Nerf strong killers

You must nerf nurse,blight and wesker they have no balance .Nurse must have 15 seconds cd before next blink ,blight must have 4.4 speed and no pallet destruction with his ability ,wesker also longer cd.Each match apper this killers because people who play them know that they are imbalanced and take advantage .You must consider nerfing this kind of killers to avoid them .

Comments

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235511#Comment_3235511

    One instance of the killer's totem is here - spotted mid chase or telling a friend to work on your gen that is 75% completed can save 40 seconds. Imagine if the killer got a buff because they were playing vs SWF that they could activate with the "T" key where a survivor loses a hook phase immdiately after being hooked.

    SWF even not so great teams save lots of time and it breaks the game for killer. The counter is nurse/blight. Asking to nerf strong killers and not touch SWF is not fair.

    I would rather buff soloq or 2man swf so that the difference to a 4man is not so huge. Because then you can balance killers for a 3-4 man and it has less impact than if you would do it now.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237021#Comment_3237021

    There is even an addon that no one uses which makes you 115% after you hit a blink attack. With that you could still use powerful M1 triggered perks if you want to. You could even make use of STBFL.

    True ๐Ÿ˜‚ But I have to say - even if I liked to play nurse with meme addons. Out of her 3 memes this one I never played. It was too much xD

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237666#Comment_3237666

    True ๐Ÿ˜‚ But I have to say - even if I liked to play nurse with meme addons. Out of her 3 memes this one I never played. It was too much xD

    I thought it actually to be quite fun. And since people don't expect it, you can trick them a decent amount of times. And they don't even know exactly when you can blink again so that often comes as a surprise.

  • @Mat_Sella said:

    If Wesker misses a single Bound, he literally shoots 20 meters past you and you instantly win the chase.

    Wesker's cooldown doesn't matter when his charge rate is slow and the penalty for missing can be extreme, not to mention small loops counter him as you can just turn the corner and he cannot grab you without hitting the wall.

    I've found this to be not true in reality. Due to latency and hitbox size, he sometimes grabs you when you have already made it around a corner. Interestingly, when this happens, instead of the survivor getting vacuumed into Wesker's hand, Wesker gets vacuumed to the survivor's location.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237228#Comment_3237228

    Totem stuff makes no difference in vast majority of maps after certain skill level. Even (old not the very old) Ruin was not prefered in higher skill level, because it was usually gone at most after first minute (exception with lery's and maybe you can find one more map) - if you spawned on say ormond - then you had no hex perks and only 14s+travel time slowdown. So this is bad example on it's own.

    About generators - well this one is better example. And with even better survivors this does not matter too. Because after several thousand of hours you as a survivor will start to track not only killer's position, but fellow survivors too. It helps you to know which generator to go fix next, where not to take the killer and also - where to go finish the gen if the killer moved to that region and there was fellow survivor there for say more then a minute. I mean - SWF is still a huge buff for this, because you don't need that huge level of game sense to (correctly) guess the situation. But you should also keep in mind that most of SWF's are bad enough to not relay these kind of information.

    To sum up - even information-wise you can have better-informed solo team then SWF team. The difference is mainly in skill level. But I agree that for most of players SWF is considerable buff. That's why I repeated on this forum many times what other people said - buff solo with same information that SWF has (making SWF being able to relay those information superfluous - even if they SHOULD still get it) and balance killers accordingly. The idea is to buff solos as much as possible with buffs that are as useless as possible to SWF. Once the gap is closed (you don't even need to close it fully), you can adjust killers for a fair game. And sure - you can make all this in single patch.

    My idea to close the gap (as I already said in different thread) - show in lobby and in game other survivor perks, add pings to distinct actions and add action indicator (of what is survivor doing at this moment). You don't need to add basekit stuff (like kindred) because good ping options could substitute it to SWF-like level.

    Totems (non ruin work in tournament level play). Also certain killers like Demo can defend a totem in a way that nobody else can. Demo + killer instinct portal + DH is completely different from any other killer trying the same thing.


    The point however is that information sharing is just too strong in SWF. DBD was built and balanced around uncertainty.

    If they want to rebuild it with everyone having more info then gens should take longer every time one gets completed. If the first takes 90 seconds then the next should take 100 seconds, the next 110 and so on until the last one : base time is 140 seconds. Now not to be confusing but if you have a gen at 99% and a generator gets completed then it would jump down and you would need 10 more seconds to finish it (before anything like deadlock triggers). Perks that do % based damage would still do the same percentage damage.

  • @LapisInfernalis said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237228#Comment_3237228

    I would rather buff soloq or 2man swf so that the difference to a 4man is not so huge. Because then you can balance killers for a 3-4 man and it has less impact than if you would do it now.

    The solution is to make SWF be a slight punishment. No perk, skill, character, item or offering repeats. Now you cannot be a bully squad because you cannot repeat perks/items. You cant all run the meta and have to split up the best perks.


    Two man teams would see almost zero changes. Three and four man changes would be far weaker because you have to split up "the good perks/items".


    Imagine DBD but there is only one med kit on your team. Hey look : Pharmacy is suddenly interesting. Plunderer's in general becomes an interesting perk.


    I still think SWF needs way more harsh treatment but this outline is the "base" fair change. I would love to see more but I expect even this balance change will never happen because the devs are literally afraid of survivor mains. If they were not they would put this change in and make one more small change. If in a 3 or 4 man group you do not get an audio queue for terror radius anymore. You have to share that since you have voice coms. They could do a spine chill like icon for terror radius strength but it would be something that a SWF needs to relay the killer position because you lose that basic mechanic without losing the ability to tell if in the TR or not.

  • You should really start to play both sides at least a little. Current state is already balanced around SWF. That's why solo is in such a terrible state. I mean I get that strongest players that train together many hours and then go to normals have unfair advantage. But most SWF don't. Because most SWF can't even communicate where they are or understand why such an information is important/how to use it.

    Punish these players the way you just proposed and expect even longer Q times.

  • Nurse is the only strong killer that could be a problem, but there are so few OP Nurse players so why make Nurse even worse for 95% of the players who sometimes play Nurse when she have the lowest kill rate? Makes no sense so..nerf no killer!

  • @DBD78 said:

    Nurse is the only strong killer that could be a problem, but there are so few OP Nurse players so why make Nurse even worse for 95% of the players who sometimes play Nurse when she have the lowest kill rate? Makes no sense so..nerf no killer!

    After 5.5 and then 6.1 i say 20%-30% nurses are a problem.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238197#Comment_3238197

    After 5.5 and then 6.1 i say 20%-30% nurses are a problem.

    Don't think it's that high, but there are also many SWF teams that basicly always get 4 escapes. We can never get away from very strong killer players playing the best killer and very good survivors playing together. They can continue to nerf this buff that, and they will do this forever and complains from both sides remains.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237671#Comment_3237671

    The solution is to make SWF be a slight punishment. No perk, skill, character, item or offering repeats. Now you cannot be a bully squad because you cannot repeat perks/items. You cant all run the meta and have to split up the best perks.

    Two man teams would see almost zero changes. Three and four man changes would be far weaker because you have to split up "the good perks/items".

    Imagine DBD but there is only one med kit on your team. Hey look : Pharmacy is suddenly interesting. Plunderer's in general becomes an interesting perk.

    I still think SWF needs way more harsh treatment but this outline is the "base" fair change. I would love to see more but I expect even this balance change will never happen because the devs are literally afraid of survivor mains. If they were not they would put this change in and make one more small change. If in a 3 or 4 man group you do not get an audio queue for terror radius anymore. You have to share that since you have voice coms. They could do a spine chill like icon for terror radius strength but it would be something that a SWF needs to relay the killer position because you lose that basic mechanic without losing the ability to tell if in the TR or not.

    You cannot punish people who want to play with their friends. And swf is what still keeps this game alive.

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