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  • @FireHazard said:

    https://forum.deadbydaylight.com/en/discussion/comment/1666170#Comment_1666170

    I'm not complaining about it actually, hence why I said that I didn't want it nerfed. If that happened than it must be for a reason, but the whole point of the post was to bring up certain aspects of the perk that're unavoidable or in better terms unfair.

    If we go back to the point about the distance argument, you have no idea if that extended the chase for 5 - 10 seconds or 2 minutes. Depending on who's using it, even the worst survivor can extend a chase with a lot of well placed loops in the area. In some cases it does waste only a few seconds, but usually when it's used at a loop than other loops are nearby for further chases.

    And yes, I do know how to counter it, sometimes you can't counter the perk at all though.

    https://forum.deadbydaylight.com/en/discussion/comment/1666445#Comment_1666445

    Those dates are interesting despite being a joke... I think... But yeah, it isn't inherently unfair it's just certain cases it is.

    https://forum.deadbydaylight.com/en/discussion/comment/1666499#Comment_1666499

    Well, that isn't really how the perk is supposed to function anyways. I guess I'm speaking theoretically since it does fail sometimes like you said and uses the exhaustion anyways, I just hardly notice it ever failing like that as Killer, so it doesn't feel like that issue exists in the first place. So in a way, I'm talking as if that unintentional bug didn't exist, since it really doesn't most of the time.

    See I think more important matters are map rng you can have one version of map with 10 pallets vs a map with 3 pallets there are alot more important things that affect the game then dead hard.

  • @Leachy_Jr said:

    It's too strong. Be honest. It's actually too strong.

    • The effects it has overshadows every single other killer perk and perk combo.
    • It's carrying trash players through lobbies where the survivors simply just get unlucky with the totem spawns.
    • It's overboard on good players and especially on good killers like nurse where you do not have time to do totems.
    • It requires little skill to use (walking over to a gen is not skill).
    • It's extremely inconsistent to counter and too difficult to counter at times.
    • It's good on literally everyone.
    • It's quite annoying (not a reason why it's strong or needs a nerf, just a personal opinion of mine as slowdown builds are even stronger now with this combo).

    Compare this to the Pop Corrupt meta we just had which IMO is a healthy meta combo:

    • Does not overshadow every perk and perk combo.
    • Took skill to capitalise on so trash players weren't carried by it.
    • A bit overboard on strong killers, but never felt as oppressive as Ruin.
    • Has a consistent counter depending on teammates skill.
    • Good on all killers, but some did not benefit from it well enough in order for it to be used over other perks.
    • A bit annoying depending on your preferences.

    I know this post is going to be flamed, I just wanted to put this out there as I truly hate Ruin Undying with an absolute passion and its killing my want to play survivor. To see it constantly pushed as a healthy perk combo disappoints me as it has many glaring issues on both sides that for some reason people don't seem to acknowledge.

    More importantly, if the game actually starts getting balanced at it's core (maps are fixed, gens are balanced, etc) then if ruin undying is still here then it will dominate every lobby and I have no doubts about that.

    (Also yes, DS is an issue, it's just that you see 100x more Ruin Undying killers than you do 4 man DS UB squads, so don't think I don't want that nerfed too. K thanks).

    So would you rather everyone 4man slug at 5 gens? If survivors keep pushing towards nerfing gen defense that's what is going to happen. Ruin was a never a problem until undying came out because it always got destroyed in like 5secs. Now that you can't do that you complain how does that logic makes sense? Without gen defense you force the killer to either slug or lose the game. So which you want be slugged the whole game because killer has no gen defense or deal with ruin undying by staying on gens and or taking out totems?

  • @FireHazard said:

    introduction

    Hello again, I bring to you a rather obvious question but a interesting one to still debate about. Today, I want to discuss if Dead Hard is fair or not in the current meta of DBD.

    Now of course I need to address the obvious answers that we'll get before the discussion even begins. I'll provide these questions in their own sub-sections below, but for now I'd like to take a moment to address why I bring this question to light.

    Why I consider the perk is unfair and my reasoning behind this post

    Well first off, I want to say that I don't like Dead Hard. I don't like using it and I don't like facing it. I've countered it plenty of times, I know how to counter it, but I still don't like it. Now, why is that relevant to the post at hand? Well, it brings to the table an interesting debate I want to spark in the community itself about the perk and why I personally don't think it's fair to face in a lot of scenarios.

    In most scenarios I face it, I only see it being used for distance at windows and pallets. That's it, there isn't other uses I've seen outside of gaining distance for windows or pallets. I have faced people who use it for faking turns into Dead Hard for a miss, but you rarely see it now a days because it's mostly just used for distance now.

    You might ask why this is unfair though, well, I consider it unfair when you bring up the fact that the perk itself can easily extend a chase or re-write a mistake a Survivor makes at said chase (with enough leg room that is). Kind of like DS but not really. The point is, the perk (in my opinion) isn't exactly fair to face when you're up against multiple users of it, who only use it to gain distance or fix a mistake when getting moonwalked, faked, etc.

    I should also mention that when Dead Hard is being used to gain distance, there's nothing the Killer can do about it. If we're talking about scenarios that involve a way to bait it, than that's a different discussion that can be brought up below, but I'm mainly talking about a straight shot to a window or pallet that the Killer can't prevent if Dead Hard is used. The same goes for if the Survivor makes a mistake and the Killer could've downed them if Dead Hard was not used, just to be clear.

    Now before I continue, let me address the questions and answers that'll be brought up in this discussion.

    "The perk can be easily faked"

    First off, yes, it can be easily faked in the right circumstances. The perk itself is actually really easy to predict when you've faced it for so long. But in my 2200 hours, I still don't consider the "Dead Hard for Distance" meme to be fair. This mostly stems from the fact that there isn't any punishment or counter that can be done for using it to get to a window or pallet. It should also be mentioned that most people who use Dead Hard will use it for that scenario, since it has no downsides and no risk of backfiring (besides of course they did it too early).

    "Dead hard can be baited at pallets"

    Now, here's where it gets a little tricky. Dead Hard can be baited at pallets yes, I've done so many times and downed people as a result from that mistake. However, this usually only works at loops that have funky obstacles in the way like rocks or bushes, it doesn't really work at loops that're long with a straight shot to the pallet.

    This of course is only semi-true though, since if you actually do catch up to them at a "long loop", than they'll use Dead Hard to avoid the hit, which allows you to just walk to the other side mid-animation and hit them. But this only really works if you're right behind them and they're right at the pallet, making the scenario unavoidable for them.

    So in a way, it's very hard to say it can be baited at pallets 100% of the time, it really depends on what you're given and what happens in that given moment.

    "Is this just a complaint post?"

    No, it's a debate I would actually like to bring to the attention of the community to better discuss Dead Hard. I only bring it up now due to how common the perk is at this time, which makes the issues of the "Dead Hard for Distance" meme a lot more prominent.

    You can argue this was sparked by my hatred for the perk, as mentioned above, but it's mostly brought on by the issues I see with the perk itself and why I think it's unfair in certain cases.

    "If this is to get the perk nerfed, that's impossible"

    No, this isn't a debate to get the perk nerfed, lets get that out of the way. It's a debate to discuss why I feel the perk is unfair and to see what others might say as a response in a civil manner. Yes, it would be impossible to nerf the perk itself without making it basically worthless.

    If we're talking about a scenario where Dead Hards distance is reduced, it would make it a lot less effective due to the Killers lunge being able to "out distance" it. So yes, it would be impossible and no this is not to get the perk nerfed.

    Something important to note about the discussion itself

    After some discussions below about the perk itself, I failed to mention some important key points that I want to address in this edit. Dead Hard by all means is a "helper perk", which means the perk itself can add to a chase and even other perks as well.

    With that being said, Dead Hard can also hinder a chase depending on who's using it, what scenario they're in, the killer they're facing, etc. So when discussing the perk itself, it really does depend on WHICH scenarios that're fair or unfair, not just the main point I focused on above.

    The perk itself in the right conditions can be very underwhelming or very overwhelming, it really depends on what it's being used for and what scenario we're talking about. This means if the perk is being used for distance, than some like myself consider it to be unfair. If the perk is being used for complex loops, saves, etc, than it can be considered to be fair when you involve a players skill itself and what they're using it for. The perk itself can also add to other perks as well, which makes the discussion more complex when you consider this into the mix.

    It should be kept in-mind that some might focus on different scenarios that others are not talking about at all. So it's good for us all to keep an open mind when bringing up each individual point, as it really does depend on many factors that're presented with the perk itself.

    With that all being said, I look forward to this discussions continuation.

    conclusion

    If I missed something above than I'm sure someone will bring it up below, but I would like to say that I do hope this discussion will spark a civil debate on the perk itself and what it's used for. I look forward to what will be brought up as an argument or addition to the post.

    I'm open to discussing all avenues of debates that're on-topic with the post itself and I will do so in a respective manner to both perspectives. So please, feel free to agree or disagree, I'm open for anything that's reasonable to discuss.

    So you know how to counter it but yet are still complaining that it is unfair. Dead hard legit does hurt you as a killer at all even if they "dead hard for distance" that's only about 5-10 secs wasted depending on the loop. Yeah sure if they dead hard for distance to a pallet it has no counter play, but yet there are still god pallets in the game. I think God pallets are more of a worry then dead hard. Hell there is even wrongful use of ds as well there are many things survivor can do that has no counterplay that are more important then dead hard.

  • Just play a killer with the ds bug forehead and eat the ds and be back on them in 2 seconds LMFAO

  • @OniWantsUrLocation said:

    According to the Q&A stream Devs are monitoring PH. Most likely PH will get "minor changes" (still getting nurse flashbacks)...

    Let us remember what so many people have complained about.  I personally can only remember two specific things:

    1. Canceling Rites of Judgment (switching from M2 to M1) has a cooldown of 0.5 seconds. According to many people here this is much too low, because PH can simply fake his M2 without any punishment (0.5 seconds is not really noticeable). The legendary "get hit or get hit"-Situation was born.
    2. PH can negate a lot of perks because of his cages. Especially DS and BT users are NOT happy about that.

    So what could they change to make people happy again? Increase the cooldown from 0.5 to 1 second? 1.5 second? 2 seconds? Yeah.. I don't know what they're planning, but a higher cooldown most likely means that he can no longer fake his ability. Since this is his TRUE STRENGTH, such a change would make him drop from tier A to tier C in no time (since I am not a friend of tiers this is only to illustrate that he would lose much of his viability).

    So if the cooldown should be increased, then he should get something in return. I don't know what that could be, but just increasing the cooldown alone would kill PH. I don't even want to talk about the scond point. He has a unique ability and that is a good thing imo. But that alone doesn't make a good killer and I really hope that they don't mess him up.

    What do you think about it? Will I soon be a sad PH main or will they find a good solution without ruining it completely? 

    Welp it's more then likely gonna be rip PH he will more then likely not be able to go against top % if they change how he can cancel his power. That and the cages to negate ds and borrowed time are the only things that allow him to go against top % of survivors.

  • @Lost_in_the_Fog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1603236#Comment_1603236

    That might be easier to do except the dc problem only started again on pc after crossplay. Also, the game shows us who is on crossplay and it's not the pc players who are disconnecting in my experience.

    People dc on console and pc until someone gathers data to back up your conclusion I will take your info with a grain of salt. I play both pc and console and rarely have DC's when there are it's either because they stuck in hill or they get tunnelled or something. Usually when I ever dc it's because of me being stuck in hill. Or for example I had a game last night were I was last alive and the ghostface downed me and just sat there and tbagged me for 2mins until I dced.

    Regardless until there are factual data backing your statement taking it with a grain of salt. Because you keep throwing " pc master race" and other comments in, but it seems you are kinda chanting the same thing in a non verbal way.

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544904#Comment_1544904

    Seems like the devs like hardcore mode from cod or realistic mode from rainbow six siege XD

    Edit: maybe they add friendly fire pallet stuns next 😂 (I know it is a bug not a new feature)

    Something like that would be cool tho like add a difficulty setting menu for more experienced players to challenge themselves.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544888#Comment_1544888

    Nope, it stays that way the whole game. Had it as killer too.

    Dbd Hard mode I guess lol

  • @Aneurysm said:

    Yeah I've had that before. Since I can't do gens I have to focus on totem patrol + harassing the killer

    Does getting hooked fix it or nah?

  • @YaiPa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1544113#Comment_1544113

    because most of the times it's not a real person checking the convo, rather an algorithm with a blacklist, if nothing gets detected you get banned for false report (well, you won't get banned for only 1 false report, but you got the point). Appealing for a ban is also useless, Sony won't respond, since Sony never makes mistakes apparently, so you're forced to take the L, even when you're right.

    If you talk to a live rep they will simply just tell you they can't do anything so sadly this is true :/

  • @thetoxicteacher said:

    Just finished a match. Killed 3 of 4 as Spirit. It's my second day playing and I'm at Killer Rank 16. Apparently I face-camped, which I didn't know was such a terrible thing. One guy sent me a message on PSN calling me a (insert homophobic slur), and another said I was a$$ (don't know if I can put it on the message board) and said I play like (insert homophobic slur).

    Will this happen often? Is face-camping such a bad thing? I've had it work sometimes but not others. It seems like if they're slow to take generators out it's a good strategy, but I've also seen them hit the generators really quickly, in which case I give it up and try to stop them.

    Thank you guys, enjoying the game a lot so far!

    Reasons like that is why I prefer them to keep the cross play how it is instead of showing what platform they are on. Sadly no matter how you play there is usually always one person who complains and is toxic. Showing what platform you are on will just give those players the incentive to make spam accounts to message you on.

  • @mentalpopcorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504378#Comment_1504378

    Simping for your favorite developers huh. No arguments you make on this topic can be considered legitimate with a bias that big. People are allowed to enjoy a game and see it's shortcomings. If you can't see that, that's your own problem.

    Yikes a foolish child using new lingo the wrong way and not understanding how developing a game works. If the game was as trash as it is it wouldn't be getting more and more popular. Until you can have a actual intelligent debate and understand how things work then come back. Maybe then we can have a proper debate instead of you being foolish.

  • @Impermanent said:

    I'm a rank 1 survivor and I have to admit I naively expected this to be better than the old matchmaking. But so far after about 5 games, every one of them has had very low rank teammates and often low rank killers and they perform horribly. So either the game thinks I'm terrible or the matchmaking is MUCH worse. I was on a team with 3 rank 20s vs a Rank 10 killer. No gens done. Teammates went down instantly. I've had a couple good games but only because the killer was low rank and we only had fewer low rank survivor on the team.

    My guess is that this scoring system may allow rating and placement based on too few games. Thus I'm getting Rank 20s the new system thinks are 'high level' because they won a high percentage of games but they only played like 10. And maybe they were even low level games. I dunno... but this matchmaking is ass. Yet another home run Behaviour.

    Are you playing on Xbox? Because this is the only way your complaint makes any sense. They are only testing the new MMR system on Xbox keep in mind they are TESTING it so it's not 100% yet.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1504361#Comment_1504361

    A hag trap can’t look at a wall if you have 4 flashlights as hag you are a 4.4m killer with no power

    You act like the survivors just know that they are going against a hag so they quick swap to flashlights.

  • @mentalpopcorn said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503683#Comment_1503683

    It's not dumb to think this. If they were really testing (or at least putting effort into testing) they would find these workarounds. That is quite literally why you test these things. Testing isn't done to make sure the already fixed problems are fixed. Testing is done to find new ones and fix them. Workarounds only exist because testing wasn't done properly or at all. Now if you're talking about workarounds for hacking, that's completely different as hackers are actively making ways to work around their system. But with bugs, the workarounds already exist. It's just that they didn't find these workarounds because they're either not testing enough or at all.

    Edit: my point is, the ONLY reason these bad bugs exist is either lack of testing or lack of effort into fixing them. Bugs exist because of developers, not players. all players do is discover the bugs. It's the play testers jobs, quite literally their job to discover these bugs before the patch is released. This is what a play testers is paid to do. If you're going to defend someone not doing their job then your stupidity is beyond me.

    Thinking that a dev team doesnt test for bugs or anything like that is foolish. Have you not took the time to see how many people are actually working on dbd last I checked there wasnt that many as triple a title games. There are always going to be bugs its just with how small the dev team is it takes time. If you cant accept the fact that it takes time then just simply don't play the game or get over the bugs and continue on with the game. The game has had bugs since Day 1 and will always have bugs either it be sound bugs visual or gameplay breaking.

  • @RizeAki said:

    https://forum.deadbydaylight.com/en/discussion/comment/1503852#Comment_1503852

    I have said many times I am fan of the killer lock as this means with mmr I can actually learn billy and nurse without going against sweat squads my issue is that killers have the lobby to see survivors and react based on items I’m fine with the fact if they have say a bunch of medkits I can’t swap to plague but what I don’t like is not knowing I need franklins or maybe a Mori until it’s too late and all I can do is close app or know I am most likely getting 3 manned out hatch and isn’t it better to dodge 4 flashlights when you see them as hag or bring franklins rather then close app?

    Flashlights are simple to dodge for the most part just look at wall when picking up survivor or pressure them away then turn your back and pick them up. As for keys that is another issue in general keys need reworked in some way or another.

  • @RizeAki said:

    So what is gonna be done now about the last second swap on survivor

    This is when at 6 seconds they swap from Dwight with no item to fully kitted Kate with a key

    What is gonna be done about it are we to just lobby dodge every game?

    Can we just please have halfway through lock survivors into what they currently are so if they do plan to do this the killer can properly prepare their kit

    If not what is the point in having a timer just have the match start immediately or else myself and others will just lobby dodge which is fine cuz it takes what five seconds to que up?

    Edit: There are a lot of people saying there shouldn’t be time to prepare for like say a key comes in to play but what is worse then that is if I have no time to prep so I just bring an ebony every game and use it that becomes no fun for anyone same as when someone last seconds into a key or four of the same item and I have no counter to that

    Edit 2: Also colorblind settings what of those?

    Ok first let me ask this question are you bringing this up because of the killer lock in que or are you really serious about the last second key swaping?

  • @Botiz said:

    I wouldn't be surprised. They disabled it before because streamers were being hit with the DC Timer Exploit, then they re-enable it and it's happening again - it's literally as though they test nothing whatsoever. Don't get me wrong, the game is so unique and is definitely enjoyable at times but all the bugs that have been lurking in the game for months, and all the bugs that keep popping up with every update is a ######### joke. But knowing the devs, they probably won't bother skipping a chapter to focus on fixing bugs.

    Honestly thinking that devs dont test things before releasing hotfixes or patches is kinda dumb. You do realize they could have patched the one way to do the dc exploit and people found a work around to do it again right? Its just like in other games players find glitches and it gets patched then another method is found couple days later/

  • @ClickyClicky said:

    I have close to 2000 hours.

    Countering her? I dunno, it’s just like a sixth sense. Being able to guess what she’s going to do next. A lot of Spirits are predictable. Just as you need to be unpredictable as survivor against a Spirit or Nurse, a Spirit needs to be unpredictable as survivor.

    Why dont I think shes op? Just based on thousands of games. I’ve played for 2k hours and seen good players, bad players, and in average Spirit doesn’t completely dominate as often as some other killers do. This was backed up with the stats last November too. This is why I complained about Billy on here and not Spirit because I noticed Billys were dominating far more often than Spirits due to Billy being easier to play and his kit having no downsides.

    For example, consider the following scenarios....

    Spirit hooks a survivor. She sees another some distance away with BBQ. She phases walks over at 176% speed. She reappears next to the survivor, but now her power is on cooldown so she’s chasing at 4.4m/s and she has to land 2 hits before that survivor goes down. This gives the other survivors time to rescue from the hook.

    Now consider Billy. He hooks a survivor. Zooms across the map with bbq at 230% speed. He has his power available instantly, instadowns this survivor, now he leaves them slugged and zooms back to the hook to deny the unhook. If they’re already unhooked he can m1 to slug and then chase the unhooked, or he can arrive before the unhook happens and chase the would-be unhooker with an instadown.

    Spirits kit has downsides. She has to 2-hit every survivor, she’s slow, her power has a cooldown. This keeps her in check and stops her snowball from being too much. Billy never had that.

    That’s why after thousands of games I don’t feel like spirit is as overwhelming as people make her out to be. Not as much as Billy when things fall in place for him. Sure sometimes rng can hold his snowball back but when it starts its nigh-on impossible to stop.

    Again my opinions are based on my personal experience based on thousands of games over a period of 2000 hours playtime so you may not agree but this is just my experience.

    So are you trying to say Billy is better then Spirit? Spirit is one of the only killers that plays her own game.

    With billy yeah sure you have the speed and insta down with your saw, but if a survivor gets to a jungle gym or any good tile you are going to get looped for a bit. Granted that is depending on the MMR of the survivors. With billy if you are going against a strong team you will get looped for a while and they prob won't fall for mind games. With Billy you have limited options at loops Double Back,Moonwalk,back rev etc.


    Spirit on the other hand she has way more mind games with the passive phasing plus not to mention if the survivor is in her TR they wont hear the vacuum sound of her phasing. Plus on top of the mind games and reads that you can do with her power you can play tiles like normal killers to until your power comes back.


    In order to counter spirit you kinda need to guess her reads. If you are running towards Killer Shack and she is phasing at you and you throw down the pallet, there are 1 of 2 things she is going to do phase around to the window to predict the vault or stop at pallet and break it. Granted there is always the 3rd option that she phases around to the other door which is unlikely tho. If she does this not only will it waste time on her power making the cooldown longer, but the survivor can just vault the pallet trapping her inside. Doing this means survivor gets big distance.


    So Spirit OP? honeslty I don't think so she is almost like nurse in a way Nurse is hard to play and you have people who are bad with her complaining she needs Buffed. With Spirit survivors just havent adapted to making the reads to fool Spirit granted it is easier said then done.

  • @Riquan said:

    There are many bugs with the game. I tried to contact to support. But all they say is they are looking into it which they are not.

    I get an error after the game ends which make me go to windows desktop. When the game ends I get an error says "Cannot update your rank" or "Saved game cannot be found" etc. I've been trying to contact the developers or the support team since 2 months. I came to a point that I accept all of these error and tried to play the game without rage. But imagine that you go to desktop every 2 games and restart the game. It takes damn long to restart the game. Like I said I accepted all of these lobby errors and end game errors. BUT THEN?

    Then came the 4.1 patch. More bugs, more error. Right now I'm getting a error called Error:111. I can not gain any bloodpoints since the release of the patch. I do not understand the mentality man. In my opinion a "patch" is supposed to improve the game. Not make it a garbage. I'm still getting the old errors and the new errors. I've like 500 hours into this game. If I had bought it recently I'd definitely refund it. I regret buying all those skins and wasting my precious money. Cuz developers abandoned me.

    I have 2 messages. First one is for the community:

    If you did not experience these bugs and errors, it does not mean that it will happen to you in the future. You need to upvote and support the players who have these bugs. Or else when you have a problem noone will be supporting you.

    And for the developers and the support team:

    "IF YOU WANT ME TO BUY THE SEASON PASS FIX THE DAMN ERRORS GUYS."

    I regret buying all of your content and trying to support you. Since you really don't care about the customers.

    For your rank update error I had this issue happening to me. From what I could tell about it if I alt tabbed the game during loading it would cause the issue at end of game. The issue could also be caused because I play with controller on PC. Idk but also once I played the game for a while and got to higher ranks it stopped giving me the error. As for supporting the content you seem to have mixed opinions. You say the game is unique and should be supported, but then you proceed to say you will not support the game. You have to make the decision just like everyone else who has played the game for years or since launch. Do I continue to support this game and give them my money for new content or do I save my money and support them by playing the game. Either way you are supporting the game no matter if you spend money or not.

  • @Hippie said:

    I actually like the new auras better than the old, because they seem more appropriate. Immersive, too. I play on High graphics and I can see them just fine, and they're not as jarring as the super brightly-colored old auras. I like to use Windows of Opportunity a lot, so I'll have to see how they look with that, but judging by the generator aura I'm sure they'll be fine as well.

    I think people will be fine with the new auras once they get used to them (and quit complaining about them, just enjoy the game). EDIT: I'm all for brightening the auras and adding colorblind options, of course. Hopefully they'll do something about that soon. I personally just enjoy the look of the new auras!

    https://us.v-cdn.net/6030815/uploads/NCJ2J2FYVYAB/screenshot-1.png

    https://us.v-cdn.net/6030815/uploads/DXA7DE8HUN45/screenshot-2.png

    https://us.v-cdn.net/6030815/uploads/JIT5I6IWY1K9/screenshot-3.png

    Try playing both sides then form a opinion. If you do play both sides then you are in the minority. Auras are useless for killer unless you are right up on the person.

  • @DrFrozen said:

    The Nurse should be the strongest killer in the game. There's a few killers when no matter what survivor does against them, he'll always get a hit for example doctor, executioner etc. I have a lot of practice with the Nurse and against her. You could counter old 2 blinks Nurse, it wasn't difficult. Her basekit was fine and she shouldn't need cooldown on her power. Example, if now Nurse without addons play against survivor with dead hard it takes 8 seconds per her blink set. If she hit, chace will last 8 seconds. Next, survivor has dead hard so her chace equeals now 16 seconds. If she miss her blinks, chace now equeals 24 seconds etc. As you can see, Nurse cannot counter dead hard. This perk gives survivors free 8 seconds to genrushing, running away etc. Also she is veeery buggy and it should be fixed. She definitely needs rework especially for addons. Nowadays she has only 2 great recharge addons. Rest of them are useless. She's boring killer to play as and dead hard, bugs make her unfun to play. How the Nurse can be reworked remaining balance ?

    Her base stats will remain the same as now. Movement speed of 96.25% or 3.85m/s, no cooldown on power, 2 seconds fatigue baseline and +0.5s additional fatigue time per chain blink, +1 second when the Nurse uses her attack. Her blink movement speed remains 333% or 13.33 m/s. Just her old basekit.

    Now let's talk about the addons. They will be so much weaker than before because the Nurse won't rely on them anymore and they'll change the game by slightly:

    COMMON ADDONS:

    Wooden Horse: Slightly decreases the fatigue duration by 7%.

    1 blink = 1,86 seconds fatigue

    + 0,47 seconds per chain blink

    +0,93 seconds when she uses her attack

    Plaid Flannel: Allows The Nurse to see Blink Target Locations.

    Metal Spoon: Slightly increases the maximum Blink range and charge time by 10% or 2 meters and 0.2 seconds.

    White Nit Comb: Slightly decreases your reappearance time by 7%. Stacks.

    UNCOMMON ADDONS:

     Pocket Watch: Moderately increases your chain blink window duration by 13%.

    Dull Bracelet: When post-blink attacked slightly reduces the unit's action speed until healed by 3%.

    Dark Cinture: Knocking down survivors using blink attacks makes other survivors scream within 10 meters of you.

    Catatonic Boy's Treasure: Moderately increases the maximum Blink range and charge time by 15% or 3 meters and 0.3 seconds. stacks.

    Bad Man Keepsake: Slightly increases your movement speed while charging your blink by 5%. Slightly increases your movement speed while while on the fatigue state by 2.5%. stacks.

    RARE ADDONS:

    Spasmodic Breath: Moderately decreases your reappearance time by 9%. stacks. (works as old White Nit Comb)

    Heavy Panting: Considerably increases the maximum Blink range and charge time by 20% or 4 meters and 0.4 seconds. stacks.

    Fragile Wheeze: Slightly decreases the fatigue duration by 7%. Slightly decreases your reappearance time by 7% . Slightly increases the maximum Blink range and charge time by 10% or 2 meters and 0.2 seconds. stacks.

    Ataxic Respiration: Considerably decreases the fatigue duration by 13%. stacks.

    1 blink = 1,74 seconds fatigue

    + 0,44 seconds per chain blink

    + 0,87 seconds when she uses her attack

    Anxious Gasp: Slightly increases your movement speed while charging your blink by 5%. Moderately increases your movement speed while on the fatigue state by 5%. Slightly increases your Post-Blink Lunge attacks by 5% up to 159%. stacks.

    VERY RARE ADDONS:

    Kavanagh's Last Breath: Blink attacks applies Mangled status effect.

    Jenner's Last Breath: Blink attacks applies Exhausted status effect for 3.5 seconds. It has 15 seconds cooldown.

    "Bad Man's" Last Breath: Considerably decreases blink charge time by 25% or 0.5 seconds.

    Campbell's Last Breath: Considerably decreases your reappearance time by 11%. stacks.

    ULTRA RARE ADDONS

    Matchbox: Adds 1 additional chain blink. Tremendously increases your reappearance time by 18%.

    Torn Bookmark: Removes 1 chain blink. There's no sound while the Nurse is charging her Blink.

    What do you think ? Are these addons balanced ? Have you got another suggestion ? Please write in a comment section and give vote up if you think that's good or great changes!

    You do realize that nurse is one of the few killers that can compete at high MMR right? Is not that the killer is bad, it's just you are either bad with the blinking or you are just making wrong reads.

  • @Zani22 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476967#Comment_1476967

    Might be that you downed her as soon as sb triggered assuming she had sb

    Don't think that was the issue might have been lag. The player said they were on gen then teleported downed into jungle gym.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1477024#Comment_1477024

    sorry, I thought the fact that I was mocking the OP's statement was obvious, i'll edit my post.

    Oh no you are fine I was just questioning if you are serious or not. There are people who for some reason think noed needs buffed.

  • @[Deleted User] said:

    it would be good, if you can use NOED and it isn't tied to totems, it just activates at end game indefinitely, it's only to counter gen rush, when 1 guy cleanses the totem, then the survivors think now we can leave easily 100%, it's free escape

    I know we have many crying baby survivors in this forum, but when you look, it's in 98% in game, anti gen-rush...

    So are you trying to say you think killers should have noed all the time end game?

  • @DudelPumaAce said:

    its would be good, if you can use DS 2 times, its only for anti tunnel, when 1 guy use DS, then the killer things know, now i can tunnel him 100%, its free kill

    i know we have many crying baby killer in this forum, but when u look it, its in 98% in game, anti tunneling...

    I wouldn't say Ds needs a buff if anything it needs a rework. The point of ds is a anti tunnel perk, but you have survivors that are able to get unhooked and go back to gens. So theoretically that's either a full gen done or 75% of the gen done, because that is a full minute of immunity. Granted you can slug but if they have unbreakable you legit just waste even more time.

  • @Unfun_Tunnel said:

    https://forum.deadbydaylight.com/en/discussion/comment/1476971#Comment_1476971

    I saw the game, not you. They did 4 gens then started going around, probably to farm chase points. But something went wrong.

    Ok first I am going to ask this question. Do you play the game? If you do would you call yourself a casual or average player.

  • @snozer said:

    Just like they don't hire people to test their patches and use the ptb for free testers, they won't hire anyone to deal with cheaters or spend money upgrading their servers to record the match.

    Can't upset their new investors after all.

    Can you provide facts to back your statement? If that was true I really don't think DBD would be as popular as it is now. Plus last I checked devs just announced they are upgrading their servers tick rate from 30hz to 60hz

    image.png

    So I dont know how true of a statement you are trying to say, but please enlighten me.

  • @EmpireWinner said:

    If I'm right, she was crawling as the same speed as running.

    Shadow buff lol

    In all seriousness, report the bug

    I would rather test to see if this is something that can be repeated before being reported. So it doesn't and another thing to the dev's list to look into. If the bug is able to be repeated then it makes it easier to fix.

  • @Steel_Eyed said:

    Killers get a one hit down at hooks. All of them. If they didn't have that, I wonder if they'd play the hook stand off game anymore.

    Oh so you think killers should just let survivors unhook for free? What sense does that make? If the killer is camping hook go do gems or something.

  • @RaSavage42 said:

    well it's not as easy as use perk and profit...

    Whispers gives an auditory notification to point you in the right direction... but survivors have gotten used to it and Spine Chill does the same thing (generally speaking of course... Whispers lets you know that survivors are in the area but Spine Chill lets you know if the killer is looking at you within an area)

    I tend to use it on Doc to let me know that I'm in the right area

    I combine Whispers and Infectious Fright on Legion as a back up

    If the Whisper says "No" then the survivor isn't in front of you "Yes" means that there's a survivor in the direction you are facing (but again the survivor may be on the move already so it's far from accurate)

    It's not that they are in front of you. It is that they are 32 meters away from you can be to the side of you, in front of you, or behind you.