Carth
Carth
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2348907#Comment_2348907
Also blast mine doesn't remove your interaction with gen it just stuns you no change, repressed alliance nobody runs and it last less than pop anyway
Blast mine does actually stop a kick from going off, you have to wait ~5 seconds and then you can kick again. It's a meme to leave a gen at 99% with blast mine, let a killer come up to kick it(with pop), it explodes in his face, you run up and tap it and the gen completes.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/2348857#Comment_2348857
There's no counter play to Lithe or Balanced Landing for distance and they give you 3 seconds instead of 1. So obviously this isn't an argument.
Both of those require specific tiles/resources and cannot be used on demand
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Outside of sprint burst at the start it's arguably the strongest exhaustion perk early game. If a killer find a survivor on the first chase, hits them, and they manage to dead hard for distance to extend the chase for 20+ seconds or make the killer abandon chase(wasted all of the killers chase time for the first hit) the killer will more than likely lose the game against a good team of swf. You can't do that with sprint burst at the start of the game and all other exhaustion perks require specific tiles/you have to use up a resource to leverage it.
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@justbecause said:
https://forum.deadbydaylight.com/en/discussion/comment/2348547#Comment_2348547
There's also no counterplay to pop, imagine we working on gen and killer comes and deletes half of our progress the same way is with dead hard not everything needs counterplay period
repressed alliance 100% counters pop unless the killer hooked a survivor directly beside the gen in question(45 seconds of pop, 30 seconds of repressed alliance)
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Its the only exhaustion perk that doesn't require setup/any downside whatsoever to it. 'Be injured' is worlds apart from needing to find a ledge/a vault/etc. While the other exhaustion perks are better they all require a unique tile to be nearby or to only walk. Dead Hard is universal, it's not any stronger or weaker at any specific tile all you need is to be near enough to make a pallet/window from the distance.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/2332661#Comment_2332661
And how would console check this?
:( you're right
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You can easily check this on your own.
- start up DBD
- open up your task manager if on windows/ whatever your OS calls it
- go to the performance tab
- look at the memory in use value, now it will probably be fluctuating a lot but we can call this the 'start' of when DBD is running
- Play a bunch of games
- check your memory again, if it is extremely bloated and you haven't run anything else odds are dbd has a memory leak
Edit: This is assuming the leak is significant, technically the above might not catch a leak if it is extremely small/rarely occurs
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@themirrortwin said:
https://forum.deadbydaylight.com/en/discussion/comment/2332550#Comment_2332550
That is a bad analogy. Average survivors struggle with looping. If you say nerfed god pallets, or long loops with little to no counter play, then average survivors would not be able to complete all the gens and escape. Survivor sided loops allow average survivors to stall the killer. Thus, when I play with my casual friend, even he can run to the killer shack, drop the killer shack, and make it to another loop to at least try. Without these kinds of loops, average survivors go down too fast to destroy entire games. That's what I'm saying.
Balancing for the high ranks now would probably make the large majority of survivor (recall that only <15% of survivors have even made rank 1) have a less enjoyable experience and possibly leave the game.
Instead, a competitive mode and a casual mode should be created.
and then what? We already know survivors who play to win and are decent at this game crush any/all killers. When the stats come out/the queue time is insanely long due to nobody wanting to play a losing game do we make balance changes? I feel like you come back to the exact same problem of what do you do due to the fact that 'fixing' high level gameplay in this game necessitates a massive removal/reduction of resources available to survivors but doing that will make it awful for lower skill/average players and people who do not play that sweaty.
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@TheClownIsKing said:
https://forum.deadbydaylight.com/en/discussion/comment/2331198#Comment_2331198
It’s not that we shouldn’t expect to see killers putting themselves in an advantageous position. It’s a logical thing for a player to do.
The problem is how lopsided this build is on Blight. When playing solo it is borderline impossible to get ANYTHING done unless being fortunate enough to spawn on top of the Hexes in very visible spots.
He’s on you the moment Tinkerer procs.
He’s on you the moment BBQ procs If unfortunate enough to reach a locker in time.
He’s immediately back at the hook once a save happens.
Gens are always regressing because of how little we know of what each other survivor is doing.
Its just an incredibly lopsided build on Blight against solo.
Use detectives hunch with a map and bead addon and your team should destroy both of blights totem perks extremely early, unless the person holding the map happens to be the one who gets chased first. Which is unfortunate, but the speed at which you can take down totems with absolutely zero coms is still super fast. Now if you're saying you think 1 survivor should be able to run only meta perks AND also be able to counter 2/4 of a killers build instantly by themselves that's an entirely different convo.
Blight can only be in one place at a time, assuming you don't have any chest rummagers/people hiding in corners then the first chase should probably end with 3 gens at around 50-60 seconds, when his tinkerer starts proccing he can only go chase one person off of a gen or he will be rapidly abandoning chases to run to the next tinkerer proc and if he does that then the survivor that just got chased off of a gen can go back and finish the gen.
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What exactly is a 1v4 killer? If you're coming from the Scott Jund school of fun then it will probably be killers who are all ever so slight variants of 'move fast in a straight line with limited curve/flick potential and low cooldown'. As to your example, Freddy was one of THE premiere 'unfun' killers to play against and nothing has changed about his 'unfun' e.g. Freddy puts down a snare at a loop and goes the opposite way you either eat the snare and get slowed or leave the loop. Since his nerf he still plays the exact same way he is just ever so slightly worse when he places his snare down.
As to your killer idea how would that even work? Corrupt intervention on a cooldown? That sounds like a terribly boring killer who is just an M1 115% killer who can be looped for days and is slightly annoying in that he can block a gen for a few moments before your team crushes him into the ground.
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2331198#Comment_2331198
Survivor not enjoying going against a killer? The nerve of them having an opinion!
Every post on here is opinion shaming, it’s literally a discussion thread, not a snarky comment thread
I don't think anyone is shaming you in this thread, also what is your proposal to fix this then? Nerf the aforementioned perks? Make them not all work on Blight? Nerf his addons? There's nothing really special about that build, the only thing that makes it work so well on Blight is his hyper mobility on an extremely low cooldown.
At what point does survivor skill come into it? A single survivor with a map + addon and detectives hunch will destroy totems and be able to show them to the entire team and probably find at least half of all the totems on the first gen pop.
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I don't think there's an interesting way to do this unless we get more of the same 'runs in a straight line' power. People don't like LoS ignoring killers(nurse) and they don't like invisbility + hyper mobility(spirit). What else can be done to give interesting mobility powers in this game?
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It's the same as DH+UB+BT+DS/IW. People play the 'best' builds if they want to win
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Why bother not tunneling when 3 gens pop on the first hook against any decent team? If you're not a potato you should be able to last 50 seconds easily on the first chase and with all map resources available. Add in travel and hook time and 3 gens should be around 60-75/80 seconds and the killer is 1/12 the way through their objective
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@Lumionesty said:
https://forum.deadbydaylight.com/en/discussion/comment/2329672#Comment_2329672
Yeah but high level dbd constitutes like 0.01% of the whole player base. DBD is not trying to be some really competitive game built for esports like League or Counter strike. Therefore I believe it's far better to find balance for your average red rank game which constitutes a large portion of the active community rather than the 0.01% right at the top. If bhvr can find balance in high level dbd while also finding balance for your average lobby that would be great but I find that to be highly unlikely and I would rather have bhvr prioritize on your average lobby.
"red ranks" is meaningless when there is no SBMM. The skill variant of red rank players is all over the place, in part because climbing ranks in todays world, winning in this game is weighted heavier than losing. What exactly is the skill level of an 'average' red rank game?
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OP what are you even asking for? A 2016 dated document from behavior explaining why they didn't buy Jason license rights? You've already gotten your answer in this thread but continue to whine that nobodys answers are good enough. You aren't getting a doc like that because it probably doesn't exist.
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@SweetTerror said:
Honestly, we're going to have to stop treating this game like it was a competitive e-sport. It's certainly not our fault for looking at it like that considering that BHVR put in ranks and a pipping system. This is a casual game at its core, and the fact that I too find myself getting blinded with rage over stupid actions in a video game is ridiculous.
Naturally everyone wants a fun experience, but other people can definitely ruin that, which is why I still hold out hope for a mode with bots. Not only would it be a great way to blow off steam after an abysmal online match, but DBD mobile has had it since almost day one, and it's inexcusable that the main game still doesn't.
Why are people saying this? At what line do you draw the difference between fun and balance? Hey dead hard having a 2 second cooldown would be fun, so would a killer who could fly over terrain? If this is a casual game that shouldn't have any kind of balance changes made why not make those changes too? This is my problem with this argument, everyone who makes it has some changes they want made to the game in the name of 'fun' but also any balance changes they don't want made aren't even reasonable requests because 'this is a casual game'.
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It's the "fun" meme that gets paraded around. Most people will admit that there are zero killers outside of nurse that can compete against a good team on comms, who are playing efficiently, and are prioritizing getting gens done over everything. The people will say "but hes just not fun!!" and if you ask survivors who is a fun killer 9 times out of 10 they will give you a list of killers who have 1. Low chase mobility 2. A power that cannot be used to hit over a pallet/window/through a wall. 3. Their power can only be used in linear lines with no curving or ability to react to a juke.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/comment/2296426#Comment_2296426
Is this the part where we just ignore his power at tiles once infected? Yeah, the hit 3 times thing really hurts him, but once he has it you are effectively screwed. It isn't very interactive or exciting to be told "Oh you want to beat Nemesis? Just hold Shift W and hope to god your teammates are doing gens".
It would be so nice if there was some kind of mechanic where you could get rid of infected status.....SIIGHH I guess we will just never be able to deal with OP killers that take 3 hits to down someone, hopefully BHVR releases a 4 hit killer next. Now THAT would be a fun killer to vs!
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@Aven_Fallen said:
This again? Something which will never happen in an actual game?
Like, tru3 does not want to do a 1v1 against Spirit because he knows that she is busted. But he wants to show something that proofs his opinion, so he plays Wraith (who is a decent Killer) against a highly skilled tournament team (again - people you will never see in public games) and he knew the result already, he is not stupid.
Peak clown world when people are arguing that even though a killer just got curb stomped it's not balanced because they aren't 1v1ing and are actually OP. Like even in your 1v1 matches survivors have already proven that they can delay spirit for long enough for the team to do gens. There is literally no scenario at top skill levels where spirit wins. 1v1(lel) or 1v4.
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Why do you assume you would wait 1-2 hours? Nobody would have that long of a queue unless you were a top tier player....which makes sense, top tier players shouldn't play against new people/casual players. I'm guessing you're a streamer worshipper considering you couldn't even make this post without referencing one of them? Also what you're describing is a normal game of top tier players swfing vs a rando killer.
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@CreamedTunaFan said:
His power is good and strong, better pyramid head. Only thing that holds him back is the 3 hits because it just feels awful as killer and shouldn't give a speed boost.
He's also really boring to play because his power is so simple.
His power is significantly worse than PoTD. For the exact same reason as Trickster being garbage compared to DS/Huntress. Why would you take a buggy/bad multi-hit to injure mechanic over something that is slower but has an almost 100% guarantee of taking a health state away? Ask anyone who has played nemesis a lot and they will tell you how buggy/trash his whip mechanic is. Sometimes I can throw the whip over low walls and get hits, other times the whip just vanishes into thin air and does not hit the survivor despite them not moving and the blue line being drawn over them? Sometimes survivors clearly dodge the whip but run into it after and get hit(this could be latency related). It's not that he is so simple to play, it's by virtue of just being nemesis the survivors have an extra free 8(potentially 7) free health states. How much time do you think a free health state gives? Can you imagine how much of a joke this mechanic would be if we applied it to other killers? Trappers first trap takes your shoes off and THEN traps can trap you, there are also 4 shoe boxes scattered around the map.
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@Reinami said:
https://forum.deadbydaylight.com/en/discussion/comment/2286911#Comment_2286911
That's kind of ridiculous if you ask me.
"We are able to stomp basically everyone, so the game shouldn't be balanced around us"
You're talking to a streamer. What do you think generates him more revenue and clicks, close competitive games or 'meme hold 'S' only and get a 4k at 5 gens!' video?
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I think the issue is outside of ruin, devour, and haunted ground most of the perks are terrible, even if they weren't hex totems I don't think anyone would run them.
Blood Favor: Helps survivors by snot letting them throw down pallets when they might otherwise have and wasted the pallet. Also has a ridiculous cooldown. The only time this is good is against power struggle/pallet saves. Which are extremely rare, why dedicate 25% of your loadout to such a rare case?
Crowd Control: This one is decent, but why not just run bamboozle and never have to worry about your perk getting deleted though?
Huntress Lullaby: This is a bad perk. Helps you win harder, does nothing if you are losing/behind all game. Similar in design to devour hope but nowhere near the payoff.
NoED: dumb perk
Retribution/Thrill/Undying: Totem defense meh, I don't think perks like this should exist as it takes 2+ perks at a minimum to take any hex build seriously.
Third Seal: Meme perk. Makes solo life harder and does nothing vs swf
Why do almost all of hex totems function terribly/have almost no good reward? Even if you made the above totems into just normal perks(with the exception of NoED) you probably wouldn't see people run these. Only a few hexes are good, the ones that are good are pretty impressive but so many are garbage. Even if you 'protected' the totems I wouldn't run any of the above unless I'm just running a meme totem build or something.
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@WexlerWendigo said:
It’s funny how during the PTB, most killer mains on here talked about how good it was to have a new decently strong killer after Trickster. But as soon as he’s been released, a huge amount of people on here are saying he’s bottom tier, without even trying to take some time to learn how to play him.
It’s honestly hilarious to see the 180 that has happened on here. The speed boost he gives upon contamination is extremely minor, as he is very strong in a majority of the loops in the game. He has anti-loop, game slowdown with the vaccine (not a lot, but it also gives him info when a survivor collects a vaccine), zombies that slow down gens and bodyblock for him, etc. He has a lot going for him, and to think you can master him in a day is extremely entitled. His power is very strong, and he has downsides like a balanced killer should have.
Also, you only need to hit survivor’s three times a maximum of four times a game, as the vaccines are limited. He is a B tier killer, and one of the most balanced released in a long time.
"You only need to hit survivors three times a maximum of four times a game"
Hit survivor A 3 times
Hit survivor B 3 times
hit survivor C 3 times
hit survivor D 3 times
A, B, C, and D all vaccinate
hit survivor A 3 times.....etc.
Your math is wrong, it's 8 times per match. 4 at the start and then 4 vaccines, you can reduce the number to 7 if you take the add-on to get rid of a vaccine.
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A huge problem with solo q and solo q balance is that at every possible skill range (new players at rank 20 or players with thousands of hours at rank 1) you get total potato survivors across the spectrum. This makes it impossible to talk balance or even extrapolate good data from statistics because what does a bad player even mean? Someone suiciding at the start of the game gets a -1 pip which in effect does literally nothing. You could see that exact same player pop up in your games over and over again even if you win a bunch.
MMR will hopefully punish these types of players significantly more as well as players who do not understand the game/do not play properly(e.g. Hide behind a rock the entire game/save at bad times/etc.). Once you have good players only playing against good players and bad players playing against bad, the state of the game's balance becomes much more apparent and actions can be taken to either nerf or buff certain things based on their impact at certain MMR ratings.
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Spoiler: At the start of every trial the survivors typically spawn on the gens furthest away from you.
You had this perk all along :O
In all seriousness revealing survivors for 5 seconds at the start is pretty garbage. Immersed survivors will be probably hiding by the time you get over to that point and survs who just jump on gens right away would be on the gens furthest from you anyways and youll spot them relatively quickly. This is a very very bad perk.
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It will help tremendously and also expose how horribly balanced the game is at high ranks. RN you get literal potato's survivor side in solo queue so you never get to see this unless you play with good swf players. The only people who don't want SBMM are streamers because they know people don't want to watch an extremely close game where everyone is playing at their best. They want to watch them loop a 20 hour killer for 20 attacks in a row, they want to watch a killer walking backwards the entire game kill all survivors at 5 gens. They want meme games that are memorable.
As an example let's talk about Dowsey(sorry for misspelling) dude was bragging so hard about his twins kills (x amount and no escapes). What happened the moment he played against similar skilled players and not literal whos? a 4 man escape.
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@dtavares7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2171900#Comment_2171900
Once survivors know the killer is wraith they just look for his EXTREMELY obvious shimmer from 20 feet away and his stupid ass breathing
It's really not hard to tell he's coming to you 10 seconds before he is
While it's true that he is noisy and has the shimmer, there are zero maps where all seven gens have complete visibility around them so you can see him approaching. As far as the ten seconds thing, I assume you are exaggerating here.
Are there some gens on all the maps that completely suck for wraiths approach? Yeah for sure.
Are there some gens on all the maps that are awesome for wraiths approach? Yeah for sure.
I'm sure every time a survivor has bolted from the gen before you arrive sucks, but I'm also sure there's lots of times you've snuck up and managed to nail hits. As far as people leaving early there's a variety of other factors to discuss. Was it SWF, did someone communicate the direction you were heading in? Was spine chill active? Did someone use premonition(lol)?. There's lot of detection tools in the game outside of just listening to wraith's noise & looking for his shimmer
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His power is useful at the start of the chase, if you are saying you get zero use out of his speed boost coming out of invis I have to question if you are approaching gens with any kind of plan. Not saying you need to be playing 3d chess or anything but if you approach a gen and see killer shack is in front of you(survivors are going to run there once you approach them) approach from a different angle. Don't chase them into strong loops, Wraith has enough speed that you should be able to re-position/plan ahead as you approach gens.
Outside of the initial speed boost, yeah you're right that his power doesn't have a use in chase and it really doesn't need to at this point. It's supposed to be used for map mobility and the initial burst at the start of a chase it isn't designed to be used mid-chase to get a hit at a tile that's being actively looped and that's ok.
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What is your definition of tunneling it seems kind of broad.
If you get unhooked, the killer hits two survivors and finds you and down you in ~20 seconds of being unhooked, is that tunneling?
The killer down and hooks another survivor and then chases and downs you. Did you get tunneled?
It's a binary yes or no not a sliding scale of 'ehhh I feel like I was tunneled because I was unhooked x seconds ago'.
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It depends I would say, are you describing players who don't understand
- gen spawn locations
- totem spawn locations
- gen efficiency
- meta perks
- how to loop
I don't think those players should be catered too. That said, some form of Kindred base kit is something that is relatively harmless and something a lot of people have asked for
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Pyramid Head was not designed from the start to have a 'ranged mode' and a 'melee mode' which is what it seems like you would like to happen. A long punishment for switching modes but then a slightly better ranged attack. Why not just play huntress at that point?
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2158197#Comment_2158197
Literally forcing people away from your 3 gen... is now bad? You can't be serious.
https://forum.deadbydaylight.com/en/discussion/comment/2158201#Comment_2158201
Feel free to read the other replies in this post for why this would work quite well in early/mid game.
Except it wouldn't work early game. Let's pretend you could cage any survivor at any point, are you telling me you would cage on your first and second downs every time?
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In other words 'design M1 killers without chase powers pls'
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@DawnMad said:
It lets you lose the killer only one, maybe two times per match for a perk slot and you can't lose the killer before getting injured. Do people really think that's any stronger than perks like Dead Hard or BT?
A killer is at their weakest point early game. Let's simplify the game a lot for this argument.
Game starts -> 4 survs on gens -> killer finds survivor -> chase begins(3 survs on gens) -> killer downs and hooks survivor -> surv goes to unhook(2 survs on gens) -> killer finds survivor and begins chase(1 surv on gen).
Lucky break and iron will allow that first chase to have a good chance of escape. If you as a killer lose your first survivor you are in an extremely poor position. Having 3 survivors on gens and one injured survivor somewhere near you is a terrible place to be in. This change will highlight exactly how bad a killers early game is if they don't manage to get a hook.
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@Zixology said:
https://forum.deadbydaylight.com/en/discussion/comment/2158188#Comment_2158188
Go back up and read the edit for this explanation. It's better for pressure than you think.
Imagine what you could do with a 3 gen strat with this!
A 3 gen is the only time caging is good with pyramid head, his cages actively hurt him if you are caging early and mid. Which is exactly why I am against this change, this is a nerf to killers early and mid game(where they are already at the weakest point) and a buff to their late game(which killers don't need. If you are in a 3 gen situation odds are you are in a very strong place)
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The problem with this is that pyramid head's cages are TERRIBLE. This would be a massive nerf to killers. Right now 9 times out 10 it's a bad idea to use pyramid head's cage. The free unhook you give early-mid game is not worth the 5-10 seconds you save picking someone up to place them on a hook. You might as well just have a survivor randomly respawn and lose a hook state and completely remove the un-hooking mechanic at that point.
Right now when you hook a survivor you at least somewhat know a zone where survivors HAVE to be/will be interested in at some point in the near 2 minute future. You basically obliterate that completely by making hooks just randomly pop survivors up all over the map without any knowledge on the killers part.
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It should be changed in some way to reflect the dash to get to a pallet/window in time or to better support the i-frames attack dodge it was intended to be used as. Inevitably this thread will devolve into people saying its garbage and doesn't even work as intended or people saying you can't bait a dead hard for distance
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Nurse is garbage. She takes a very, very long time to get good with her but is plagued with tons of game-breaking bugs. Add in tourney rules that limit picking a killer over and over again and there is no reason to play nurse ever, from the lowest skill games to rules at tourneys that prevent high level spam of said killer there is literally no reason to touch this killer ever.
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He's a 110% move speed killer which means he really suffers in loops, add in that survivors who know how to loop can make a joke out of him(and all the 110% speed killers) at certain loops means that those killers powers need to be very good when they do finally 'catch' the survivor. Taking a quick look at the others let's see what happens when that tiny window opens up
- Huntress will hatchet you for one health state
- Hag can teleport/shut down the loop after one circuit
- Deathslinger can hook you and drag you in
- Spirit can phase and move at very high speeds to land a hit
So basically all the other 110% speed killers either can instantly shut down the loop or can make you lose a health state when the window opens up. What does the trickster do though? He hits 2-3 blades maybe and even that is being generous. So you(without using the ricochet addon) now need to land another 5 or 6 blades which as we already established you get 2-3 maybe. So another 3ish loops? That is a lot of time the other survivors get to do whatever they want. Your reward for doing all that and investing that time is 1/12 hook states. He just doesn't have enough time in a game to play that way. It's the same problem with twins, if you add any more time than a standard M1 115% killer hit -> down -> hookthen it becomes bad/not worth it to play that way. This is of course assuming you're playing against 4 decent survivors. If we are talking blendettes hiding in corners and nobody on gens then yeah, he is fine.
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If you're rank 1 in both then you should understand how horribly balanced this game is. The difference between solo and swf play is astronomical. A gen takes 80 seconds to complete solo. How long do you think it should take to find, down, and hook a survivor reasonably assuming 4 good survivors(good map knowledge, good at looping, good at communicating) at the start of the game? Anything in the realm of 50-60 seconds and guess what, you got 1/12 hooks and good survivors just completed(or almost completed) 3/5 gens. That said we are all familiar with leading a killer on a chase for 40 seconds+ only to see zero progress done on gens in solo. The question is, is this just a casual party game where balance doesn't really matter or are they trying to be something competitive. You have two completely different points of view depending on what you respond with. Also to your point about dead hard, no one uses it for the i-frames, it's used for distance to get to a window or pallet.
Also if you trying to justify infinites...again...gens take 80 seconds to complete solo. If killers just have to 'give up' chases and 12 hooks are still a thing then the math doesn't check out, there is literally no way to win/get kills against a good swf assuming you are playing an M1 killer. There is a reason BHVR is so hesitant to release stats/does not give us very specific stats that we would all like to know.
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@deadbyhitbox said:
https://forum.deadbydaylight.com/en/discussion/comment/1210457#Comment_1210457
His Plague games were somewhat far back, but I definitely disagree that was clickbait. The man is dedicated to getting 4ks with any killer he plays. Awhile back, I watched him very frequently and he's had streaks of upwards of 5 months without letting anyone escape via exit gate. 116 is realistic for someone like him who is so insanely dedicated to getting 4ks.
I love how the claim went from 116 win streak vid to 'oh yeah its a clickbait title' to 'oh yeah I cant find the video' to 'oh yeah hatch doesn't count but it's still a streak!'. Your metric for 'streak' basically nulls out any kind of loss outside of a stomp which if a player is a good streamer will probably rarely/never happen. Show me 116 4ks in a row with 0 hatch escapes and I'll agree with you that killers should be nerfed.
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Nurse is extremely rare to see in games, her posted kill rates are abysmal and yet people here claim there is some secret sect of nurse mains who end games within the first 5 seconds. She is riddled with bugs, her add-ons are jokes, and she spends half of the match stunning herself which is an awful experience.