Alphasoul05
Alphasoul05
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I think most people rarely ever experience a basekit Nurse, they don't realize that she's not all that strong when she doesn't have ranged addons. Her ranged addons are 100% a problem, they need to be completely removed because they are too strong. The next most popular would obviously be green recharge/purple ranged, and again, I don't think green recharge should be nerfed on account of ranged addons.
Second would be recharge addons. I think recharge addons bring her somewhat closer to her old basekit, and I think that you also rarely encounter a double recharge Nurse, who will play more aggressive/play more risky in a chase because of them. Double recharge I think is probably fine, however I would also nerf them and simply give her a 30% recharge as basekit, or just the same amount as green/yellow recharge, depending on what the addon nerfs look like.
I think a lot of people who hate Nurse, or people who play her against bad survivors, have this opinion that she's super easy and that anyone can do it despite the fact she was the least picked killer with the lowest killrates even before her nerfs. It's easier to further push the nerf narrative if a bunch of people attempt to convince everyone she's easy. I think like many people most people simply are bad at this game and never learned to properly juke at specific places or in general, to the point you can last a little bit in a chase against a Nurse while your teammates to gens.
At the end of the day I'd like to see some statistics for killers like Nurse and Blight if we were seriously considering nerfs, because I'm of the same opinion with Blight, in that a basekit Blight is actually not that bad to deal with either.
As one final point I will say Nurse should not be able to every use any perk that allows her to one shot a survivor with a blink attack.
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why would you refuse? The game isn't going to change that much for you
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Someone with a flashlight means they're following you around, which means they're not doing gen, which means that if you take the time to listen/turn/look/avoid them, and get a hook out of it/chase the person with the flashlight, you're actually severely punishing them and they will probably lose the match due to being too altruistic
I guess what I'm trying to say is it can be just as bad as it can be good, though it depends on other factors because the reality is if they are good at looping and you're not on the best of killers, they'll probably get all the gens done pretty easy with just 2 people.
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I think downsides are fine if it is inherently a strong perk, but the tradeoff should also exist in that it should have a secondary perk that can further increase its strength. Not to OP levels, but enough to make sacrificing two perk slots to do it worth it. A perk that is designed to also have a downside is already poorly designed, I agree. I think there aren't enough perks that all go together to create a unique, fun synergy and form a complete build, it's just random perks placed together that hep with different things, but that's mainly out of necessity
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The irony in a "Blight" main complaining about the OP state of Nurse. Lots of "he said she said" "My personal experience" anecdotal evidence. Pointing to someone who streams and plays this game for a living as their job/known as one of the best killers around. Okay, what's the pointless evidence of comp players? Posting data that actually points towards what Nurse mains say as the truth in terms of rates. "Unlike Bubba, Nurse can camp effectively" he said, unironically, about the best killer in the game at camping. End game with NOED? Yeah, sure, Nurse wins out there.
All of this is also pre-MMR, and most Nurse's should, in general, be playing against SWF/higher MMR players, though it may vary with the changes they made to MMR. Just a friendly reminder you can be the worst player in the game and still poorly complain about just about anything in this game on forums, which is often true in my.. personal anecdotal experience :)
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People always say this. Killers get nerfed "Enjoy your 20 year queue times" Survivors get nerfed "Enjoy your 20 year queue times"
That's happened many, many times throughout the years, and guess how many times it's been true? Zero
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I think people want changes like this because it makes the perk objectively stronger than it was when it was 5s. Just make it 5s and remove the skillcheck, or make it much larger so you can't miss it anyway because newer players running it might miss it, and newer players are the ones who need it most.
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If you ran a Billy for 6 minutes, then the killer was trash and so were your teammates. The only surprising thing is why you were in the match to begin with if what you're saying is actually accurate. Teammates not doing gens in solo queue, but gens flying as a killer. I wish I had them when I played survivor.
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@Seraphor said:
People play SWF because they want to play with their friends.
Perks that help solo players won't convince friends not to play together.
I'd imagine there's a large amount of people who only play with their friends when they would've otherwise played by themselves but they simply don't want to deal with the headache that is solo queue. Either way it doesn't change the fact that solo survivor needs some help
@Grigerbest said:
I told many times on other threads...
The only thing that soloq needs, is a communication tool like a "motion wheel" for survivors to communicate.
Like:
- Reparing a generator.
- I'm in the chase.
- I'm healing. (Nickname)
- Healing myself.
- Making a boon.
- Going to unhook.
And ETC.
Any buff for soloq is a buff for swf, they can't buff something separately. Let them just add a communication wheel, coz it's the only differ thing from swf and soloq.
SWF needs it as well because if you're solo survivor on a generator, you have no idea the other 2-3 players are going for a save or not. That's kind of valuable information to not run far away from a gen you're on just to have someone else save, as one example.
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I still think the devs really need to sit back and ask themselves how they can make the solo survivor experience better.
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have you considered formulating an argument, perhaps suggestions, instead of just making a post to complain? I'm sure that might make people take you more seriously
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I think the core idea is that maps should have their strengths and weaknesses. Some stronger for survivors, some for killers. The opposite is also true ie Huntress on indoor maps vs Huntress on Autohaven maps.
You could look even deeper than map size, you could look at the randomness of maps and how some layouts are completely broken to the point of hopelessness if you aren't anti-loop, which is something that higher MMR survivors will use to their advantage and why M1 killers aren't exactly popular or seen in those areas. Obviously it would be easier to balance the game if maps were more similar in size and things were more static, but there's already so much variation that making them smaller will also affect balance quite a lot.
The main factor in all of this is time. How do all the small things affect the game as a whole? Toolboxes, map size, survivor spawn locations, a lot of things are overlooked. Of course adjusting map size means slow killer become stronger, and slow killers like Huntress would become very powerful, or higher tier killers like Nurse, and anti-loop killers. So, you see, it's more complicated
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@Icaurs said:
https://forum.deadbydaylight.com/en/discussion/comment/3056379#Comment_3056379
I think you and many people confuse counterplay with RNG.
If a person does x and somebody does Y to stop it, that would be counterplay.
But if a person does x and a person does Y to stop it but Y working is dependent on the skill of x, is that counterplay?
Breaking line of sight would be the main strategy. However good nurses can gauge where somebody is you can try it, however the nurse in theory can hit you 100% of the time. Every chase is dependent on their skill level, which would be ok except a Nurse at the top has a downing potential of less then 30 seconds every chase .
That is.. literally counterplay. You're doing something with the expectation that it may or may not work. If a Billy is charging and he's gonna chainsaw through shack door, you have the option to a) take the window or b) go to the pallet. You know it's possible for both to be true, since an unskilled Billy probably won't accomplish anything. Since And besides, if we're talking "theoretically" then the odds of a Nurse hitting 100% of their blinks is nonexistent because you're looking into tournament level Nurse's at that point. I know people want to believe that's every Nurse but, well, it's fortunately not.
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Nurse is not hard which is why she's picked all the time, and nothing else, at every MMR level. Oh, wait, even before her nerfs she had the lowest kill and pickrates. But wait, she's actually super easy. Anyone can play her and be a 4k god. As a survivor that rarely ever plays killer, I played Nurse for the first time against literal babies and owned. Easy!!!!
Easy when you know how to play her? Sure, but what isn't easy when you know what you're doing? I'd say playing against Nurse would be easier if you knew how to play, but it's never going to be easy if they're good. I'd say Nurse's biggest problem is perks that synergize too well with her aggressive capabilities and her range addons, which are, quite simply, broken.
Billy is braindead easy. No one plays him the way you think people play him with curving, and people never did. Just because something that's impossible for 95% of the playerbase is hard doesn't mean the killer as a whole is inherently difficult. Blight isn't difficult, Blight is more common than Nurse, with higher kill rates, and he was everywhere and still is. Why? Do you think he's more played because he's harder? Give me a break
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It's just another argument for why bloodlust should be removed and overpowered setups with nearby pallets would be better off being changed instead. Some buildings are incredibly strong to loop like that, that also contain a pallet. There's one on Freddy's map, in fact I think more than one. There's one on Nurse's map, there's probably more but those just come to mind.
In general that would be too strong because the point is you make the CHOICE to build bloodlust at some pallets and if you build it at a bad one, you should not be rewarded for your lack of knowledge.
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yep, that's a charm alright
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I think there should be some form of removal of his limited ability to stalk people, with the exception being
1 - not able to stalk past a set amount on one person in a short amount of time, to help less skilled players
2 - specific addons, so you also can't gain your entire tombstone off one person.
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He's not the hardest kill in the game at all. He's "hard" if you play him like old Billy mains used to play him, by curving and ACTUALLY using your power at loops. This was even more common because people used charge addons. Now it's incredibly difficult to time well without them.
Just because using a power that probably was never designed to be used like that in mind is ridiculously difficult to use in some loops with curving does not inherently make him the hardest killer. At the end of the day, these days, you're just gonna get pre-pallet dropped like LF has happen to him.
I mean I get it, a skilled curve Billy was fun to play against because there were mindgames you could play, but only a really skilled survivor is gonna play around a curve Billy and not because they have to, but because they think it's fun. But I mean.. do enough curves at an L T wall so you realize that.. maybe it has too much counterplay. But hey, it's fun, and hard because you're making it so.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3055012#Comment_3055012
Nurse requires a ton of practice to do well. The others are extremely strong with way less practice.
The only thing wrong with Nurse is when they made some adjustments to her recently they made her blink way faster. Survivors have a much harder time juking. They need to revert those fixes. Killer players gravitate to what is broken so that is indeed broken. Slow down those blink speeds and you'll immediately see all the amateur nurse mains slow down a little because they won't have an unfair advantage.
Just like when Blight had his exploit fixed, you see less Blights. Fix Nurse, it is all she needs.
You never saw a single Nurse complaint until they fixed her bugs recently. Pretty ironic. Exploits are bad.
Correction: The addons for distance increases the speed of her blink is what needs fixed!
I hadn't played the game for like 8 months, played some Dredge, decided to play Nurse and look at the addon changes. Couldn't believe how surprised I was to find the purple ranged addon also increases the speed of the blink, with removes the counterplay ie juking to create overblinking and such. That was most definitely a moronic change to an already busted addon. That speed + Shadowborn almost made me felt like I was going hyperspeed for a second
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If you couldn't do it with Bubba they would move on to Billy, and then probably Trickster. Punish people with less BP gains, with less pips, with less exp, none of it is going to prevent someone who camps from camping. You can't even implement a pause or something because it'd be even worse, so the most you could do is like.. I don't know, allow the survivor to unhook themselves and then give them some form of safety, but you have to wonder how things like this can be abused.
Sure, people do it because it works, or they're bad, but I mean if you're bad or you're going to get teabagged and flamed for being nice, I can see why someone might decide to just not care anymore.
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They worked really hard on it /s
I always find it funny how they used excuses like "Oh, well, we don't want him to be able to easily camp like he can" And then in the same patch they made LF the god at it. I miss going against Billy's that actually tried to use their power at loops and curve. Talk about a dying breed. Well, I suppose they killed those players but mostly, they just made 90% of the people who play Billy not play him because his busted addons were nerfed + Tinkerer changed previous.
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@CashelP14 said:
I've always had the opinion that Nurse is only balanced out by Dead Hard. Now that it's getting nerfed (and also DS) I think she needs a change.
I don't mind basekit Nurse being strong, so long as her add-ons don't make her stupid. Imo her add-ons (range and recharge) need looked at. I also think Blights add-ons need nerfed also.
Any good Nurse is going to bait DH out to make it completely irrelevant. Which means anyone that says that DH has any impact on Nurse just isn't playing a good Nurse
I watch a lot of streamers and they very rarely ever go up against many Nurse's, and even the Nurse's skill is often pretty debatable. So I don't quite understand how everyone on these forums seems to play nothing but Nurse, and also every time she's a god who 4ks in 2 minutes with the same addons and perks, every time. Well, is that surprising? What killers don't often use what's best for them? I'd say the only people running into "nothin but nurse" are probably SWFs, and I suppose I would be upset if I couldn't easily win against non-top tier killers with my friends, too.
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I, too, really hate that I can't just freely ruin the game for 4 other people, whenever I want for whatever reason, no matter how insignificant, because I am a giant baby :)
Hang on, let me make some stuff up really quick. Yeah, I agree OP. Honestly, I get tunneled and camped every game every single time for 400 games straight and even though it doesn't seem true, it is and I want to have fun so please remove penalty
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Well, the developers made a lot of changes to the little things, like kick speeds, gen speeds, the speed boost from an M1. They're at least acknowledging that yes, all of the little things add up into one larger problem. I think the biggest thing about a killer is applying pressure and large maps make that difficult, while also making higher mobility killers better. Problem is smaller maps makes some already strong killers more oppressive, and makes, say, killers with low mobility but excellent loop/down potential like Huntress stronger. So it's not as simple but honestly some maps are just plain too large in general.
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I wouldn't say she doesn't have her problems but I think people blow out of proportion how bad she really is. I think that anyone can make a post on these forums regardless of skill, and when you see people complaining about Legion of all killers, or you see complaints about just about any killer that's really good at what they do, you start to have difficulty understanding how accurate what they're saying is in comparison to the level of skill they have, or if they're just lying.
I think most people don't know how to play against Nurse, have no interest in learning how to, and if people spent some time learning to juke one to extend a chase against her for just enough time, while spreading out on gens, they'd not have such drastic opinions. I think most complaints against her are from bad players who would've lost to any killer and are so predictable/give up on first hook that they'd of lost to any killer anyway. Or they're from more valid people who most likely see her every game because they have much higher than average MMR, where you are far more likely to experience Nurse's and Blight's. I'd be frustrated having easy matches in any game that isn't against a Nurse or Blight with SWF, too.
So, you have good players and you have bad players that can easily come to you and say these things pretty easily. Up to you to decide for yourself tbh
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People always talking about SWF being scary but the most dangerous player to any killer is a solo survivor, because there's a good chance, having suffered through it, are very good at the game on many levels. Of course, the most dangerous player to a solo survivor is, of course, their teammates.
@Phantom_ said:
Do you reckon the devs were playing a drinking game and took a shot for every time the killers whined about something, got too drunk and came up with these changes?
Like IDC about DH/DS changes but IW was the only thing that allowed you to mindgame a god nurse with her million blinks. Do they know how much louder some survivors are?!
Is this why Maurice and the Observer left the game as well, huh??? 🧐
A "god nurse" doesn't care about your IW, so that's simply an oxymoron. Why don't you complain about something you'll actually run into, like a camping Bubba who will always guarantee 1 kill.
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I dislike a lot of the arguments people make against her for the same reason I dislike a lot of people who post on here. They provide 0 argument or logical reasoning, instead giving an opinion based on their feelings or personal experience, while bringing up x thing so Nurse shouldn't exist.
And that's exactly why it makes sense in what you said, because people struggle to look logically at any killer or perk and be capable of accepting or changing their opinion, often because they are part of the side it benefits.
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@ThatOneDemoPlayer said:
https://forum.deadbydaylight.com/en/discussion/331267/off-the-record-is-once-per-game
You could just hit the Survivor after they get unhooked
You should not be forced to hit a survivor who should otherwise be running away due to being in a weakened state. Just because that's the simple solution doesn't mean it's something that's healthy for the game. It prevents the person who was saving from taking damage and getting to safety and surely you can understand the benefits of getting to a loop injured vs getting to one uninjured. Or, I suppose that was too much thought for you to consider.
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There's a lot of scenarios people consider tunneling that are dumb to call it so, like if you're in a chase and you attack a survivor, they're injured. A save happens, so you go back to hook, so the obvious choice is the weaker target unless the savior makes a block, which all results in 3 people injured. If survivors are really efficient on gens you're forced into a scenario where you have to tunnel or camp if you care about winning. I think if games went slower and gens went slower, regardless of the reasoning or the killer maybe not being that skilled, everyone would get more points/be more likely to pip overall.
And if a big part of the fun in this game is not holding M1, but killer interactions.. where is the fun in doing gens to escape as ASAP? Of course, some people will tunnel even if they're hard winning, or any scenario ever, the same as camping. Nothing will ever change that
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What did you think, that it would multiple what you obtain by 2? lol
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@pharos said:
https://forum.deadbydaylight.com/en/discussion/comment/3016346#Comment_3016346
Top nurses shouldn't lose
How many blink u need to knock down a surv on average? If you need to blink more than 4or5, then your nurse level is obviously insufficient.
The top nurses I know and play against can do 95%+ easy 4 kills without any add-on whether you swf or not.
A top blight can still be challenged and defeated by top solo players or swfs,But for top nurses, that's just a toy.
They all need to be nerf, Blight already has plans for a nerf on hug-teach , so it's the Nurse's turn
BTW,Although I don't play nurses much. But I still have a 2W+ blink (3w+ is the pass mark for advanced nurses), so I'm totally aware of how outrageous this thing can be when played well
You do realize Nurse's play in different ways, correct? Not every Nurse is running Agi/Starstruck/Floods and slugging, and going for the kill right away. I've seen a lot simply trying to 12 hook everyone and playing fair in doing so. Are you going to tell me 4 survivors equal in skill to a Nurse all being death hook but escaping means that Nurse is trash, when if they had chosen to play a bit more dirty they'd easily have obliterated a team under those circumstances? Great logic.
With logic like that no one is going to take you very seriously. Just like using lag or hitbox lunge issues as if that's something that's a problem unique to the Nurse. If "top Nurse's" are the issue, not the Nurse in general, there's probably a more targeted approach you could take to nerf there, which is probably perk/blink interactions.
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You do realize most online games like this often have a "Requires a stable internet connection" warning, right? You may as well assume that for every online game. So while it does suck.. you're actively ruining the game for 4 other people because your internet is bad, but you're the one being punished? They're not going to remove something good so people can abuse it because some people have bad internet
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Their constant release of new gen regression perks was a pretty clear indication they knew it was a problem, but it's nice to see them do something to actively change it outside of perks.
THAT said I think they're overlooking things that people will do to deal with the added time. Toolboxes, Prove Thyself, even things I'm forgetting. But it isn't like gen regression won't still be used so it's probably more than fine. They'll probably be keeping an eye on whatever meta comes from all this, because there will be one
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Second chance perk layering would be my guess. Maybe they dislike that an unhooked survivor has access to the BT effect that already grants you the ability to get to a safe loop, on top of going down and having another second chance perk that can save you. All of which is a little bit silly because it implies you are tunneling and maybe should eat those perks in layers.
I don't see the point in taking the most extreme, broken example you can give in the game, which is going to be rare, and using it as your reasoning for why it isn't okay
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I think it's going to do a little to fix the problem but still seems like it is going to be problematic perk that isn't going anywhere. I'd have to see how it looks on the PTB but it's obviously still better. I just dislike that it still encourages the annoying walk behind survivor to bait it out gameplay. You can certainly use it to make a pallet drop when you're at it extra safe
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If DH was saving you from a Blight or Nurse, you weren't playing a very good Blight or Nurse to begin with, and are probably equally not very good at the game - as they're two killers who don't really care about it in the grand scheme of a match.
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with that nerf it honestly surprises me they don't let you replace it, it's justification for being a Hex was "High risk, high reward" now it's just high risk. Lol
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3006907#Comment_3006907
I see people suggesting this all the time...
No one ever mentions that it would lock her out of using a huge number of perks that rely on basic attacks.
That's the point? If you were going to nerf her with no touching on her main power, which is what most people would prefer, then you have no choice but to go after addons and perk synergy, and her ability to use ranged addons + take advantage of some perk combinations only she can really use/abuse.
Personally I think a lot of people who don't know what they're talking about having nothing to suggest that doesn't end with her not being totally worthless, hence the one new Nurse thread per day thing.
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"They're changing something about the game, time to use it as an excuse to justify nerfing a killer for the 5th time this week"
She actually is put into the same tier as Blight, by the way, and you'll run into more Blight's than you do Nurse. Fun fact!
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So, in general
1- NOED makes you have 3 perks the entire game
2- You have a lot of time to find NOED and destroy it by looking for it at the end of the game, then BTing the survivor out
3- It's high risk, high reward, meaning maybe you don't find it, or you get unlucky and he hooks you at it.
4- If NOED was such a common perk then maybe you should use a perk slot to counter it, since it's apparently in every match giving every bad killer 1 free kill on an otherwise 4 survivor escape according to a lot of people on the forums.
So, yes, technically speaking more could go wrong and it has a bigger downside than it has benefits. But there are actually endgame builds that can take advantage of it, which are rare these days, and most people don't play for the endgame. If you wanted a cheap kill then you'd play a camping killer and camp early for a kill, not late with NOED.
Fact is, you're gonna find NOED on a lot of newer killer players because they, quite frankly, won't have access to any real gen regression perks without DLC, which is also why people who use NOED often play poorly, or you feel they "don't deserve" that kill for that poor play.
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Body blocking with BT is the easiest way to get a killer to camp you, then you can proceed to say "camping noob" in endgame chat
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/2996485#Comment_2996485
She is not hardest you need few matches to bit undertand blinking once you learn that it's not that hard. Pinhead is much harder killer for example it's very hard to control his chains. Only thing with nurse is bit hard is to quess what survivors going to do but once you played enough you will quess that most of the time. Nurse needs major nerf she has best power in the game. Oni's power is second best but he has to earn it is that fair nurse to get best power in the game right at the start.
And yet, she's one of the least picked killers with the lowest killrates. Evidently she's not as easy as you think because no one outside of already high MMR killers probably play her. A company like BHVR uses statistics a lot, and my guess is their statistics say that at the highest level, where Nurse is deadliest, the kill/escape rates are probably fairly even, because only really good survivors/SWF would be playing those kinds of Nurse's, and she's not as strong as you think against good survivors.
See, a lot of people aren't interested in learning to play against Nurse, or run into a good Nurse to learn how to. It's always funny when a terrible survivor thinks every Nurse they run into is god tier when the reality is they're just bad, and predictable, and would've lost against any killer.
I have been seeing everyone use this weird notion that "Everything in the game would be better/changed if Nurse didn't exist" as a means to justify the state of the game. No Nurse? Oh, better map design, better perk design, better killer design, better everything design. How delusional some people really are to say stuff like that and get people on their side because of their hate for a killer, and how they could be so ignorant is beyond me
The average player would be better off complaining against killers they actually see often, while the people complaining about Nurse, in my mind at least, are probably the kinds of people so used to bullying the majority of the cast of killers they just hate the idea of a few select killers existing they can't easily deal with. That doesn't mean I don't think some things about Nurse aren't broken, I'd say her range addons should all be nerfed, and she shouldn't be able to take advantage of things like Starstruck/Devour if she uses a blink, but she doesn't need much else nerfed realistically.
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As usual the central building is too strong, and a lot of pallets are equally too strong, and there is a lot of pallets. However it is the first map they've released in a very long time that I've liked for the simple fact it is somewhat open, somewhat acceptably sized, and not filled with countless things that clutter the map up.
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A game should never be balanced around perks, for sure, but the developers always felt the need to fix problems with more perks that create more problems. Ultimately some perks you could make this argument for, like DS/BT, I would agree. Perks like DH/COH should simply not exist.
If you give survivors too much individual control and power over their perks the end result is an imbalance, which it seems like some people can't admit is also a problem that these perks can create
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Sorry, can't hear you over the sound of more and more gen regression perks being created to shake up the gen regression meta because, rather than tackling the problem it's just easier to accept it as part of the game and try to manage it
The obvious solution is to nerf all gen regression perks and figure out some way to create an artificial, non-optional gen regression thing in the game to make up for it. Overall, that would in turn increase killer strength due to not requiring them, and freeing up perk slots. This is also ignoring that it will probably have an affect on a lot of survivor perks and their meta, and requiring the removal or fundamental changes to perks that speed up gen progress, like toolboxes, Prove Thyself, etc.
What one sounds easier? The game probably is in a "statistically" fine state. but it's pretty obvious that gen speeds are a problem and they are completely aware of it due to giving many new killer map pressure/travelling options or something that helps with gens/loops, and continue to introduce more gen regression perks.
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I think running in circles from a big, scary killer and all the ways immersive gameplay is counter-intuitive to current game design kind of makes the horror element of the game irrelevant past 50-100 hours of gameplay, or when you've seen ever killer.
Do you feel like a horror mans when that survivor across the small wooden pallet is giving you the ole baggerinos?
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I mean I rarely play this game but my very first match after 4 months I was being tunneled and camped by a Nemesis, but at no point did I think "I'm surprised" or that I didn't think they shouldn't have done it, because guess what? If you chase someone and lose 3 gens, you're screwed in that match no matter what you do. He could've just chased someone else, but they could've been just as competent lol
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2988844#Comment_2988844
BHVR is aware of every single detail you just pointed out. I promise you. I don't care about your concern, or your poor opinion of the community because, quite frankly, the community is much broader than the trolls and TTV'ers that make you nervous - and again if the system doesn't work there will be a proportional amount of outrage that will induce BHVR into fixing it. That is how the pendulum swings.
What everyone who is worried is considering incorrectly is the idea that the troll reports are going to have weight. BHVR knows there are troll reports, it's in their calculations.
They were pretty aware of the flaws of deciding SBMM based around kills/escapes purely was a terrible idea, stated so, and did it anyway. Year and a half of working on the "super smart system" they implemented it. Kills/escapes. Almost a year later from constant complaints did tests, gave data, and made adjustments. They've been working on this for over a year now, the same as SBMM, and needless to say they've also stated that "after a certain number of negative reports we will take action" And since it's automated, it will be an automatic action.
I can think of many ways someone who plays this game in a specific way could eat reports every game, and when the community knows it exists, they'd probably just report anyone they dislike. So we're assuming that this system will be totally super smart, like SBMM, and somehow be capable of discerning actual reports accumulating against one person against not? I'd say you're talking pretty confidently for what very clearly could be terrible, but you're right.. surely the developers are good enough and smart enough to have seen these things, to not be abused, right?
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There is no world where it could possibly toxic
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Imagine your first instinct after playing one game against the new killer being to come to the forums, after one game, and whine about it. If that's the first thing you thought to do while you wait in queue for your next game then I'd be surprised if you understand how to play the game