Brummi
Brummi
About
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- Brummi
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It is true that with elusive activating you cant pin point what aura perk killers have but my point is that aura reading
is being denied and punishes the killer for doing their objective and restricting diversity in killer perk builds
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If they dont want to raise the numbers, how about they add a new effect like the first 1/2/3 Vaults are 16% faster
Which means the other healing bonus grant 16% on Tier 1 already
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Incapacitation itself is an questionable desigend effect. You are being put into spectator mode basically.
I think what it should do is reduce affected actions speed up to 80%, so you at least dont just spectate
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@CorruptedSpecimen said:
https://forum.deadbydaylight.com/en/discussion/comment/3185023#Comment_3185023
They're talking about the killer Nemesis
thats the joke
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@Blueberry said:
Gates should just passively regress if not opened
Agreed, and to spice things up, give both survivors and killers during the endgame collapse buffs that slowly build up
For example, run and interaction boost and faster weapon "examine" animation
Emblem progression and BP Rewards should als be positively effected by the endgame collapse
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@Brummi said:
The reason why nurse is so strong is because her Power simply overthrows the DBD Concept
She doesnt need: to kick pallets, vault windows or even generator regression at all in the higher MMR
All she needs is chases, and out of all killer she potentially ends them the fastest.
This can lead to Survivors often giving up which is very unfun for everybody (especially solo queues)
So ... lets tackle the "Damage Per Second"
My idea is that after a blink, the Player must manually recharge her power by pressing the abillity Button
This recharge should take about 8-10 Seconds.
If not all Blinks were used, the remaining ones can be still used unless a survivor got hit with only 1 blink
resulting into consuming all blinks. If a Survivor gets hit without a Blink Attack, no Recharge is required.
BUT to make things intresting, while her power is not charged: her movement speed becomes 4,4 m/s
and she can also cancel the recharge but will lose progression worth 10% per second
During the recharge she moves the regular 3.85 m/s
When the recharge is done, she can teleport again and moves 3.85 m/s
To prevent "99%ing" after a basic hit in the 4,4 m/s mode all recharge progress gets lost.
To still reward skilled plays, after a teleport hit, the recharge should be 15-20% faster untill fully charged
Lightburn should also apply to the recharge action
The Addons
Spasmodic BreathHitting a Survivor with a Blink attack causes the Nurse to move 4,6 m/s for 15 seconds and also disables the recharge during that time. After the 15 seconds, the recharge will not hinder the movement speedDark Cincture&Fragile Wheezethe recharge takes0,4 seconds&0,6 secondslessMatchboxAfter destroying a Pallet, recharging is 100% faster for 60 seconds.Alternative: When the recharge is completed, you will gain undetectable for 8 seconds.
One more thing
And while we talk about Nuse Thanatophobia should go back to 4% penalty per injured Survivor now that generators need 10 seconds longer by default, however it should then also be applyed to mending since the endurance effect is now more common.
I hope my idea recieves alot of approval, feel free to share it with your favorite content creator (lol)
or discuss about possible changes and improvements
I agree, her concept is far away of modern competitive DBD, so I tried to "modernize" her. What you guys think?