NiteN_⑨
NiteN_⑨
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/591672#Comment_591672
I disagree with this because I think it would just open a new can of worms. Sometimes the fact that she has collision means she can't do certain things. Like I main Spirit and I can already imagine a world where she has no collision, so I just start running through survivors to get to the pallet first and then come at them from another direction. Or one where a survivor unhooks another and then has no way to protect that survivor other than trying to trick me into chasing them via scratch marks or something. Like not having collision isn't going to actually make it harder for her to find you believe it or not.
Like yea, removing it would hurt her in these specific instances, but then it would also buff her in these other specific instances. I'd rather collision because then at least you can bait her to follow through say a pallet, then drop the pallet on her while she's phase walking. Since you're waiting for it and she has to react to it, chances are you will win the encounter and hit her with the pallet. But if I could just pass through you then I wouldn't get stuck near the pallet and therefore that tactic is lost.
The trick to not getting found via collision is to 1) not be in the predictable path where she is most likely to be phase walking, and 2) to be moving in some capacity (walk/crouch) so that when you bump into each other you feel it. If you just stand still you'd have no idea that she actually bumped into you and therefore have nothing to react to.
TLDR I don't think removing collision would have the result you would want as it just opens up a new set of tactics for Spirits.
The first example can be countered since you can hear a phasing spirits footsteps to tell were shes going and the second gets punished by DS a perk most high rank survivors run.
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@thesuicidefox said:
https://forum.deadbydaylight.com/en/discussion/comment/591672#Comment_591672
I disagree with this because I think it would just open a new can of worms. Sometimes the fact that she has collision means she can't do certain things. Like I main Spirit and I can already imagine a world where she has no collision, so I just start running through survivors to get to the pallet first and then come at them from another direction. Or one where a survivor unhooks another and then has no way to protect that survivor other than trying to trick me into chasing them via scratch marks or something. Like not having collision isn't going to actually make it harder for her to find you believe it or not.
Like yea, removing it would hurt her in these specific instances, but then it would also buff her in these other specific instances. I'd rather collision because then at least you can bait her to follow through say a pallet, then drop the pallet on her while she's phase walking. Since you're waiting for it and she has to react to it, chances are you will win the encounter and hit her with the pallet. But if I could just pass through you then I wouldn't get stuck near the pallet and therefore that tactic is lost.
The trick to not getting found via collision is to 1) not be in the predictable path where she is most likely to be phase walking, and 2) to be moving in some capacity (walk/crouch) so that when you bump into each other you feel it. If you just stand still you'd have no idea that she actually bumped into you and therefore have nothing to react to.
TLDR I don't think removing collision would have the result you would want as it just opens up a new set of tactics for Spirits.
Your first example can be prevented cause you can hear a phasing spirits footsteps if you listen closely allowing survivors to juke a spirit trying it and the other can be punished with DS something high rank survivors often use.
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@LordGlint said:
@PeepingPeacock What are you talking about? I have entire conversations with my team all the time using the crouch button. We'll be at the exit gates talking to each other by t bagging about how well the game went, until the killer chases us off...rude...
Survivors have created their own language consisting of tbagging, pointing and beckoning
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@ScottJund said:
https://forum.deadbydaylight.com/en/discussion/comment/591683#Comment_591683
I dont even think her base power should be nerfed. Its a necessary evil until the time efficiency issue is fixed. Her addons are getting worked on soon though.
I dont think they should nerf anything about nurse (except addon) until after they fix her blink bug (which would be a nerf itself) since if we're lucky it might be the only nerf she needs
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@Cheers said:
https://forum.deadbydaylight.com/en/discussion/76925/pros-to-adding-a-totem-counter
This doesn't only nerf NOED but all other totem Perks. Perks like Devour Hope would be destroyed much earlier which you might not have found if not.
I dont think hes asking for the counter to tell you if there are any lit totems just how many are there are left lit or dull
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Give small game the totem counter
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I think they just need to remove her collision when phasing. The husk can have collision but Its a little unfair that she doesnt have to be aware of were a survivor is sometimes she just needs to bump into them while phasing, this would also make gen grabs with prayer beads happen less often since she has to guess what side to appear on
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Nurse only needs an addon rework and a bug fix for a bug thats been around for too long. The bug that allows nurse to swing before her model becomes visible again after blinking. Nurse used to have a little delay before she could swing after a blink that allowed for more dodging, but after the vertical blinking buff she got, something broke and allowed her to come out of a blink swinging immediately giving survivors no time to react. The only other change I think would be nice is if stunning her with a pallet was the only thing that could put her blink on cooldown for like 3-5 secs making pallets actually useful against her.
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@Kind_Lemon said:
OMG!!! That's my favorite addon pair too! <3
Regarding your post, the thing every survivor can do almost nothing against is predict exactly where The Nurse will end up, which was different prior to the blink changes. In order to make what is, in my opinion, the most important change to The Nurse's power, we need to look at two aspects of how The Nurse was first realized on live servers.
A) Her lethal blink animation
B) Her three base blinks
The lethal blink animation is perhaps the most important thing to understand about why survivors can have such a hard time going against The Nurse. To summarize, The Nurse had at one point a lunge animation that would 100% hit a survivor upon the Nurse's reappearance and clicking of m1. This lunge animation was not as fast as the animations for close hits currently. It was a special animation that would position The Nurse's weapon dramatically before bringing it down upon a survivor even if the survivor had dropped a pallet between the weapon and himself/herself in the meantime.
The Nurse could not near instantaneously enter cooldown after pressing the attack button and getting a successful attack, which is what we have today. It's visually worse today compared to then, and that makes it less scary in this "horror" game that we play. This is not the most important change, but it provides an example of why visuals matter.
When the pumpkin head customization came out, it was pretty clear that the eyes and smoke from the pumpkin head would appear before the rest of The Nurse. The Nurse currently has collision, the ability to attack, and the ability to chain blink before appearing. That gives very little time for survivors to react to an extremely variable blink reappearance location. This is why survivors can have difficulty playing against The Nurse. If balance changes are to be made to the Nurse, it needs to be in regards to her reappearance visuals and the feedback that gives survivors. Everything else comes after that.
The issue of her multiple blinks is not as important as the issue addressed above. Every additional blink The Nurse makes allows her to fine tune her movements and reduce the error for a potential missed attack. That means that the killer who can ignore almost any defense survivors have can prevent herself from missing any attack she makes.
In the spotlight for The Nurse, it was evident that the player playing the Nurse was not blinking the potential maximum distance every blink. Each chain blink was short, and only allowed her to further her movements in one direction. Since the addons for more chain blinks all nearly have decreased range attached to them, it is my understanding that chain blinks were merely a way to get more distance out of her power but with the ability to stop before using all the potential distance. Range addons had decreased accuracy, so it was evident that the developers thought a blink from across the map should not be able to hit a survivor spot on. The Nurse found much more use in her power than in her 115% movement speed, so the devs took that away, and players became more adept at using her blinks more and more precisely. Obviously, the issue of distance and accuracy of blinks should be addressed second, but it does not compare in urgency to the issue of little visual cues to survivors when The Nurse reappears from her blinks.
That's true, Nurse had to wait a sec before she could swing out of a blink but its been so long since that bugs been around that I completely forgot that it was supposed to be like that. If they fixed that it would help a lot against her.
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I say keep the change but, in exchange make searching through chests 10% faster, to make up for the extra time it takes now to pick up the item.
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@thekiller490490 said:
No.
Good to know. Thank you
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I just heard that Freddy's broken right now and can be body blocked by awake survivors.
Here's a video of it:
https://www.youtube.com/watch?v=EeNnkJn6t3Q -
@Wolf74 said:
@NiteN_⑨ said:
I've suggested this once and I'll do it again.No Mither will grant a 100% bonus to the user’s individual bloodpoints if that player escapes
I feel it's more balanced for both sides and could be stacked with the current WGLF. Could also help with lobby wait times for killers by enticing players to play more survivor for more bloodpoints.
Big Nono again.
NM is already a dangerous perk to dabble with balancewise.
It pretty much negates any one shot ability. How do you want to balance those if every other survivor is running NM?But they can still be one shot what are you talking about
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I've suggested this once and I'll do it again.
No Mither will grant a 100% bonus to the user’s individual bloodpoints if that player escapes
I feel it's more balanced for both sides and could be stacked with the current WGLF. Could also help with lobby wait times for killers by enticing players to play more survivor for more bloodpoints.
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I think they're actually busy preparing for The Spirits release but it would be a nice addition
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I'm pretty sure Adam worked at the school Rin went to and the train that he was on that flipped is the one he takes from Kagoshima (where Adam lives) to Okayama which is just a 30 minute drive to Kagawa (where Rin lives and goes to school)
But I could be terribly wrong about this since I did some really amateur research -
@McCree said:
@NiteN_⑨ said:
I made a similar suggestion but for a different perk.
"No Mither will grant a 100% bonus to the user’s individual bloodpoints if that player escapes"
So instead of putting your teammates at risk, you are putting yourself at risk. And it could stack with WGLF for a 200% bonus.I like this suggestion. +1
And it might Change the meta like how almost all killers use BBQ there might be at least 1 survivor with no mither every game
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Used to main Claudette but there are to many of those so, my new main is Ace since I horde Items
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I made a similar suggestion but for a different perk.
"No Mither will grant a 100% bonus to the user’s individual bloodpoints if that player escapes"
So instead of putting your teammates at risk, you are putting yourself at risk. And it could stack with WGLF for a 200% bonus. -
Is the lesson to keep us waiting cause its mostly positive