deny their power, making them a simple M1 killer who needs to run every piece of furniture 2 times and break 5 pallets before getting even close to a hit.
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@egg_ said:
https://forum.deadbydaylight.com/en/discussion/comment/3109347#Comment_3109347
What about nurses going on 200+ win streaks? Those don't count as broken right? Those are ok right?
This is not about nurses going on streaks, though.
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@Dead_Harder said:
This is proof that Nurse has no counter play and must be reworked. Please rework her power to be more counterable, she should be able to set her teleports before hand. Where those teleports are set should be visible to survivors so there is counter play and if Nurse manages to lure survivors to those set teleport points she should be able to ''activate'' her teleport via another button to teleport there. Please make it so.
Here is the actual video. Even though they get 4ked in the first 2 minutes its still very enjoyable, please watch it.
No, this is proof that survivors are so overpowered that they can go on huge streaks and the only thing they are capable of losing to is the most powerful killer in the game being played in the most sweaty manner possible. The takeaway here isn't "nerf nurse", it's "nerf survivors"
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@Xendritch said:
I mean....good?
One step away from gen slowdown/regression meta is another step towards a chase or tracking meta and I'm all for that.
This is just a step towards a camping meta. Thanatophobia encouraged killers to patrol and injure as many survivors as possible and keep them injured instead of sitting by a hook and only getting 1 value out of it.
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@KerJuice said:
The devs really should do balances in moderation. Like how they handled COH. That’s how they should approach every perk.
What you are saying is that they should balance killer perks the way they balance survivor perks.
