APoipleTurtle
APoipleTurtle
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Legion, Doctor, Blight, Wraith, Freddy, and Hag are all great choices for racking up the BP.
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Though you can really use whichever killer you want. IMO, the only killers that actually have a particularly difficult time earning BP are Plague, Spirit, and Pyramid Head due to low-value score events from using their powers (Spirit does get a ton of BP for post-phase "Grudge" hits, but the window for earning these is extremely short, unlike Wraith's generous "Surprise Attack" window).
Also, BBQ is the only perk you should prioritize putting in your build for BP farming due to its fantastic post-trial bonus. The in-trial BP bonuses that some other perks provide are pretty useless (there is no reason to run things like Distressing or Thrill of the Hunt unless you want to use their actual effects during gameplay).
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I've been playing a lot of Deathslinger recently in an effort to improve with him, so I have another one to add to this:
Are you or the survivors in your trial under the effect of the slightest hint of lag (or did the survivors all bring the ever-popular Dead Hard)? Congratulations, you are now playing an 110% movement speed killer with NO POWER!
The amount of times I've watched the chain turn orange and "miss" because it went THROUGH a survivor's model without spearing them has been ridiculous. At least when Blight's power doesn't work as intended I can still use it to get around the map... Deathslinger literally has nothing else.
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As Killer?
Probably Dead Hard. While I despise seeing OoO in my games more than anything else, it's not a common perk and I run into DH users far more often.
As survivor?
Joint tie between Urban Evasion, Sprint Burst, and Fixated. I know they're actually survivor perks, but I've had so many trials go sideways because other players are just crouching/walking everywhere around the map with no urgency whatsoever. It's more frustrating than just about anything the killer could throw at me.
Buuuut if I had to pick a killer perk specifically it would be Insidious. I'm of the opinion that it's one of the most poorly-designed perks in DbD, useful for little more than camping while also countering camping-alleviation perks like BT and Kindred.
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Leatherface should probably be the first priority if you haven't done him already. As Hex said earlier, BBQ is an important tool for decreasing the grind across all killers. Plus you can also annoy the bajeezus out of survivors with Franklin's Demise (especially those pesky key-bringers).
From there, I'd say it depends more on what perks you're looking for.
Hag, Clown, or Plague are probably the best second-choices for the slowdown perks they offer.
I'd also highly recommend Myers (Shape); Save the Best for Last is incredibly fun on most killers. Play With Your Food can be great in some builds as well.
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My opinion is that Father Campbell's Chapel is the best map in the game. Though I think Coal Tower and Wrecker's Yard are close seconds. I usually have a great time when playing on these three maps as either role.
My absolute least favorite map is a joint tie between Shelter Woods and Rotten Fields. They are both huge and pretty empty, which makes them tremendously boring to play on in most circumstances.
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Alright, here's a couple perk changes that I'd like to see:
Unnerving Presence:
- Current effect - Reduces size of skillchecks by 40/50/60% and increases their frequency by 10% for survivors in the terror radius.
- Additions - Removes "Great" skillcheck zones and inflicts an additional 3% regression penalty on failed healing and repair skillchecks. Effects would linger for 5 seconds after the survivor is no longer within the terror radius.
Babysitter:
- Current effect - Hides a rescued survivor's scratches & blood trail for 4/6/8 seconds, reveals the killers aura to you for 4 seconds, and shows your aura to the killer for 4 seconds.
- Additions - The rescuer gains the Endurance status effect for 4 seconds after unhooking a survivor.
- Removals - I'd take away the rescuer's ability to see the killer's aura in exchange for getting the second half of Old-BT's effect.
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They just chose to word "Basic Attacks" in a fancy way for that challenge, probably to the confusion of a lot of people (since Demogorgon and Pig have the same conundrum with their special attacks).
Feral Frenzy isn't a basic attack, so it doesn't actually count despite still using Legion's weapon for the hits.
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I hate the Swamp, so I really hate being dragged there.
But, I don't really consider any of the map offerings particular toxic besides Ormond. And oh boy did it feel like a LOT of players were using Ormond offerings last week (maybe as a last hurrah before the updated version drops or just some really rotten luck on my part).
Only exceptions would be map offerings used to enable really nasty strategies (like a group of OoO-users forcing Midwich, or a group of Blendettes forcing Swamp/Yamaoka).
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It's related to structure placement. Though Badham 1-3 are all very similar (since they're all big squares of the same size and similar layouts).
For the most part, I really feel that the first 3 variations of Badham Preschool could probably be recombined into a single map, while Badham 4 & 5 are different enough to work as alternate variations.
I may be wrong, but I think the Badham Variations were also an experiment to see how more maps could be added to existing licensed realms (and possibly to other realms in the future to bump all realms up to 5 maps each).
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Probably the maps. And for the most part, the devs have seemed interested in trying to improve these with the graphical reworks (though it's been a little hit-or-miss on whether some of the updated maps are truly better than their predecessors or not).
Honestly, if it were up to me I'd probably just pull some of the really bland ones (and maybe some of the severely unbalanced ones) out of the public map pool until they were able to be reworked into a better state. Like, would anyone really be super distraught if Shelter Woods and Rotten Fields weren't on the table for a while?
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Pharmacy. It works just fine as another alternative to Self-Care and Inner Strength, plus the increased search-speed of chests means you can pull out other items quicker once your Emergency Med-Kit is used up.
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Save the Best for Last is by far my favorite killer perk. Feels good to get max stacks and find creative ways to keep them (when chasing the obsession).
On the survivor side... I really like pro-altruism perks like Aftercare and We're Gonna Live Forever or objective-locators like Plunderer's Instinct and Detective's Hunch. Iron Will and Spine Chill are generally pleasant to have as well.
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I mostly dodge lobbies when my latency to that lobby's server is poor. Matchmaking bans for lobby-dodging is not something I ever want to see added for this reason.
It's not even like anyone is heavily inconvenienced by dodges with the current lobby system either, since other players are no longer kicked back to the main menu. I can't see a reason this would be needed.
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Hawkins is probably the best map for it; Underground Complex seems to have a higher density of pallets than other maps due to how unsafe most of them are. Might be good to avoid auto-regression perks like Ruin and Surge while trying to finish Thorough Destruction.
If you can, I'd recommend trying a "Destroy Everything" build with Enduring, Spirit Fury, and Brutal Strength. Pallets destroyed by Spirit Fury seem to count towards the challenge (at least, they did for me). Killers with inherent pallet-destruction capability are also pretty handy for this (Billy, Leatherface, Demogorgon, Oni, and Blight).
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Probably less, just for the sake of variety.
Admittedly, seeing NOED, BBQ, or Undying as survivor annoys me far less then seeing everyone running DS (in the aggressive "you can't touch me" fashion) and Dead Hard when I'm playing killer. But I attribute that to the more limited counter-options available against a lot of survivor perks and the fact that killer may have to deal with these up to 4x as much in a trial.
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It's not so much an external media product, but I'd really love if they added a "Gallery" to DbD where you could unlock concept/teaser art to view (from the Archives, Prestige, and Achievements, NOT the Rift).
Unlockable concept art was a pretty big thing during the Sixth Console Generation (GameCube, PS2, Original Xbox) and unfortunately kind of faded out abruptly afterwards. I'm a sucker for early drawings and storyboards that designers would later use to model game/movie assets, so it's been a bummer that this practice hasn't really returned.
I see it as a cool way to add an extra collectible/unlockable to the game for players to work towards which would also showcase how the game has grown since its original development. It could also be a fun place to store some of the artwork used to tease new chapters and map updates and plug some of the team members who created the concepts and models.
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I could see it working in small doses with perks (possibly as temporary "experiments" where they buff 2-4 underperforming perks and tone down 2-4 overperforming perks for a week or two and see what breaks).
I don't think this idea would work for killers and their powers. Messing with their values like this could mess them up for the experiments duration in ways that make them very weak, overly strong, or straight-up bug out some element of their kit. I think the balance dynamics of the killers are too complex for this style of testing to be good for the game (ie, these kinds of changes should generally just be tested in the PTB and not in the live build).
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NOED and BBQ are the best examples on the killer side. Maybe Undying to a lesser degree (it's not usually expected unless Ruin is also in use).
DS and Dead Hard are the best examples on the survivor side (assuming an Obsession is in the trial). Good killers will always try to bait out Dead Hard unless the survivor proves that they don't have it.
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I usually choose to prestige killers if they either:
A - Didn't have a whole lot of decent perks to work with by level 50 (I don't usually spend a whole lot more on non-P3 characters once they're at that point). I tend to wait longer on prestiging killers who got good Bloodweb RNG with lots of perks I want to use. Especially if they wouldn't be moving to P3 yet (where I could then spam BP into 'em until I get all the perks I want).
OR
B - Are really low on add-ons or offerings that I like to use (ie, I'll usually avoid prestiging a killer with a whole lotta puddings, streamers, and anniversary cakes until I can use some of those up first).
Do any of your four options currently fit one or both of these criteria? Might make 'em a good option for prestige.
If you're going mostly based on what their Prestige cosmetics look like instead, then I'd definitely go for Clown or Ghost Face; I think their bloody outfits look better than what Wraith and Billy get (plus Wraith has a ton of great cosmetics to use instead).
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@CorneliusCloud said:
Pig, leatherface and Bubba.
- Pig's main strength seems to be tunneling survivors on their way to the boxes. I play with spine chill which disables her stealth ability entirely but when she get's me i get tunneled. That's neither fun nor strong.
- Leatherface can be good but is no fun to play and his main ability is shockingly easy to dodge.
- Bubba is not easy to dodge but i feel like he is picked up extlusevely by noobs who have no idea how to loop and by meme killers. There are some good and sometimes nice Bubba players, but that isn ot the majority.
Why'd you split Leatherface and Bubba? They're the same character.
Perhaps you meant Hillbilly for one of those points?
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Probably none that I harshly regret, because I either like their appearance/power (survivor/killer) or I like the perks I gained access to through them.
If unique teachable perks weren't a factor though, then there's only on killer I would probably consider a regret and it's Plague. I do not like playing Plague.
My alt-pick would be Hag, but I got her for free (benefits of being a console player) so she doesn't count.
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If possible, I highly recommend grabbing a few friends to play with during your Sunday evening (or finding a group, if you've got that kind of feature). DbD is still at its best when played together with others in a more casual setting (like KYF/Custom Mode). It'd probably be a lot more fun for you and be a more effective experience for improving your own skills as either role.
If that's really not something that would work for you though, I 115% recommend checking out some online guides and trying to apply some of those tips & tricks to your own play.
Otherwise, if DbD and the players you're encountering in it are really stressing your mental/emotional health, then a break (however long or short) may be more important. Maintaining a clear head in trials will go a long way towards helping you to play more effectively and have a better experience. I don't know about you, but there's only so much of DbD's nonsense I can tolerate in a short period before it becomes difficult for me to not get upset with dumb things in the game, so I take occasional breaks to spend time with other games that cool my frustrations.
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If this kind of experiment happened, I'd just be playing Clown until it ended, because Father Campbell's Chapel is a right banger of a map.
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@Naiad said:
Could be a licensing thing. Haddonfield is the only outdoor licensed realm.
I mean, Springwood would disagree with that statement...
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Augustus Gloop, Augustus Gloop,
The Boosted Red-Rank Nincompoop.
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Would really love to see what they could do for Wraith.
I like to imagine his menu theme would be light and windy with a focus on bell timbres (kind of like wind chimes, but more organized).
Then his terror radius and chase themes could be based on African drum rhythms (since Wraith is Nigerian, they could take some light inspiration from patterns commonly used in Nigerian folk music).
Or either could reference Gamelan ensembles (which are Indonesian, but still fit the style I hear in my head for Wraith).
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I usually see tunneling more often when a trial has no Obsession, since DS feels like the only real tunneling discouragement tool that survivors have.
I have not seen more tunneling than usual or felt pressured to actively tunnel someone out of a trial (when playing killer) this weekend without Bloodlust.
In fact, I'd say I haven't really noticed a big change in chase dynamics outside of a few select problem-tiles that were already absurdly strong even with Bloodlust (like the God Bus or the Asylum Window loops).
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As a console player who's been mostly playing killer this weekend (because survivor queues are literally taking 10+ minutes even with Crossplay on). I'd be almost completely okay with removing it. Not having that guaranteed frame-stutter every 15 seconds in chase has gone a long way towards making DbD feel better to play and I value this newfound frame-stability much more than a speed increase for wasting too much time in chase.
There are definitely still some problem tiles, but this should be a good incentive for them to go in and re-balance those tiles so that we can truly move forward without this mechanic.
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I still say Unnerving presence should remove the "Great" zone on skillchecks so that survivors cannot benefit from it. But adding skillchecks to other interactions could be neat too.
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I'm probably going to wait a bit before picking up these characters (whether with money or shards).
Killer doesn't seem to be in a good spot yet (and may not be by their release), I'm not really interested in playing Elodie, and the new perks aren't anything special. I'd rather just exercise some patience and see how this Chapter unfolds after release before I commit any currency towards it.
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@Afius said:
What's LT?
A T-L Wall Maze Tile. It's one of the original generic loop tiles commonly seen in most realms. It's also the only generic tile in DbD to have two windows.
Maze Tiles, also known as "Jungle Gyms", are Structures that are featured throughout the Maps of Dead by Daylight . 1 Overview 2 Contents 3 Iterations 3.1 T-Walls 3.2 Single Pallet Gyms 3.3 Jungle Gyms 3.4 4-Wall Gyms 4 Change Log 4.1 Patch 1.1.2 4.2 Patch 2.0.0 4.3 Patch 2.7.0 4.4 Patch 3.0.0 5 Designs 6 Trivia 7 Gallery Maze Tiles have 4 iterations, each with a unique layout. They always spawn in the same general location of a Map, however, the chosen iteration may change between Trials. Every -
Classy
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Here's a comparison of the Ironworks of Misery before and after the visual updates (screenshots pulled from various YouTube videos because trying to find relevant Google images of anything in DbD is impossible):
The visually reworked maps took on a very grey-ish hue in place of the deep blue haze that originally fell over these maps. The brighter atmospheric realm color was a big part of the visual identity of the OG three realms, so it's a shame that Macmillan's blue was toned down so far as to be virtually non-existent.
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I think the devs mentioned at some point that they are working on rebuilding the code for grabbing from the ground up for dedicated servers (same story with Dead Hard). They were designed with the old peer-to-peer system in mind (where killer was host) and haven't tended to perform correctly on dedicated servers.
Don't know how long Grabs 2.0 will take, especially with the pandemic going on and their lengthy DbD to-do list, but it should get better once the new code is eventually ready.
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I think Blight's power is fun to play around.
But I also dislike how Blight almost always has the killer wombo-combo active (it's not even Ruin/Undying that bothers me, I just really hate the Ruin + Tinkerer Synergy).
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I mean, WGLF is arguably good enough to be a meta perk now that it's been buffed. Being able to pick up slugs in 8 seconds or less is an insanely powerful tool and probably the first actual alternative pick to Unbreakable as good anti-slugging support.
It's not a new perk, but it is pretty fantastic post-buff. And it's a pro-altruism perk to boot.
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@Sunbreaker7 said:
https://forum.deadbydaylight.com/en/discussion/comment/1758506#Comment_1758506
you made some really good points there, lovely. However, by denying with an item, I actually meant direct deny. Sure, you can flashlight hag traps and find bear traps, etc, but actually stunning the killer with an item that leaves them crippled which basically grants you a free escape.
By that extent, Nurse still counts. You can Lightburn a Nurse who is charging a Blink (though you need even more brave pills to pull that off).
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Any map that has a reasonable balance between the roles and doesn't rely too heavily on "hold-w" strats as its sole means of play is usually pretty good (I think that last part is where Midwich Elementary and The Game fail as maps, despite arguably being balanced).
I saw them mentioned already, but Father Campbell's Chapel, Coal Tower, and Wrecker's Yard are some of the best maps that DbD has to offer for both roles. Ever since the Silo window got reworked, I'd be willing to add Torment Creek to this list as well. And while opinions will definitely vary (because it's an indoor map), I also think that Lery's can be pretty fun from either perspective.
I haven't played on any of the new Autohaven maps or new Ormond yet (I'm on console, so no PTB access for me), but I'm hopeful for Gas Heaven and Wretched Shop. Both of them seem on the cusp of being in a good spot and are just a little too biased towards certain roles in their current states (survivor and killer, respectively).
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I do swap builds around pretty regularly so that I don't get bored running the same handful of perks all the time.
Iron Will is probably my one constant right now. I dislike not having it in my build and I enjoy some of the crazy stuff you can get away with when you have it. Spine Chill and Kindred formerly held a similar value to me, but I've been trying to move away from using them quite so frequently.
Recently, I've been running a lot of Windows of Opportunity and Ace in the Hole while I practice flashlight shenanigans (in addition to Iron Will and either WGLF or Dead Hard).
Though I might swap to a "Destroy All Totems" build for a while so that I can better handle all these Ruin/Undying gamers that I keep seeing.
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Dark Devotion is pretty funny. Survivors don't usually expect a Wraith with no terror radius to approach them while not cloaked. Might lead to cheeky grabs in some situations.
Otherwise Wraith also plays well with any perks that let him insta-down like Make Your Choice, Haunted Grounds, NOED, etc.
If you wanna go fast, there's always Play With Your Food too (Wraith can cheese PWYF stacks faster than any other killer after all).
I mean, these aren't my "they go in the build first" perks, but that's because they usually get preceded by the stuff that I'll use on any killer (BBQ, Whispers, PGtW, Sloppy Butcher, etc).
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Red or Purple are usually fine.
While the occasional boosted root vegetables still make an appearance here, I usually encounter plenty of "competent-enough" survivor/killer players to have an enjoyable time and feel challenged by my opposition.
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I played against a Demogorgon once that was running a slugger build (with things like Knockout, Sloppy Butcher, etc).
Its goal seemed to be just to down other players as much as possible so that they would eventually bleed out without needing to be hooked. Didn't strike me as trollish, just as a big mixup to how that particular trial had to be played. Not something I'd really want to see on a regular basis, but it was a weirdly refreshing twist of a match.
As far as matches against killers who were presumably trying to de-pip go, that was probably the most enjoyable one I've ever played (since DG still played as normal aside from just not hooking anyone and sometimes hiding slugs in the grass).
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The basic attack restriction on Surge has long been a pretty big buzzkill for me. Most of my favorite killers can down survivors through their power (and it's often more fun to try and down people with their powers instead of standard attacks). I also feel like the actual regression it causes is pretty underwhelming for how long the cooldown is.
It's an alright perk, but it could be better.
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If you want to camp and tunnel more effectively, make sure to bring the proper equipment!
*Proper camping and tunneling activities may require more than just a tent and shovel.
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Either Leatherface's or Clown's.
The little "mmh" noise Clown makes at the end of his mori is one of my favorite audio snippets in DbD.
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I think Oni's power is stronger than Billy's, but of the pair I do play Billy more often.
Oni is fun, but I like having my power available more frequently throughout the match.
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I mean, I've only paid for about... 1 Rift so far. I either finish the Rift and get all my money back, or I don't and then don't buy the premium track. I have never bought any Rift Tiers, nor do I spend real money on cosmetics. I used to buy the chapter bundles with money as a form of support, but the bonus cosmetics for doing that have been so underwhelming over the last few chapters that I just use my trove of Shards to acquire new content these days.
I usually put more effort into Rifts that have at least one outfit that I really want (like Mr. Puddles or Blighted Nurse). Otherwise I'll participate in the Rift until I finish the Tome Challenges and Collection entries, since that's the part of the Archives I actually enjoy completing.
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@MrDardon said:
Huntress:
- Now starts as a 4.6 m/s (115 %) Killer.
- For each missed Hatchet, Movement Speed is reduced by 1 %. I don't know excactly how much m/s 1 % is.
- After reloading, she goes back to 4.6 m/s (115 %).
Spirit:
- Yamaoka's Haunt Cooldown increased to 30 seconds.
- After draining the entire gauge of Yamaoka's Haunt, movement Speed is increased to 4.6 m/s (115 %) for the duration of the Cooldown.
Hag:
- Increased her base Movement Speed to 4.6 m/s (115 %). This basically wouldn't change anything, you now can chase normally if you want. Yay many People who hate Hag because they can't chase with her can now enjoy Hag as well.
Deathslinger:
- While the Redeemer is not reloaded, move at 4.6 m/s (115 %).
- Increased Reload Time from 2.75 Seconds to 3 Seconds.
Nurse:
- You can now blink up to 8 Times.
- While Spencer's Last Breath is active, the Nurse moves at 3.85 m/s (96.25 %).
- Increased the Fatigue by 0.5 Seconds overall.
- After using up all 8 Blinks, Spencer's Last Breath goes on Cooldown for 40 Seconds.
- During this Time, the Nurse moves at 4.6 m/s (115 %).
Shape:
- While in Evil Within Tier I, you move at 4.6 m/s (115 %).
- You can not perform a lunge Attack while in Evil Within Tier I.
- Your vaulting Speed is increased from 1.7 Seconds to 2 Seconds.
If you didn't nerf Tier I in some way, there would be no reason to get out of Tier I. With those extra Nerfs, Tier I moves at full speed but you do other things worse or slower.
That Nurse suggestion is definitely not something I've seen before. I'd be intrigued to see how it might work in practice, though it could become a little annoying for the Nurse player if they can't force the Blinks to recharge without using them all. Admittedly, I'd foresee Nurse mains rioting over her having a long power cooldown and survivors angry over the existence of an 8-Blink Nurse.
I like the Myers idea. EW1 could definitely stand to be better and less of a hindrance to Myers (though they'd have to be careful with how it could buff Scratched Mirror). Might also make the Boyfriend's Memo a slightly more valuable add-on too, I guess.
Personally though, I think Myers should just start in EW2 and have the option to fill his power gauge and manually activate it (like Oni). Then they could let him choose whether to enter EW3 (for the insta down and lunge bonus, but larger terror radius) or EW1 (for Undetectable status and a Mirror-style aura-stalking effect, but no insta down). And he would stay at 115% speed across all three stages.





