Comments
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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…
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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…
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Oh, I didn't know this post existed. Thanks for sharing it, glad to know they've acknowledged it
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The fact that this bug has gone unnoticed by so many people, and for so long, baffles me
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Others seem to be having this bug as well... https://www.youtube.com/watch?v=8tOkqgKc2xY
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Seems like everyone is encountering this... why has this not been acknowledged yet??
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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…
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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
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Yeah maybe opening a gate in 10 seconds would be a bit much now that I think about it
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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.
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What needs to be changed?
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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…
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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…
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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,…
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I've had this happen to me too.
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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…
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I must be missing something, because apparently I'm the only one that thinks The Cenobite is too strong
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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…
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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…
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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…
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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
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Brutal Strength is a good perk for me since I usually respect pallets either way
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HEEEERE'S JOHNNY!
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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…
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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?
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The Legion is literally just an edgy teenager with a knife.
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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
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Interesting, didn't know that. Thanks
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What determines whether or not I should pip or de-pip then?
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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.
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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…
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Thanks, I was unaware it wasn't implemented yet. I'll have to look carefully to see when it is.
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It could cause killers to tunnel low rank survivors knowing they’re bad. I wouldn’t see an issue in KYF though.
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The efficiency bonus could be gotten rid of, but its killer detection is fine. Killers can counter Spine Chill by moonwalking.
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As a low FPS Switch player, the game was unplayable. I’m glad it was nerfed into the ground.
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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...
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Ah, Ruin... sweet, sweet enslaved victory. (Assuming you can defend your totem)
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Nothing can relate to the dopamine of a successful trap.
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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.
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The dopamine from getting that save... ough... yes... so... satisfying...
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It really depends on the build you are using.
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The Legion's power doesn't feel rewarding. He's bland and un-fun to play as.
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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.
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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…
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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?
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A rework is a lot of QoL changes and tweaks that drastically change how the character functions. An overhaul remakes the killer from scratch.
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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.
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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…
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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.
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And yes, you're absolutely correct, but what does that have to do with opinions about the Trapper specifically?