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Roses

Roses

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Roses
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  • If I down someone because of dedicated bs, I always feel bad and I'll usually just leave them on the ground for someone to pick them up (unless they're kicking my butt lol). Also if survivors mess up real bad, if they're the last person in the match and they beg to be let free I usually let them just cause :p

  • This would be a ton of fun lol, I don't think It would happen though sadly, much of the add-ons are made with only using 2 in mind. Imagine a Huntress having 3 faster hatchet throwing add-ons, or Ghostface with 3 night shroud recovery add-ons, or Michael with 2 stalking speed add-ons and infinite expose. It's just not where the game is at right now.

    Not saying it isn't possible tho ;p

  • @TheRoyalOwl said:

    I don't get this whole fun aspect of nurse. How does the cooldown make her not fun? I'd say that you guys are more than likely not having fun because you go into the game thinking that you aren't gonna have fun and considering that nurse is pretty boring to play, the little fun that you would have is swept under your negative mentality going, into the game.

    I played Nurse as a duel killer main with Huntress before her rework (I also play a ton of survivor btw).

    Before her rework, she was the strongest killer. She was the slowest killer that could be outran by survivors because of her ability to blink across the map in no time, pop up on survivors on gens, surprise engage unsuspecting survivors, quickly get in first hits and, if the survivor wasn't much better then said Nurse, she could quickly close the chase as well. Her greatest downside was basically all on the person playing her and the occasional great play by the survivor.

    Post-rework. She is still the slowest killer of them all and is still easily out-ran by survivors. But her ability to blink has been gutted, add-ons which gave her more blinks and those which extended their range are now gone (accept the one pink add-on which makes her blink incredibly restrictive but gives her a single extra blink). The frequency of her blinks has also been gutted, the recharge rate on her blinks has not only slowed down her blink rate, but the stalling and cancelling of their recharge cuts blinks down even further. She can no longer quickly jump across maps, she can no longer multi-blink in chases because of the charge cancelling, her blinks are stuck to their shorter range, she continues walks instead of chase, and you now spend equal times blinking as you do with a blackened screen facing the ground.

    All in all, Nurse is a slog to play now. Slow and undynamic. Her greatest downside is no longer the mistakes of the person playing her, but the duel punishment / restriction on using her only asset - her blink. Survivors now have a much easier time avoiding her, escaping her, surviving her - which is very good and is successful because it meets the goal of the rework. But it came at the cost of enjoying the majority of her play and her own ability. It's telling that the second of her pink add-ons gives her the ability to walk faster because it's the only way to get her to move at a faster pace then a crawl.

    I'm happy with changing old Nurse, she definitely needed a tune up for current play. I think the problem with the rework was that it was too devastating to her play. I would prefer that they either revert the add-on changes and keep the recharge idea or revert the recharge and keep the add-on changes. If they keep the recharge (which I personally prefer they revert away) I would want them to make it so that secondary and tertiary blinks could recharge while using other blinks and would not have their recharge cancel when using a blink. Ideally, I would just want them to keep the add-on revert and if they felt that it wasn't enough, have them slightly extend her fatigue time rather then add two punishment/ restrictions on top of using her ability.

  • Getting rid of Legion's stabs lowering the mend bar was a mistake in my mind. They should just give him a silent huntress-esk radius that just effects the mend bar so that terror radius lowering builds and the oblivious status no longer break the ability. My thoughts tho

  • I think the challenges wouldn't be as disliked if people could do more than one at a time. If we could do all the challenges available to us at a time then the more challenging challenges would become easier. As it is now, we have the 'do x y amount of times in a single challenge' which are all heavily down to chance and then we also have 'do x y amount of times' which are just repetitively doing the base game mechanics. If I could do all of these at once it would cut down on the annoyance so that even if I don't get the specific in one round challenge I can get an unhook and a gen done for my others.

  • I played Nurse as a duel killer main with Huntress before her rework (I also play a ton of survivor btw). Before her rework, she was the strongest killer. Easily oppressive with the highest tier of killers, top of the top in the higher ranks but quickly becomes weak and loopable by average survivors against even decent Nurses because of her strong reliance on muscle memory and guessing.

    Pre-rework. She was the physically slowest killer, the slowest walking speed of all killers that could be outran by survivors because of her ability to blink across the map in no time, pop up on survivors on gens, surprise engage unsuspecting survivors, quickly get in first hits and, if the survivor wasn't much better then said Nurse, she could quickly close the chase as well. Her greatest downside was basically all on the person playing her and the occasional great play by the survivor.

    Post-rework. She is still the slowest killer of them all and is still easily out-ran by survivors. But her ability to blink has been gutted, add-ons which gave her more blinks and those which extended their range are now gone (accept the one pink add-on which makes her blink incredibly restrictive). The frequency of her blinks has also been gutted, the recharge rate on her blinks has not only slowed down her blink rate, but the stalling and cancelling of their recharge cuts blinks down even further. She can no longer quickly jump across maps, she can no longer multi-blink in chases, her blinks are short, she walks instead of chases, and you spend equal times blinking as you do with a blackened screen facing the ground. All in all, Nurse is a slog to play now. Slow and undynamic. Her greatest downside is no longer the mistakes of the player, but the duel punishment and restriction on using her only asset - her blink. Survivors now have a much easier time avoiding her, escaping her, surviving her - which is very good and is successful because it meets the goal of the rework. But it came at the cost of enjoying the majority of her play and her own ability. It's telling that the second of her pink add-ons gives her the ability to walk faster because it's the only way to get her to move at a faster pace then a crawl.

    Why don't people talk about her rework? It's not worth it, basically. We all know that DBD reworks come with radio silence in regards to reverts, even if the player base thinks it's unsuccessful which I would say this rework is. Some people do like the changes and they are welcome to liking them, but I just know that I don't, and because of that I now main Ghostface instead.

    So, Fixes, ideas for changing. I'm happy with changing old Nurse, she definitely needed a tune up. I think the problem with the rework was that it was too devastating to her play. I would prefer that they either revert the add-on changes and keep the recharge idea or revert the recharge and keep the add-on changes. If they keep the recharge (which I personally prefer they revert away) I would want them to make it so that secondary and tertiary blinks could recharge while using other blinks and would not have their recharge cancel when using a blink. Ideally, I would just want them to keep the add-on revert and if they felt that it wasn't enough, have them slightly extend her fatigue time rather then add two punishment/ restrictions on top of using her ability.

    That's me tho, much love

  • Pre-rework, I played Nurse and the Huntress as my mains. She was hard, very hard. If I didn't pay her for even a short period of time, I got ran around in circles by survivors, not to mention if I ran out of the add-ons that I usually used I wouldn't be able to properly gauge her blink range. She was incredibly strong with those in the highest of killer ranks and oppressive against those who were lower ranked when a good nurse went against them. But she could also be just as easily looped and dodged by experienced survivors.

    After the rework, what used to be a quick and sudden appearances across maps and sudden drops on unsuspecting survivors became a slow slog across maps with reduced blinks, lowered range, slow blink rebuild, nurses normally slowest killer speed, etc. She is basically stuck with a single blink per engagement because if you are chasing a survivor, you wont have the time to wait for the second blink recharge before you blink to try and catch the survivor you're chasing. If you miss, you're stuck slowly walking in their dust, even if you hit, if it's you're first one, you're stuck in the same. Ironically, after the rework, her best add-on removes half of her blinking ability just to make her walk a little quicker, no power = more viable. Her play is no longer fun, it's just slow and grueling, a slog like no other.

    The reason nobody talks about her is because everybody knows how DBD development works. If a killer gets any big change or rework, they aren't going to touch that killer again for a long time, even if the community doesn't like the changes made. So there's no reason to wait our time I guess?

    Best scenario for changes, I would say that I want to see either an add-on revert while keeping the recharge or a recharge revert while keeping the new add-ons. In reality, I would like to see a change where the recharge of her blink is for any and all blinks the Nurse has rather then just on blink at a time, or allow extra blinks to recharge while a blink is being used so the Nurse has a little more dynamism.

  • I mean, I DC’d as killer 3 times one week because I kept getting stuck on the generators after kicking them so... there’s no reason I should be banned from the game for ending a game that had already ended. There’s no fairness in getting stuck and being punished as is but to add even worse penalties on top of that is even worse, especially when the game can’t tell the difference.

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944717#Comment_944717

    A mend timer is much worse than broken state. Besides, you want to ignore new mend rules which keep it from being abused. Just delete option 3

    I think it’s an interesting way to change her play style while leaning into her hatchet throwing ways, the mending keeps her away, well out of the terror radius and shifts her strength to distance. The mending is definitely weaker then broken but gives the huntress a very strong stall instead. Not really sure what the abuse would be in this situation.

  • @Frank_Sriracha said:

    Not a fan of these ideas. I cant see these being used by any significant amount of the playerbase, besides the second for what I'd assume to be a very brief time.

    first is just a delayed instadown that can be healed off after a really long wait time, the second let’s you chase survivors with a cocked hatchet at the ready for when they mess up and gives a little bonus to tracking, the third is more gimmicky then the rest and was more of a fun change idea than anything else

  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944318#Comment_944318

    Don't take away Legion's special toy. Trapper could use it maybe but the other killers don't need it.

    Legion can spread the love like he spreads the mending <3

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/944469#Comment_944469

    If by some miracle she hits which is extremely unlikely

    I think I've hit a long range hatchet, like, once lol

  • That's the goal :)

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/944385#Comment_944385

    I don't think so. Skilled Huntress players rarely miss the first hatchet, its the second hatchet when DH and conservative pallet throes that cause them to miss.

    I agree that the most skilled of Huntresses don't miss hatchets ever but most Huntresses miss a good chunk of hatchets and average Huntresses miss a lot of hatchets thus the need for 5 hatchets in her base kit. I would prefer to give all Huntresses a good Ultra rare add-on to power up all skills rather than skill-lock her best add on to a smaller group of people who are even able to use it to useful effect.

  • That's the goal :)

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/944385#Comment_944385

    I don't think so. Skilled Huntress players rarely miss the first hatchet, its the second hatchet when DH and conservative pallet throes that cause them to miss.

    I agree that the most skilled of Huntresses don't ever miss and are oppressive on their own. But for the overwhelming majority of Huntresses this add-on would become extremely hard to benefit from because missing is very easy to do, and for more skilled huntresses such as myself, I still miss a good chunk of hatchets in general. I would prefer making add-on's that can be used by all ranks and give great benefits for all without need to assess their skill for accessibility.

  • @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/115324/first-post-iridescent-head-and-another-ultra-rare-huntress-add-on

    I dont like the first one.

    It would have the same problem rn, instadowns.

    Basically if you are injured all the match that's a 1 hit/instadown.

    Yeah, I've basically been mulling between a perma broken and a really long broken time, I think I'll just change it back to like, 3 mins? broken for a gen basically.

    @laurelstroodle said:

    https://forum.deadbydaylight.com/en/discussion/comment/944385#Comment_944385

    Well, you get punished as survivor for using Odd Bulb, an ultrarare addon that basically doesn't do nothing and just make your flashlight usseles.

    Personally, I don't really know how the flashlight stuff works, not my item of choice. But, I would think it would be the goal to make the more rare add ons better for their expense and rare-ness then to bring the user down, just me tho.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/115324/iridescent-head-and-another-ultra-rare-huntress-add-on

    The only change Iri Head needs, imo, is for it to be locked at 1 hatchet. Infantry Belt doesn't add more. It rewards skillful play and punishes bad plays while keeping the amazing effect.

    Rewarding good huntress play is always great, but skilled survivors or a small miscalculation by the Huntress would render her a slow m1 killer or force her to break chase and potentially lose the survivor entirely which is a pretty big punishment in my opinion for a Ultra rare add on.


  • @Waffleyumboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/944313#Comment_944313

    The first one can be changed to permanent and then it would definitely be worth it.

    I didn't know if it would still be thought of as too strong if I made it permanent but I'm definitely down for forever broken Huntress :p