Brokenbones
Brokenbones
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I've only been playing since Legion/Plague came out but I've watched tons of vids from dbds past and they've walked back so much random stuff before
When ghostface was on PTB, they added a really irritating 'stun effect' to the killer POV. Basically imagine anytime you got hit with a pallet, there'd be a brief red flashing border on your screen. Really annoying
Someone mentioned the blind/stun timing - that was a big deal back then since it made flashlights the most busted item in the whole game. No skill required.
In one PTB, Pig's RBT timer wouldn't tick down if you were in the Pig's terror radius at all, instead of how it works now where it's only if you're in chase
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@Devil_hit11 said:
https://forum.deadbydaylight.com/en/discussion/comment/3148667#Comment_3148667
Anti tunnel perks like DS and OTR are there to keep a survivor from being killed too quickly in the early and midgame.
Anti-tunnel perks like DS and OTR are there to keep survivors alive in general. Throughout entire game. that's why these perks are as good as they are. Disabling them in end game is giving killer free kills.
why is this problematic? It means killer do not need be balanced around hooks, winning chases and map presence. After all, why bother with all that when the killers get 1-2k on average by just camping hooks in the end game assuming killer excels at camping. You might as well just put NOED as base-kit perk so that every killer gets free kills equally in end game.
https://forum.deadbydaylight.com/en/discussion/comment/3148985#Comment_3148985
well written post.
DS and OTR being disabled in the endgame is why I believe the perks are now designed to make them for early to mid game use. It's not as if all perks stop working in the endgame, just the two main specifically designed 'anti-tunnel' perks. BHVRs always said they don't want to punish camping and tunnelling but rather heavily deincentivize it and like I said I think if you make it to endgame, you haven't really been tunnelled too hard and have had a chance to actually play the match. That's my logic at least
Obviously, that's assuming the Killer didn't just get ran for 5 gens or something
If all perks stopped working in the endgame period I would agree with you though. Like if exhaustion perks for example stopped working during endgame I'd say that's kinda dumb
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I agree it'd be kinda nice to have and might be clutch. It also can't be paired with resillience because you lose it when you're injured
16% faster vault might be a bit much tho
Better than New should affect unhooking, exit gate speeds and sabo at the very least
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3148837#Comment_3148837
I'd argue Trickster is both more consistent and, you know, actually hooks people instead of just kills them outright. Plus by that logic (can instantly kill someone who tries to unhook) Myers actually becomes the best camper in the game, overtaking even Bubba.
It's honestly quite sad that Trickster's main event only really shines in situations where survivors are either in a bad spot (low loops) or are basically standing still lmao. Same could be said for his normal power as well
I hope they take him back to the drawing board at some point
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/3148681#Comment_3148681
But you see, I'd argue my point still stands with the OTR/DS in endgame thing. "Survivors don't deserve a free escape" really isn't that great of an argument for removal, because the opposite of that is that the killer deserves that kill simply for getting the hook during endgame. A much better argument for the removal of endgame OTR/DS is "There is no feasable counterplay to these perks in endgame", because the counter to an end-game DS is to literally eat it early, which isn't really countering the perk because you still have to go through it.
The argument I mentioned is what I believe people mean when they say "survs don't deserve free escapes" but it's worded in such a frankly stupid manner since like you said, the opposite shouldn't be true either.
You are right though, you could play around DS by eating it early but OTR is a different beast I think. A good point all round though
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3148681#Comment_3148681
Yeah endgame DS was BS and I’m glad they got rid of it. At this point though I see no point complaining about anti tunnel perks when neither are extremely strong
I actually think OTR is pretty strong for what it is, but it's not to the point of old DS by a long shot.
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@Phasmamain said:
It’s the feeling of unfairness many killers get from second chance perks almost like you’ve been cheated out of a killer because someone brought a perk in instead of outskilling you.
Many killer players feel that as the “power role” they should naturally win most matches when it really shouldn’t be like that in practise
Ehh that might be it for some but I think for many of us it's that those perks would create huge lose/lose scenarios that 80% of the roster can't do anything about
A guy's unhooked when a gate is open and he has OTR/DS - He now has 2 health states to hold W to a gate and even if you down him, you eat a stun despite the fact the alternative is to let that survivor just leave.
Not all perks should have these 'disabled in endgame' conditions though, only perks designed to counter certain strats I.E Tunnelling. I think Reassurance and Kinship working in endgame for example is fine because they still need to be rescued and there is inherent risk there
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From my POV the argument boils down to something like this:
Anti tunnel perks like DS and OTR are there to keep a survivor from being killed too quickly in the early and midgame. I feel if a survivor reaches endgame, then they weren't exactly tunnelled too hard. These perks being disabled in the endgame stops situations where the killer had no real recourse for dealing with that survivor. You know that already def, but it's worth saying again.
I think it's less about free kills and more so about making it easier for the Killer to salvage what I would imagine is a losing game for them. Obviously that's not always the case, you can make it to endgame and still be screwed then lose because your perks don't work but - yeah.
Killer don't deserve free kills, but tunnelling or camping in the endgame is essentially the killer's main goal since all gens are gone and defending gates is basically impossible.
That's how I see it, at least - hopefully that makes sense
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3148644#Comment_3148644
As long as I can't be screwed out of my perk by my teammates I'm happy. I think the first chest should always be a green one though.
Yeah I agree. So basically the new version would look like this:
- Open chests 80% faster
- First search is always a green medkit
- Gain a single token when injured or all chests are open. You can use this to rummage and get a medkit of green or lower rarity
- The open chests part is a fail safe if all chests are open and the first effect hasn't triggered - you'll gain a token so you can have access to the secondary effect.
I think this would make pharmacy a p decent perk worth using overall
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@Cybil said:
https://forum.deadbydaylight.com/en/discussion/comment/3146709#Comment_3146709
It would be a lot better, but there's still a chance that your team could beat you to the chests. I'd prefer being able to rummage 1 chest for a guaranteed med-kit.
@White_Owl said:
Something that stops me from using Pharmacy is that it requires chests to not be already opened, and Murphy's Law's a #########. If it allowed to rummage through chests if would be way better.
I also thought about this
You could replace the 2nd part with something like this:
"Any time you go from healthy to injured, Pharmacy recieves a token (Max 1). You can spend a token to perform a rummage action on an already opened chest to recieve a medkit of rare or lower quality"
Thoughts?
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Suggestion:
Have it affect unhooking, sabotaging and opening exit gate speed as well
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BHVRs got my money this time
and then some if my buddy Leon gets some new cosmetics
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3147928#Comment_3147928
I’d want to see actual proof even if they said that statement, but how incredibly unsurprising of you to do more mental gymnastics to leap to conclusions about others.
Ironic coming from the person who goes on every nurse thread and just assumes people are bad and don't know how to play against her
I agree with BHVRs conclusion, I got nothing else left to say. Have a nice day 🧐
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3147917#Comment_3147917
Okay, so no excuses for why devs have buffed and released dozens of perks great for her without ever changing her. Got it. Thanks for letting me know not to waste my time on someone who has no intention to discuss in good faith.
"discussion in good faith"
*Is snarky to anyone who disagrees*
Grow up
@SuzuKR said:
I don’t know why people are acting like BHVR making a decision means it was a good decision lmao. AA was literally awful because a killer can never ever get it off if the survivor just leaves after someone goes down even if they started right beside the killer.
If BHVR came out and said Nurse is balanced you would never stop talking about it
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3147891#Comment_3147891
Wow, it’s almost like if the dumb myth was true, BHVR wouldn’t buff and release literally dozens of perks that are okay, great, or insane on her. Wow, amazing how that works.
https://forum.deadbydaylight.com/en/discussion/comment/3147897#Comment_3147897
Still waiting to hear your excuse.
I don't need excuses
The developers confirmed you're wrong, it doesn't matter what I say or think
I'd like to hear your excuse for the snark though.
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I don't think BHVR intended to let survivors be on the hook forever, when I saw that part of the perk it just seemed like a completely unintentional thing
Many of us liked it because it hard countered facecamping but idk something about it struck me as unintended
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3147867#Comment_3147867
AA doesn’t increase the 20m, and you could literally be out of the 20m before they could even move, since you’d be out before pickup even ended. And that’s if you start literally right beside the killer for some reason. If you had even remotely any distance, Agitation isn’t going to suddenly reach you with AA when you can literally hear the TR as a warning in advance that she’s coming towards you.
https://forum.deadbydaylight.com/en/discussion/comment/3147868#Comment_3147868
Still waiting to hear why devs have buffed 17 great or insane perks for her and released 40 that are okay, great, or insane for her.
I hope they continue this trend and nerf Starstruck next
It'll be golden
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3147857#Comment_3147857
Ah yes, one single perk nerf is clearly holding back perk balance out of 17 buffs and 40 releases. Amazing take, what a genius. By that logic, multiple killers hold back balance given other killers have also gotten perks nerfed lmao.
Are you capable of having a discussion without the snark
Just because your precious nurse is being criticised there's no need to act like this lmfao
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@NomiNomad said:
Who is it then?
The reason for the nerf was some "mysterious" killer making it oppressive when combined with other killers.
So who was it? Can't be Blight. His power doesn't count as basic hits.
Unless your trying to say it might be Wraith. Or maybe even Clown?
Or maybe it's the one who can teleport through walls and whose power hits count as basic for some reason.
I am actually going to laugh if a Dev comes out and says
"It was because of The Hillbilly"
Like I would be in hysterics
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3147833#Comment_3147833
Not calling anyone specific.
https://forum.deadbydaylight.com/en/discussion/comment/3147840#Comment_3147840
It’s not a myth, supposedly according to you two. Which is clearly why devs have buffed 17 perks decent or amazing for her, and released 40 perks that are either decent/okay, great, or insanely good for her. Yup. Checks out.
Our opinions do not matter on this really
The devs said it not us so - it's not a myth.
They confirmed what a lot of us had speculated about for a while now
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the devs blatantly said they changed it bc it would be oppressive on some killers
not a myth, fact - as stated by the developers themselves
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@supersonic853 said:
https://forum.deadbydaylight.com/en/discussion/comment/3147812#Comment_3147812
Hey thats a buff for the killers who prevent the save in the first place like bubba! How quaint.........
I don't mind the perk working like this if it means we see a Cannibal change at some point
Can BHVR please just rip the band aid off and change Bubba already instead of just letting him facecamp people with no counterplay
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What are you talking about
They've done nothing but buff or improve him???
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I think 'hook instance' basically means you can only use the perk once on someone as long as they are on the hook.
So for example if someone is on 1st hook and is camped to 2nd, if you use reassurance on their first stage - you can't use it again on that person at all once it's done, but if that person was unhooked before 2nd then hooked again, you could use reassurance another time
That's my interpertation of it
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/3146783#Comment_3146783
All I've been getting tonight was sweaty nurse mains that kill everyone before the first gen popped.
In my second game tonight. I had a nurse use 1 perk, agitation and double blink speed recovery addons. That's it. We lost and not a single gen popped.
My point here being anybody can play nurse and be crap but those who play her too much just have a 1 sided slaughter fest and a jacked win rate.
We have mindgames and that's about it with nurse. No real big counter, no real big weakness. She's just a pure menace to play against and since that's all I've been getting Im just starting to go crazy with rage.
She does have weaknesses but they are the kind of weaknesses most nurse players go out of their way to not deal with
Basekit nurse can struggle with big maps. Solution? Either range addons or map offerings that favour Nurse (Macmillan, Autohaven, Midwich). Or both.
Nurse is countered by breaking LOS/Stealth. Solution? Aura reading and tracking perks
Nurse can be countered by a good coordinated team. Solution? Bring 4 slowdown perks or a full snowball build with starstruck/agitation
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/3146776#Comment_3146776
But is very difficult to do it against nurse still
In the open for sure, all you can really do is hug obstacles and hope she whiffs into it in situations like that
But it is at least possible. At least I think so I know some might not agree which is totally fine as we all have different experiences and ideas
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/3146713#Comment_3146713
Yeah it's not like the nurse can just do a 50 50 prediction then double back with the second blink and get a free hit
To be fair, it is possible to at least outplay that in its basekit form, like
I've been able to successfully juke the 2nd blink after that 50/50, it's possible
Unless they have range addons, the added speed just makes it basically impossible unless you make them panic blink and swing wildly which was a weird pattern I noticed some Nurse players using range addons did, not quite sure what that's about.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3146758#Comment_3146758
Aura reading is pretty easy to notice it exists after the first time though. So you play with that in mind. Even if you don't see her, you know she's going to come towards you. That in of itself narrows down where she'd try and go to, cause she'd want to keep you in range for the second blink.
For instance, BBQ: After a hook, Floods of Rage: After an unhook on particular hooks, Lethal Pursuer: At start of game, etc.
one of Nurse's main counterplays is breaking LOS and making her either have to guess or make a read (same thing ig?)
Aura reading removes that imo, it's perfect information. Even if you know your aura is being read I don't think that matters too much unless you have distance somehow.
BBQ yeah it's pretty telegraphed but floods of rage isn't as easy given it's a scourge hook perk and not all hooks are scourge hooks.
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Midwich
Dead Dawg If your teammates don't know how to play it (Easy 3 gens)
Suffo pit and Azarovs for obvious 3 gen related reasons
Hawkins used to be a solo Q nightmare too because people would do the two easy gens and let the killer have a 4 gen in the middle of the map
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3146713#Comment_3146713
If mindgaming against aura-reading was impossible, mindgaming in open areas would also be impossible. But neither are.
Key difference is you can see the Nurse in an open area
Aura reading gives LOS to Nurse but not to the survivor. Good luck breaking LOS on something you can't even see is me point.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/3146694#Comment_3146694
Dead hard being too strong was an opinion of killers. Decisive strike needing the fourteenth nerf was an opinion. Here we are and now survivor is unplayable.
I can't even play it seriously any more. If killer knows how to play then it turns into an altruism game.
No Sluzzy, Dead Hard being too strong was a fact. Killers knew it, Survivors knew it, the Devs knew it, Maurice knew it. Everyone knew it.
70%+ pickrate, Sluzzy. A perk doesn't get a 70% pickrate by being a perk that "rarely comes into play".
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@Risky12 said:
https://forum.deadbydaylight.com/en/discussion/comment/3146494#Comment_3146494
Yes mindgame the nurse on the 80% large open maps and the few close indoor ones.
Broken killer that needs a nerf rocket
Just mindgame the nurse bro
No I'm not going to explain what that means, no I'm not going to remember that most Nurse's run aura reading perks so mindgaming them is impossible anyway because they have wallhacks
Although to be fair, the best way to mindgame a nurse is to just not know what you're doing. If I don't know what I'm doing, then surely the Nurse can't right
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Here's my purposed revamp to improve the current ver while keeping the perk 'vision' the same:
- Keep the faster chest speed, remove the 'reduced sound radius' part. It's just pointless filler
- The first chest you search will always be a green medkit no matter what
- Any time you are injured after completing the first search, reveal chests to you within X range (Like a mini plunderers)
- Those searches are guaranteed a medkit of any rarity under purple (So brown, yellow or green)
This way, you can get the green medkit instantly for when you need it, but also when you are injured later - you can search chests and always get a medkit of varying rarities. The lower rarity aspect is part of balancing the perk and it fits quite well imo
Thoughts?
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@SkeletalElite said:
Didn't the devs say they are done with blighted cosmetics at some point?
Maybe I am wrong but I swear they said that arc/collection was over and they wanted to pursue new things for their halloween cosmetics.
That was before we got Blighted Nem and Pyramid Head I think
If the demand is there I'm sure we'll see more
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3146321#Comment_3146321
I'm not sure but I think Joe Keery did a WIRED interview or something and he wasn't familiar with DBD at all. This was nearly a year after the license game to DBD.
Imagine his reaction when he hears the voice BHVR gave him
💀
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@Man_of_triangles said:
Not sure how anyone could enjoy Artist. Even just the process of placing down crows is clunky and unresponsive.
Sniping people across the map is fun
Also shutting down loops is a godsend for some ppl who just hate being looped ig
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Joe Keery's manager asking why BHVR interactive is requesting him to go to their studio for 'character model work'
I wonder what the process for getting their likeness in the game was.
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@Pulsar said:
The average Feng mains that I've encountered act like spoiled kids so it makes sense that they get spoiled with skins.
Meanwhile me, a poor Steve main, going without an outfit for a year and two months
Soon.
As a former Steve main myself, our time will return.
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You guys see that Meet your Maker game BHVR is doing?
Who do you think funded that? Feng Min.
She's that popular
Jokes aside, the most popular characters get the most cosmetics. What baffles me is how Jonah has so many cosmetics when he's not only one of the newer additions but he's almost as unpopular as Jeff or Adam
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Since Blighted Nemesis is a thing
Do you think Blighted Wesker could be a thing too? Like, why not right?
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@Mandy said:
Just to update here, this issue should now be resolved.
Sorry for the annoyance it caused, y'all...we worked with our hosting company to get it resolved as quickly as possible.
We can see thread views and notifications again!
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@S4ShadowWolf said:
https://forum.deadbydaylight.com/en/discussion/comment/3145265#Comment_3145265
Everything is up for debate, this is a discussion forum. And you say it will turn out fine in the end like it won't take 1 year to do. Nothing better than the pain of something being broken for weeks, killswitched and "eventually" fixed.
Tell that to the person who said that seriously a few posts earlier
I was just making an optimistic joke
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@FilthyLegionMain said:
https://forum.deadbydaylight.com/en/discussion/comment/3145264#Comment_3145264
Then it's an alt or something. I call it a win. I would post it here but I'm afraid of getting in trouble for "Naming and Shaming" Only shame there is how much he got his butt whooped just because I cleansed ruin and undying in record time.
Could be one of those classic impersonators
The kind who set their steam name and avatar to that of some content creator, for some reason
I'll never understand those people
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I'm sure it'll turn out fine in the end (This is not up for debate)
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@FilthyLegionMain said:
If I didn't then I wouldn't have made Ochido DC during one of his nurse games lmao
I'm sure the game was in a much diff state whenever that was right?
I mean isn't that the dude that was banned or smth
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Right now my build is:
Iron Maiden, Brutal Strength, Deadlock and my 4th perk is usually one I sub out for a few different perks; Overcharge, No Way Out, Pain Res. Stuff like that
I'm gonna be running Superior Anatomy on him when Wesker's out, I think it'll be a really useful perk for him. I don't like using Bamboozle but I think Superior Anatomy will fill the niche I'm looking for.
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@JaviiMii said:
tbh. I found the whole totem situation to be more complex than that. Both haunted and retribution are "free cleanses" when someone injured is in chase and is expected to go down within the next 10 seconds anyway (in the case of haunted they preferably try to do so as far away from a hook as possible, imo). Undying as a somewhat unpredictable aura reading perk also seems to be a thing; the times my Distortion stacks just disappear because of it are quite frequent and I rather have it gone cause it's really hard to keep track of when your aura is being revealed (like I said; Distortion was a bit of an eye opener there). Devour should, imo, also go sooner rather than later.
The problem is cleansing totems with Retribution is devastating against a Nurse, 15 (or 17 with lethal) seconds of aura reading for a Nurse is insanely oppressive. Stealth and LOS blockers are all you have against a Nurse and aura reading trumps both of them for the most part
I've found you're better off just ignoring totems all together, especially if haunted might be in play.
Like the Nurse brings these perks in hopes of survivors cleansing them, so just don't is my logic. I'll put up with Ruin or Plaything if it means I'm not giving the strongest killer in the game 15-17 seconds of wallhacks on my team.
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Okay you win.
Fair enough
💀
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@ThiccBudhha said:
That sounds great. I am just going to cleanse it though, you know I will. Thanks for trying, but it was not very effective.
@TeabaggingGhostface said:
Yum yum tasty totem
My lawyer will be in touch with the lot of ya, I've got totem insurance.
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@TheArbiter said:
Too bad my solo q teammates all DC the second they hear Nurse's scream...
I made this thread because this is how a lot of Nurse games go
First chase happens, someone is downed sorta quickly (Usually me tbh)
As I'm being hooked someone cleanses a random hex totem and now the Nurse knows where everyone is and typically they're all exposed. It's extremely demotivating lmao
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I think it's universally agreed upon that Billy needs a charge addon of some kind, not quite on the level of his old ones but maybe a brown addon that reduces chainsaw charge time by 10% or 15%. Something like that - it's def the most common request I've seen for Billy when it comes to addons
The two problems with Billy aren't exactly easy to suggest fixes for because they stem from two things:
1) His collision/bumping feeling completely jank and clunky. He just feels horrible to play
2) Overheat is an annoying mechanic that doesn't really serve a real purpose, it punishes a killer for using their power too much which in the current state of the game makes no sense when there are other killers who can use their power 24/7 with no such penalty.
If It were up to me, I'd keep Overheat but tone it down - If a Billy overheats, they can still use their saw for mobility but if you hit a survivor while overheated, it only deals 1 health state of damage. This keeps the intended idea of stopping people from constantly feathering the chainsaw at loops for free zoning while also not locking him out of his power for simply using it