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BrightestMage

BrightestMage

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BrightestMage
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  • @tyantlmumagjiaonuha said:

    The current environment is boring, especially with the restrictions and punishments placed on various plays on the killer's side. There is always the danger of a stun grenade, flashlight, or sabotage if you try to hang on a hook, and even if you do hang, a survivor armed with DS, OTR, or babysitter will then take over the chase. On top of that, PoP and Painless numbers have been nerfed repeatedly, resulting in an environment where slugging is the most useful ever. Very boring both when playing Survivor and when playing Killer.

    I 100% agree, I'm not gonna say that killers are the only ones that suffer. But because killer gameplay is such a mess of harassments it drives new players away from playing it.

  • @PuddleOfBludd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3796939#Comment_3796939

    The gens being blocked for a certain number of time already exists with the perk grim embrace. That does nothing to slow down survivors from completing generators. Right now the only way to effectively stop gens from being completed is to eliminate the survivors working on them as quickly as possible.

    Everyone who is advocating for there to be punishment for killers that don’t allow all four survivors to remain in the game for as long as possible are being absolutely ridiculous.

    How would you like it if it was suggested that if four generators pop too quickly, then all survivors automatically get two hook states and become exposed? No, you wouldn’t like it to be punished for doing what you’re supposed to be doing.

    Yet for some reason survivors think it is OK to punish the killer for literally doing any of their objectives.

    The only way to incentivize killers not to tunnel or slug, or camp is to stop making it extremely easy for survivors to have five generators popped. With gen regression being limited, gen speeds being buffed, and there basically no longer even being a three gen … why are we still at a five generator repair? At this point survivors should be doing all seven of them, since they really can’t be stopped. At least that would give the killer some time and maybe just maybe they wouldn’t feel so pressured to play the way that they’ve been.

    just a thought.

    The intensity is a little much, but I semi agree with the sentiment. It's true that the killer has always done the most effective and efficient strategy. It's also true that with killers always being punished for doing their objective it paves the way for tunneling and camping to be the best strategy to win. I'll raise you one. The reason why isn't just because of those things. It's also because this game is based off of kills. That already opens the door for ruthless strategies such as the two everyone hates. If instead the entity was after the survivors fear or suffering that would make it so that the killer would get rewarded for repeatedly downing survivors and chasing different people was rewarded, instead killers would try to go after torment rather than kills.

  • @Eleghost said:

    so you want the game to reward you for not playing the game as intended? Not to mention you're more rewarded as survivor by doing almost anything other than gens point wise.

    Not true, gens give the most objective points. Plus I'm talking about something to ease pressure such as after you hook the last survivor, the gens get blocked for x amount of time. Allowing the killer to not be punished for playing fairly. This is part of the reason why killers camp and tunnel. In a kill based game, you can't blame people for using the most effective strategy.

  • I will say also blood point offerings seem to be bit stingy. especially YELLOW cakes and bloody party streamers. The only time to get tons of them are during the anniversary event it seems. Also spending bloodpoints is so slow leveling just feels loke such a time waster. I truly wonder how many of my hours have been spent in the bloodweb.

  • @GonnaBlameTheMovies said:

    Your suggestion nerfs it even more into obscurity. What Killer would actually run that except injury pressure ones? I think instead of exhaust, it should cause hinder or inefficiency for some amount of time, maybe up to 20-30 seconds. This does not punish for good medkits, but it counters things like exhaust perks and makes styptics/syringes way more dangerous and risky, instead of "just the obvious choice".

    This is by means a nerf. You would get zero value maybe a tiny bit before this change then after, every time you interrupt healing you'll be getting value. obviously I'm not a game dev but changing it to something like inefficiency wouldn't make sense but hindered wouldn't be a terrible idea in my opinion. but 30 seconds of hindered would be absolutely insane. just 10 from forced hesitation can get you value multiple times per match. Also considering exhaustion doesn't go down as you're running, even 5 seconds of healing could prevent a perk from being used upon interruption. Also this perk is intended to assist anti healing build obviously so it makes no sense to say it shouldn't be. If every perk was gen regression or slowdown or a swiss army knife, why would it matter what perks you use?

  • @Devil_hit11 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3793091#Comment_3793091

    that is too hard to code. it is easier for bvhr to set a value for exhaust while you heal that persists like Mindbreaker. For example, the mechanic could be 15 second of exhaust that persists during healing.

    That could work too! I wasn't insinuating that they should do that exact code. I wasn't posting this thinking this would be exactly what they would do. just suggesting. They always have and will always have the creative freedom to do what they will.

  • @frictionless said:

    That's a really cool idea for a change, since it synergizes well with other anti-healing perks (coulrophobia for extension, nurses calling for initiating chases to take advantage of it, deathbound for similar reasons) and heavily incentivizes group healing among survivors. Solid rework concept!

    Thanks! I'm glad you like it! I hope Behavior sees this and does too!

  • @SirTacticsALot said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3792420#Comment_3792420

    I mean I just disagree; the perk is definitely not "still very strong".

    Even if you combine it with other perks like pop, it's just really not that good at all anymore compared to other slow-down perks which is why I wanna see this buff.

    Which is not a crazy buff to ask for; all that change would do is it would literally not even affect the strength of the perk it would just make it less clunky to use really

    If you think that it is clunky you are kicking gens way too much. Give your legs a break from kicking and run a little bit. I can usually kick 2 to 3 gens before downing a survivor which is 20-30%. Considering this perk actually does 10% of total possible progression rather than what most perks do which is percent of current progress, This perk can change the tides of a game cooldown or not.

  • He has a high skill ceiling that not a lot of players see. One thing is they get tricked into holding his power. You should just use it immediately or chase in wolf form. With wolf form you can perform essentially 2 demo shreds in a row which is bonkers on top of the tracking with scent orbs. I don't personally like the bat too much but it can be a useful teleport at times. He is just very complex like the lich and he will likely not be popular to play due to this.

  • The perk is plenty powerful if you plan and use it properly. on top of that, it combines very well with other slowdown perks. It is still very strong.

  • Also not to mention it also would still let survivors bring good medkits to not be punished as hard. It being second of healing rather than percent is very crucial for balance purposes.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760334#Comment_3760334

    Whatever number you are going to make either she can reliably get a hit or it's not possible.

    If it is going to be reliable then she is arguably stronger and easier than current version.

    If it won't be reliable then she is useless.

    Spirit, Wesker, Blight: their result is mostly in hands of the killer with some limited counterplay.

    That's the case for current Nurse too in my opinion. Good results, but not that easy to get.

    Your rework sounds as complete opposite. It definitely going to be way easier to play, which means result is going to be terrible.

    I think that it would be hard to determine the difficulty without actually seeing it in action. The thing is it does require skill to first of all blink to the location you want to reach. Same as Nurse. Second of all the skill required to maneuver yourself to maintain los on your intended target. It is not easy. I've played many hours as Nurse and this is more of a way to make her ability easier to use but less powerful overall. If they were using nurse as the standard for balance changes across the board on killer side every single killer would be incredibly difficult to pick up and then at comp level everyone would just be getting destroyed. This in my opinion gives the nurse the ability to be fun in a match without it having to be an inexperienced killer with sloppy blinks and movement. There is no reason to argue that nurse is in a good spot because if she was, every other killer would be balanced like her which would make playing the game at a high level next to impossible as survivor.

  • @VomitMommy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3760231#Comment_3760231

    It being fine tuned would certainly make it a functional power. The fact that it can be over and underpowered also implies that there is a balance

    Not really, it implies there are only two extremes viable.
    Either you are able to get reliably a hit, or you are not. Then how difficult is it for survivor to prevent it.

    Breaking LoS in three seconds is very easy and I will be able to find a spot to get impossible to be downed with her power probably on every map.
    She is also slower than survivor and there is fatigue after it, so I can just jump into the locker? What is she going to do about it, wait fatigue only to need to blink again if she wants to injure me and I do exactly same thing again.
    Even if she lands blink exactly on top of survivor, it doesn't guarantee a hit. That sounds terrible to me.

    But what happens if you lower it to like 1 second? That is going to be more difficult to prevent even on good loops and in open you are going to get hit every time no matter what you do.

    Either you can hit me with it on short tall loops, or you can't. There is simply nothing in between, there are two outcomes. If you can't then you are not able to down me. Good luck forcing bloodlust 2/3 as Nurse.

    Her power being so unbalanced is why she's slower than a survivor. But you make a valid point about that. I'm more talking about just her power but I could go more in depth on another post or something. The way it is in my brain, she is 4.4 and her fatigue after ability would be shorter. Also her first blink would be shorter. Mostly just used to position yourself to set up for taking their breath. Also as you stated about 3 seconds being too much and 1 being too little, how does that not imply that between those two values a point can be found where it takes skill on both ends to achieve fair play.

  • There is no problem with that. Sharing ideas and collaborating with creators to improve things about the game is important. If you don't like this idea that's fine. You don't have to. I just thought it would be a fun way to change up her gameplay and make it so the game isn't being balanced around her bc of how broken she is.

  • @VomitMommy said:

    That would be easiest win in my life on Leri's

    Also on almost any border map object (Z walls/rocks) you are not going to keep 3 seconds LoS on me.

    So this power is either going to be completely useless or stronger than current version, because you need to be less precise with your blink. There simply can't be anything in between.

    It requires you to use your blink differently. As I said 3 seconds is a placeholder. It can be longer or shorter and you have just pointed out that it has reliable counterplay and doesn't work as well on certain maps such as other balanced killer abilities. It being fine tuned would certainly make it a functional power. The fact that it can be over and underpowered also implies that there is a balance.

  • @TieBreaker said:

    BHVR has had like eight years to change her blinks and they have chosen not to do it. I don't know why people think that suddenly they are going to do it now. Ask for add-on nerfs, or for them to add some new weaknesses, but they are never going to change her blinks in any major way.

    It's fine if that's your opinion about it. I do not share it. I think they haven't had a good way to change it into something else.

  • @Archael said:

    https://forums.bhvr.com/dead-by-daylight/discussion/420144/nurse-rework

    Would be quite fun if this would have limited range. Initiation range like 3m, and it can be extend to 16m in this 3s, so that survs have to break line of sight.

    That doesn't sound bad. This is more of a concept to be more fine tuned by the dev team with more precise distances and timing. I was thinking the initial blink would max go about 5-8 meters. Just enough to potentially put a survivor in a bad position that you can follow up on. I was figuring it would have the typical range of stalking. The thing is if you do manage to lock onto them far away, it gives them a better chance to break your line of sight. I'm talking anything that would break your los if you were stalking.

  • Used strategically there are certain killers that are built for it and have a shorter built in mori. So onryo may be a better option for you if you want to mori strategically.

  • @AngelOfHope2017 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3759767#Comment_3759767

    Sounds like you are a killer main. Consider snuffing out the totems?

    Sounds like you're a survivor main. Why don't you go play killer and take your own advise? I play both and prenerf that perk was the most broken thing in the game. I both used it and played against it. It was way too good. Unless they make shattered hope base kit in which then I would say every other boon except coh would be worthless. Coh can be compared to nurse for balancing. If it's too strong, all the other boons suffer. They'd just be balancing all healing perks around coh and then everything would suck. I'm glad the healing meta is gone. Go use a toolbox or something instead of free heals that a medkit could only dream of.

  • @PreorderBonus said:

    What’s the point of her blink closing the distance if her main way of dealing damage is ranged? Both the old blink and the new 'Take Your Breath Away' ability don’t seem to fit well in the same kit.

    The reason it fits well is because that way it's not just a game of trying to catch them out in the open so you can damage them which is effectively what any m1 killer would do. You have your first blink to try to put them in a bad position and essentially begin the line of sight battle. Instead of trying to blink to set up for your second blink and hit them, you're using it to make sure they are caught off guard at a loop or somewhere so that you can damage them with your second ability and it also gives survivors reliable counterplay to her ability. Where as if you took the blinks all together it would turn her into a very boring killer who just chases you until you get between loops and then damages you. The blink could even be shorter and she could be faster because it's not intended for traversing the map anymore.

  • @Langweilig said:

    In apex and Star Wars battlefront 2 you can equip between 6-8 voice lines, which you can then decide to play, which I think would be very cool if we could get something like that.

    I think you're right but they need to go hard into the emotes. It would give both sides the opportunity to be more communicative or have more personal presence in the game. Like your personality is shown through the emotes you have or voice lines or whatever they want to add. That would be awesome!

  • @Neaxolotl said:

    I definitely want a simpler mori with maybe simple headcrush with weapon, mainly because the time it takes to mori can sometime be problematic

    The more isn't intended to be efficient. It's them expressing their art of animation to you and matching it to the killer's lore and personality. It gives the game personality. They belong as they are and should not be changed.

  • @Langweilig said:

    I think they should make this a cool little ability. When you are downed, you can press a button to bleed out faster and you crawl faster.

    Such a great idea!