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Hanselpup

Hanselpup

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Hanselpup
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  • They took away some of her most busted synergies and made Blink Attacks considered Special Attacks, something I believe should've been in the game from the start. While this is a good leap in the right direction in terms of balancing, they still haven't addressed the main issue with The Nurse. Her ability to teleport through walls and other solid objects, including floors on another level, makes distance irrelevant in a chase. The Nurse is the only killer in the game (besides Huntress, Trickster, and Deathslinger to an extent), that makes pallets and windows, which are supposed to be your main tools and saving graces in a chase, dangerous and risky to use. There technically is some counterplay, and it consists of breaking line of sight, being extremely weird, and avoiding predictable loops like the plague. However, most Nurse players will bring aura-reading perks which make it much more difficult to move unpredictably during a chase. Anything other than "look forward, hold W" is risky because The Nurse can so easily cut you off. Looping a Nurse is impossible, and good luck if you get any mostly empty outdoor maps like the farm.

    Again, the changes they made were heavily needed, but it is undeniable that she desperately needs further adjustments and lots of tweaking for her position as "Best Killer in the game" to be challenged.

  • He's still an anti-loop killer like Artist, and suffers from most of the problems she does. He's countered by holding W, and trying to loop him will most likely have a guard planted at your feet. He's also as good as (maybe slightly worse than) Leatherface in terms of camp potential, due to the ability to have his guards instantly chase away anyone who tries to get into camp-rescue position. It helps that the guards follow the Geneva Convention and don't harm medics (haha), but it seems like many people don't know about this feature when going for a rescue. Overall his power promotes boring camp-ish playstyles.

  • @wimpy said:

    The fact that this bug has gone unnoticed by so many people, and for so long, baffles me

    Don't worry. The bug has already been acknowledged by the devs. And many players have noticed it, as have you.

    https://forum.deadbydaylight.com/en/discussion/351325/devout-emblem-bug-since-patch-6-3-1

    Oh, I didn't know this post existed. Thanks for sharing it, glad to know they've acknowledged it

  • image.png image.png

    The fact that this bug has gone unnoticed by so many people, and for so long, baffles me

  • Seems like everyone is encountering this... why has this not been acknowledged yet??

  • This is happening to a lot of people then... Others have also reported this and I've encountered it myself. Couldn't hook a Zarina three separate times because the chair was blocking the hook, and no other hooks were close enough... The map needs to be killswitched until this is fixed, because survivors could just sit in front of it and become unhookable

  • This literally just happened to me too... exact same spot and everything. Couldn't hook a Zarina three separate times just because there wasn't another hook close enough to it

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/351427/suggested-changes-for-left-behind

    Bruh ######### these absolutely blow sole survivor out the mud XD

    "Opening speed increased by 100%"

    Lol i honestly want to see what that would look like with sole survivor and wake up.. its already insane speed with those alone

    Yeah maybe opening a gate in 10 seconds would be a bit much now that I think about it

  • @pizzaduffyhp90 said:

    I don't have a problem with her like most people. Sure she can end games quickly and neglates loops but, I think it's nice we have some a strong killer that can shut down loops

    Other killers like Trapper, Hag, Artist, Dredge (to an extent) can "shut down loops" fairly decently. Nurse ignores loops altogether, and distance means nothing to her. In a game where distance is the difference between getting hit or reaching the window just in time, that's pretty important.

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235504#Comment_3235504

    Then we have something like this already - Sole Survivor. Only the numbers are way lower.

    https://forum.deadbydaylight.com/en/discussion/351427/suggested-changes-for-left-behind

    You legit would always escape as the last survivor.

    What needs to be changed?

  • @Lastchild said:

    The idea seems good but too favorable to the survivor.

    Reduce as desired :

    - The distance to 30 meters

    - 120% repair speed

    - The opening speed at 60%

    The survivor is sacrificing a perk slot for a perk that only activates once they are the only one left, IF they survive until they are the only one left. For the rest of the game, it does nothing. Also, Left Behind already shows the hatch at a 32 meter range, and it sucks. It needs to be larger than 32 meters, because most of the time you can find the hatch just by listening for it. The reduced repair speed would be okay, but honestly I believe that repairing as the last one should only be in specific cases where the generators were almost done anyway. Left Behind would simply speed it up so the gates are an option before the hatch is closed. The perk needs to have a largely noticeable effect on the endgame or people won't run it just because of how situational it is. This is also why nobody runs Sole Survivor, either. It gives too small of an effect for its activation condition... I might be missing something really important that I hadn't thought of before, but in my eyes these current stats give the last survivor a better-than-average chance of getting out in dire circumstances if they're lucky enough to be the last one, without giving them ridiculous benefits that makes it impossible for the killer to find and catch them.

  • The Nurse breaks all the rules of Dead by Daylight by completely invalidating windows, pallets, and any kind of distance-maker. To the Nurse, there is no such thing as distance. "Distance" is simply related to the inaccuracy of her blinks, but there is no such thing as "gaining too much distance" during a chase (especially on multi-floored indoor maps like The Game, RCPD, and Midwich) since walls, elevation, and other obstacles don't block a Nurse at all. Every other killer's power is meant to play around pallets and windows, not completely invalidate them. The best form of counter-play against a Nurse is "hide behind a wall and make her guess where to blink," but this counter-strategy isn't fun or consistent, especially against Nurses who stack four information perks such that every survivor is essentially a walking beacon. Skilled Nurses are simply impossible to escape against. MAYBE you'll get the hatch if you're lucky, but if she finds you, your chances of survival drop to 0.01% regardless of your surroundings. Her power needs to be changed. Desperately.

  • For me, Hex: Pentimento seems like an interesting concept. The idea of recycling destroyed Hex totems is definitely unique, but when combined with certain perks (like Shattered Hope and other Hex perks, especially Hex: Plaything), it becomes very oppressive. If the killer brings Hex: Pentimento and several other hex perks, the survivors have to make a choice: do nothing and suffer from powerful hex perks the entire match, or cleanse hex totems to remove the perks, only to get a massive 30% reduction in repair speed (and others) if they do. If the survivors don't want to be very slow when repairing the whole match, they have to look for totems instead of repairing. If the killer brings Hex: Pentimento (and rekindles every totem), Hex: Plaything (and hooks every survivor), and one other hex perk, survivors would have to spend 14 seconds per totem, resulting in a total of 140 seconds total spent on totems alone. That's not even accounting for travel time, search time, killer interruptions, and other perks that might slow cleansing speeds. Usually more than half of the match is spent trying to find and cleanse hex totems just so that the survivors aren't massively debuffed all match. This isn't fun to deal with as a survivor.

    Either the slowdown needs to be cranked back a bit, or rekindled totems need to be more easily destructible. Survivors should not be forced to spend their time searching for totems that just come back anyway, or go the whole match suffering from other hex perks they can't cleanse.

  • I don't think the chains should completely ignore the person with the box, but it's really annoying when you get stuck with the box and can't get rid of it because chains are harassing you. A really easy fix I have in mind would be to just make the survivor unaffected by chains while solving the box, similarly to how you can still vault windows and drop pallets while chained.

  • I must be missing something, because apparently I'm the only one that thinks The Cenobite is too strong

  • I believe he might be a bit overpowered with how much his chains slow you down during a chase. If you compared his power to Huntress, you'd see that his "hatchets" are much easier to hit, especially since you can "throw a hatchet" through a wall. The survivor's large decrease in speed is enough to make it possible to reach the other side of a loop before the survivor can break all of their chains and vault away. Huntress can do something similar to this by throwing her hatchet over the pallet/window to hit the survivor directly, but there's one key difference: The Huntress requires direct line of sight to use her power, while the Cenobite doesn't. So essentially, The Cenobite has hatchets that take a moment to register damage. Not only that, but the added complication of the Lament Configuration will DEMAND the attention of at least one survivor who could've been repairing generators. If anyone ignores it, it makes it INCREDIBLY difficult for survivors to perform any action that helps the team in any way by disrupting repairs, stopping heals, and outright denying the ability to cleanse a hex totem. This COMPLETELY STOPS THE GAME FROM PROGRESSING until at least one survivor picks up the Lament Configuration and solves it. This allows The Cenobite to chase at least one person consistently, due to his ability to teleport to anyone attempting to solve it. If nobody solves it, hiding is impossible anyway because the chains that constantly bind you make a lot of noise, and are very easy to spot. If a survivor just holds it without solving it, they become a walking beacon that can barely contribute anything to the team. Once they inevitably go down, the chain hunt begins again and slows all generator progress to a standstill.


    Again, think Huntress, but she isn't slower than most killers, her hatchets are slightly delayed but still deal damage, and she owns a box that can completely stall the game and make it impossible to make any generator progress without allowing her to chase at least one survivor consistently. Overpowered. Nerf please.

  • I feel like all of these would not only be hard to implement, but would also affect the game too drastically. Dead by Daylight would be an entirely different game if the survivors could actually attack the killer. Last Year: The Nightmare is already a game based on fighting back against the killer. If you want something like that, go play it

  • @Warcrafter4 said:

    I'd say a full rework to make his ability better suited for the newer map designs as the new maps cause a lot of issues with his power.

    That being said I voted for buffs because the developers can't be trusted to rework him correctly if they can't admit their first rework on him went wrong.

    That's part of the reason his chainsaw is mostly useless. The devs tried to make the chainsaw reserved for transportation only, yet trying to use the chainsaw in a map like Lery's or The Underground Complex is near impossible with the tightness of hallways and number of twists, turns, and obstacles to collide with. Most of the time, trying to use your chainsaw actually hurts you, and you basically have to play like a Cannibal with a faulty chainsaw that doesn't actually work half the time. Even when you get a chance to chainsaw a survivor, the chainsaw is extremely hard to control as it covers half your screen and heavily messes with your movement. I'd say they did the right thing moving him away from the insta-saw meta, but now they've made it impossible to even chainsaw people at all. And when it comes to transportation, honestly, Blight is a better pick. He may be slightly slower, but he's way easier to control most of the time and will ultimately save you more time while trying to get somewhere.

  • I played a couple games as him and found it very difficult to use the chainsaw in any way other than transportation. The charge-up takes too long and the chainsaw is too hard to control for it to be of ANY use during chases. Blight is basically a slightly slower Hillbilly that does everything better than him

  • Brutal Strength is a good perk for me since I usually respect pallets either way

  • The size of the map makes it easy for survivors to repair generators, and forces the killer to take REALLY long patrol routes to generators. However, because of all the tight hallways and small rooms, it can become really confusing while running a chase simply because you can't see where you are or what you can use. The map is too dark, too big, and too confusing in chases. I'd say the map is survivor-sided, but it's just an all-around unfun map to play on for me.

  • Since players don't earn anything from playing in customs anyway, I feel that you should be able to play whomever you want. Heck, you already have every character's tier 3 perks available, why not characters?

  • The Legion is literally just an edgy teenager with a knife.

  • I heard the same thing earlier this morning, I thought I was in a game with a hacker or something. Figured out it happened consistently between matches whenever I swapped characters. That sound is super distracting and makes me think I'm doing worse than I actually am

  • @NomiNomad said:

    You no longer lose ranks when you de-pip. You can get to having no pips, and that's it. Once you reach a rank, called grades now, you stay there until the 13th or until you grade up

    Interesting, didn't know that. Thanks

  • If DBD never got another killer in the game from launch, it wouldn't be what it is today. More killers means more variety each match. With only three or four killers, the game would get boring and predictable very fast.

  • If survivors are prevented from solving the box due to chain hunts, it starts an endless loop that the survivors can't get out of (unless the box holder gets really lucky).

    The box should still chain hunt the box carrier, but should immediately stop as soon as they start the interaction. Or at least, make it so that being chain bound doesn't prevent you from completing the interaction. If the devs want to hinder and slow survivors when they don't solve the box, the carrier isn't going anywhere while he's solving the box!

  • Thanks, I was unaware it wasn't implemented yet. I'll have to look carefully to see when it is.

  • It could cause killers to tunnel low rank survivors knowing they’re bad. I wouldn’t see an issue in KYF though.

  • The efficiency bonus could be gotten rid of, but its killer detection is fine. Killers can counter Spine Chill by moonwalking.

  • As a low FPS Switch player, the game was unplayable. I’m glad it was nerfed into the ground.

  • Having different objectives randomly chosen at the start of each match would be very interesting, and add a whole new layer of randomness, but the game is centered entirely around generators. Almost every single perk, map and killer would have to be changed to make it fair, so it probably won’t happen...

  • Ah, Ruin... sweet, sweet enslaved victory. (Assuming you can defend your totem)

  • Nothing can relate to the dopamine of a successful trap.

  • Scratch marks mask blood trails, and even when they’re walking the blood still blends in with the ground sometimes. The only time I get use out of it is whenever I see some by luck, or see a trail on the well-lit floor. When it comes down to blood, I usually lose the chase.

  • The dopamine from getting that save... ough... yes... so... satisfying...

  • It really depends on the build you are using.

  • The Legion's power doesn't feel rewarding. He's bland and un-fun to play as.

  • Also, don't try to flick onto the survivor if you're in an open field. Aim near them and then strafe. Strafing is a more accurate than aiming on console.

  • @Raven014 said:

    No, the fact they were able to get the shot should get them the injure. Breaking free should be DW, but breaking it early should be just an injure.

    The red expose addon (iri coin) should have the minimum range reduced because it's basically worthless on console.

    This is a poll, so you're able to vote on what you think.

    Also, no. The Deathslinger is not worthless on console, you're still able to hit some pretty tight shots if you know where to aim. Some tips would be increasing your sensitivity, think "Where will the survivor go?" and aim ahead of time, and know your limits. Trying to quickscope a survivor over a tall crate will almost certainly miss. Pressure the survivor into open areas where you'll have an easier time aiming.

  • Here's a counter argument:

    Protect the gen that's being piggy-backed, do you seriously expect one perk alone to win you the game?

  • @Oicimau said:

    What is the difference between rework and overhaul?

    A rework is a lot of QoL changes and tweaks that drastically change how the character functions.

    An overhaul remakes the killer from scratch.

  • Keys shou- well, all items in general shouldn't immediately win the game for everyone. Like I said, it's very hard work to circle the map and find the hatch with the killer still looking for you.

  • Moris don't need to be removed, they just need to change it such that only 3rd-hook survivors can be moried.

    I think keys are fine, there are very few situations where keys can be used to save the game, and you have probably died by then. Finding the hatch is pretty hard on its own, but trying to collect survivors to the hatch is even harder, especially after the killer knows the hatch has spawned. (He'll be guarding it especially hard if he knows you have a key.)

  • @DetailedDetriment said:

    https://forum.deadbydaylight.com/en/discussion/comment/1089606#Comment_1089606

    Just take Ruin! Then you'll have no problem!

    What was that? Ruin got nerfed?

    What in the absolute fuk? It wasn't even that good! Watch out guys, DeJa Vu might be next!

    That's the whole point of this discussion, is Trapper good without add-ons or should he start with some as his base-kit? Is Trapper okay perkless, or does he heavily rely on perks? You can't bring an argument of "Just use Ruin" into this.

  • @Nos37 said:

    I think the Trapper, the Hillbilly, and the Wraith were the first killers in Dead By Daylight.

    And yes, you're absolutely correct, but what does that have to do with opinions about the Trapper specifically?

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