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Critical_Fish

Critical_Fish

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  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054091#Comment_2054091

    well, but thats kind of what they were designed to do...

    And that design sucked ass, why do you think it got changed?

  • @EvilJoshy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054101#Comment_2054101

    There's also perks for killer the cages deny.

    • Devour Hope
    • MYC
    • Huntress Lullaby
    • BBQ
    • Dying Light
    • Furtive Chase
    • PGTW
    • Blood Warden

    Anything that requires a survivor to be hooked, the cages don't give it.

    You have to understand that the Pyramid Head benefits from the choice to not run those perks.

    Survivors go against a random Killer when they enter a game, and will often use similar builds every time outside of experimenting or messing around. They have no such choice to change their perks to ones that aren't hook reliant.

  • @Tillablerhino44 said:

    Why are we buffing killers?

    Why are we buffing Pyramid Head would be better wording if you didn't want to get flamed by half of the people who play this game.

    If you want I can provide a list of Killers that need buffs (and, if it's a simple buff, what buff they need).

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054081#Comment_2054081

    If you're really being tunneled, the killer was already hit by your DS before the second hook. In fact, if you're really being tunneled, chances are you were downed very close to the hook, by someone the killer saw - that means no body blocking, no pallets, no flashlights.

    You don't get that you don't need to tunnel off of the first hook to tunnel off of the second?

    You can just hook everyone normally, and the second you hook someone twice and they get unhooked, down them and mori them. Rinse and repeat.

    It's not a hard concept to grasp.

  • @FlameGNG said:

    ok as a survivor main i find his cage WAY TO OP...

    Why?

    It doesnt benefit him at all. you can kinda know where they are gonna be cageed and they can remove the barbed wire thing. So why does it benefit the survivors so much? the only real benefit iwth it that i can find is that you doesnt have to carry them to a hook. Buff pyramid head he is a fun killer to play and play against :)

    Pyramid Head hard counters pallets and windows just by putting his sword into the ground. He doesn't need a buff.

    Also, fun fact, his cages completely ignore the following:

    • Decisive Strike
    • Borrowed Time
    • Unbreakable (if you want to continue pressuring after getting a down and don't want to go to a hook)
    • Deliverance
    • Second Wind
    • Slippery Meat
    • We're Going to Live Forever (same as Unbreakable)
    • We'll Make It

    Don't say it doesn't benefit him at all.

  • @Mister_xD said:

    dead.

    quite literally useless, unless you really want to tunnel someone off of second hook.

    ffs they should just have made it so it requires you to hook everyone once for it to be usable...

    I prefer a next to useless tool to something that offers a free kill for playing nice at first.

    It's of my personal opinion that offerings shouldn't offer a major ingame advantage. This is also why I think map offerings are awful.

  • @Orion said:

    https://forum.deadbydaylight.com/en/discussion/comment/2054068#Comment_2054068

    In the vast majority of cases, it takes less time to rehook than it does to use a Mori. They no longer provide any advantage.

    Ignores DS, ignores body blocking, ignores pallet saving, ignore flashlight saves.

    "They no longer provide any advantage".

  • @Lord_Tony said:

    nurse and spirit are the only 2 killers capable of going against sweaty swf.

    either nerf swf or buff all other killers to be on par with nurse and spirit.

    Ummm. No. The only thing in this game that needs a buff is solo queue. You cannot nerf all of SWF, and not all Killers have to be broken to the point of a free win against solo queue. No matter how much you say it, you are not losing to 4 man comp squads whenever you get outplayed. Often times its a 2 man SWF and 2 solo queue people, which is on par with the average Killer if all players are of the same skill.

    Also, Nurse is uncommon as ######### to play against, and good Nurses are even rarer. Spirits are rare as well, all things considered.

  • They still offer an advantage of being able to tunnel off of second hook, but the people who used moris don't like that they now have to get 2 hooks instead of 1, so now they'd rather ######### about the nerf than realize it still offers them an advantage.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049719#Comment_2049719

    The rulebook spans multiple metas through multiple years.

    I'm aware, I was around during the Self Care meta. Even then, no one would legitimately complain about Self Care in modern year, "hmmm says a lot" also implies that this joke means something deeper. Which it, uh, doesn't.

  • @FattiePoobum said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049708#Comment_2049708

    l’m not the one who came this post just ######### talk op.

    maybe be more constructive next time

    you know

    grow up?

    give a boys response

    Yeah, you didn't come here to just to be mean to OP. Few people here did. This is a very simple issue that purely boils down to "It sounds like you're at lower ranks where Killer tends to perform better, and you can't blame the game itself for having poorly performing teammates".

    What you came here for, really, is to be an ######### and make assumptions of and belittle people who are correct.

    I do have sympathy for OP though, as I've been in this scenario many times as both a Killer and Survivor player. It's rough, and sometimes a break is the best thing for you, but afterwards some practice will definitely get you back to an even playing field.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/2049511#Comment_2049511

    To be fair at low rank killer does seem completely overpowered and, no offence to op, but they don't seem like they have 1k+ hours

    Even with less than 1k hours, if you have more than 200-300 you should be out of the ranks where Killer is downright oppressive.

  • @Name_Unavailable said:

    Rule #1503 : The Killer cannot complain about the "Self Care" Perk, it is fair and balanced.

    hmmmm it says a lot.

    It sAysS a LOt aBOut oUr SocIETy!!1!!

    Seriously though what the hell does it say. It's a joke, my guy, no Killer worth their salt would complain about Self Care.

    @dnj510 said:

    What's the rulebook for survivors by Killers? Post that.

    Also yes I want to see this.

  • @Yords said:

    https://forum.deadbydaylight.com/en/discussion/comment/2048463#Comment_2048463

    This game literally has a killer who can chuck hatchets across the entire map.

    I like how you mention this and not the Killer that can teleport by using the breath of people she killed.

  • @KingFrost said:

    Generator speeds aren't the problem. The problem is that most killers lack early game pressure. Survivors can split up early game, and work on multiple generators and spread out across the map working on gens with zero pressure on them. At which point, there's not much the killer can do. Killers have no idea where survivors spawned in, and can only really take an educated guess. Especially on a map like Red Forest. Gen speeds are fine. The lack of early game pressure available to killers is not.

    Someone did it, they actually found the root issue that's 1 inch below the ground.

    Seriously though, this is just it.

  • @ChefRakille said:

    Ive noticed people kinda just hate on demogorgon calling him an under average killer and just overall not that good, I honestly dont know why as he has map mobility, hes fun to play, he has great synergy with perks, he can basically become blight for about 2 seconds with his shred attack, why is he considered bad? someone please explain.

    I believe Demo is on the weaker side of average, because of how easy it is to shut down both of his powers with proper positioning. Demo is definitely good, and a good boy, if you know how to play him, but Clown can be the same.

    I'll go into further detail, as someone whos spent a decent amount of time playing Demo. The shred is a very strong anti-loop tool, but in some loops with wonky hitboxes, it simply doesn't work. You made the comparison with Blight, while using shred, but the difference is Blight gains insane map mobility with his Rush and can swing around loops with it, while Demo is locked in a straight line that punishes him for any slight miscalculation or godawful hitboxes with around a 2 second stun where you cant look around.

    Also, using shred for mobility is unreliable because of how the branches of the trees have hitboxes. This is also an issue for Clown though it can be a benefit for him too and Huntress.


    Now, onto his true mobility tool, the portals. The problem is that the Survivors can close them with minimal time wasted, and cut off all means of map pressure the Demo has. They take awhile to place, as well, and the Killer Instinct they offer covers next to no range though I do admit this is one of the best functions of the portals. You can be very smart with the portals and place 2 in the same area, with 1 being hidden, but since you cant remove portals you might just have used 2 portals and get no use out of them.


    Just for the record, this is all WITH the Rat Liver add-on. Without it, shred is next to useless half the time, and it cant be charged as a way to cut off Survivor options as they gain so much distance when you charge it without this add-on. And a DBD dev made fun of people wanting this add-on, which you next to need to play this Killer, base kit...


    Sorry for how long this is, but yeah. This is why Demo isn't too great. I do think he's very strong in the right hands, though, and definitely can get some work done against better Survivors. He could use some attention, but overall he's good where he is as long as you have Rat Liver.

  • @BiggyPrawns said:

    https://us.v-cdn.net/6030815/uploads/N8US3VDBBX7G/611860ee-f5a8-416b-8cb5-cd6557c08024.jpeg

    (btw this is only based on my experiences with these survivors, whether I’m playing survivor or killer)

    As a Nancy main, I can say this is true

  • @Grimmy_Bluues said:

    To preface this, the concept is only a first draft and isn't as good as I would like it to be, but I decided to share here to see feedback first.

    Killer Concept: The Ubermorph

    A regenerative killer, able to recover from all wounds and alter the minds of it's victims with it's power, The Marker's Influence.

    Power: The Marker's Influence

    The great power of The Marker shines through even in The Entity's realm, altering the minds of all who the signal touches.

    THE SIGNAL

    All survivors slowly accumulate The Signal during the Trial, with effects varying based on Exposure. The rate of accumulation is dictated by the distance to The Marker in the middle of the Trial Grounds. 

    Survivors accumulate The Signal at a slower rate when within 12m of another survivor and can attempt to damage The Marker to slow or halt The Signal for a short time. If a survivor's Exposure is above 50%, staying within 12m of another survivor will slowly lower their Exposure down to a maximum of 50%.

    Damaging The Marker is a channeled action, taking 40 seconds to fully damage by default.

    25% Exposure:

    - Survivors will suffer from Impaired vision for 3 seconds whenever they enter the Killer's terror radius

    50% Exposure:

    - Survivors will begin seeing illusionary generators with varying levels of progress and will become deafened for 10 seconds after interacting with them.

    75% Exposure:

    - Survivors will begin seeing other survivors as the Killer and will scream when coming within 12m, revealing their location to the Killer for 3 seconds.

    100% Exposure:

    - If a survivor begins working on a generator, they will instead damage it, slowly lowering the repair progress.

    AMPUTATION

    For every time you get stunned by any means you lose a limb, starting with the head, arms then legs. 

    Losing your head will decrease your FOV by 10°.

    Losing your arms will render you unable to attack.

    Losing your legs will render you immobile until your Regenerate.

    SPECIAL ABILITY: Regenerate

    Press the Power Button while missing one or more limbs to slow down to 75% movement speed and regain your lost limbs.

    Regenerating your head will reveal the aura of all survivors within your terror radius for 4 seconds

    Regenerating your arms will increase your lunge speed by 0.3m/s for 30 seconds.

    Regenerating your legs will grant you a 10% Haste effect

    MORI:

    https://youtu.be/TdKODMBBS78

     

    This concept is really cool! The only thing I could say is maybe decrease the time it takes to disable the Marker to 20 seconds, also how long does it take for the Marker to work again?

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2026543#Comment_2026543

    You do know that if they are running crows wont fly away unless they step on them?

    Go into a game and walk next to a boulder with crows on it. Or even crouch next to a crow on the ground. Just do it. It WILL fly away. You cannot traverse the map in a sneaky manner without at least a few crows flying away.

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023337#Comment_2023337

    What does this have to do with a hatch now? And you 100% never was in a match where they just hide, you cant find them in 3 mins without a large amount of luck. But sure, come SWF, i take a claudette and show me how you find ONE claudette in 3 minutes without any doc or whisperers.

    If theyre not injured with Iron Will? If you listen well or just look around, you can find them. Also, without them running Calm Spirit, just watch crows???

  • @Ruma said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023276#Comment_2023276

    What does that have to do with a brain?

    If they spam gestures or move a bit they wont get crows, theres nothing you could really do besides searching the map for hours.

    Also if a Survivor is just sneaking around doing nothing you still win the game. Depending on the map, it'd take less than 3 minutes to find them and then you could report them for holding the game hostage.

    Also did you forget that closing the hatch starts an end game timer, so they can't hide forever? There is an issue with Exit Gate spawns, but if someone is playing like this they won't know the 15% thing with the Exit Gates, which is the only way to escape without Exit Gates on opposite sides of a large map.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/2023273#Comment_2023273

    He will EASILY be worse than Clown.

    Clown is 115% movement speed and has pretty good anti-loop

    Trickster is 110% movement speed and only has a power that is ok on open loops.

    I like him and his power but he's just increadibly weak in comparison to all the other killers.

    Oh, yeah. I get that. Trickster is probably better in lower ranks, though, since his power might as well be an instadown if a Survivor is caught in a dead zone.

  • Crows work fine if you have a brain. One perk in the game prevents crows, and that perk is niche and rarely run, and a majority of the time it's a waste of a perk slot.

  • @Botiz said:

    Yeah, pretty sure he's about to be the weakest killer in the game now. Time to wait another 3 months to see if the killer after Trickster is worth playing

    I don't think he'll be worse than Clown, but he is quite weak. I think it would be really cool if they made the add-on that makes his knives ricochet base-kit, as it would make him much better and give him a niche separate from Huntress and Plague.

  • @FrostySeal said:

    I haven't seen anybody suggest this, but what if Spirit got more counterplay in the form of chase music? Maybe certain instruments can play when she starts phasing or something like that. I think it'd be a pretty cool addition and it wouldn't be a boring nerf like making her move slower or muffling sounds when she phases.

    What do you guys think of this idea? (This is just an idea, not saying that she needs to get nerfed hard.)

    I think she just needs to have a very subtle queue while phasing, like moving grass. A change in chase music would completely neuter her role in the game as a Killer based entirely on mind games.

  • @aroell said:

    Why? I have played for 5 hours today and every single game I have gotten tunneled. I’m just trying to get my adept. I don’t have decisive and I’m not planning on getting it either because it’s getting nerfed. I went from rank 3 to rank 7 in just one day and I just want to get 1 normal game. Please stop tunneling.

    People won't stop tunneling until it stops working. It will never stop working. Sucks but it's true. Just get DS.

  • MMR will be implemented again sadly, but if the theory that it's already on is true that means it actually works. I disagree with the concept of MMR, but there is a reason for the Killer lock.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1949369#Comment_1949369

    You can't just ignore the synergies other perks have with Light's Bane. Pop Goes the Weasel makes you want Light's Bane to be destroyed. Also, yes, it does block generator progress. If you can't actively finish a generator then its progress is blocked.

    You can't use Pop Goes the Weasel on a blocked generator, I don't see any synergies with the two paired together. I don't understand what is so powerful about Light's Bane, when it is destroyed, it activates for 40/50/60 seconds. If there's any generator that's at 70% or higher, it gets blocked for the duration of the activation timer. You can still repair generators that's below 70% and by the time you reach 70%, you just have to wait out the remainder of the activation timer. That can be a fraction of a second or 60 seconds depending on when you started repairing the generator and its progress. Heck, you might not have to wait out the effect because you was doing something else while most of the perk ticked away before you started repairing. It's pretty balanced in my opinion, especially for a Hex Perk.

    "All you have to do is cleanse". You have, and I mean HAVE to think about how powerful a Hex perk is if it were to stay up the whole game. Most of the time people don't care about hexes unless they actively spot it. Survivors have 2 gens of warning that the Hex even exists, instead of the 100 warning signs Devour Hope shoves in their faces, and Huntress' Lullaby telling you it's there the second you touch a generator. The "just cleanse" argument DOES NOT WORK. There are 5 totems in each map, and unless you're in a 4 man SWF with someone with Small Game and you're so good that no one gets caught in a chase until all 5 totems are done, it is stupid hard to get all 5 totems. Survivors only have free time until the first CHASE. Not even the first hook or down, the first CHASE.

    Devour Hope is the most broken Hex Perk in the entire game if it remains untouched, literally — the killer gets to kill you on the spot. However, ask yourself this, how often does a Hex Perk survives until the endgame? If you couldn't destroy a single Hex Totem within the duration of 5 generators, then that's really your fault. This perk isn't like NOED where you need to destroy 5 totems within 5 generators, we're only talking about destroying one hex totem within 5 generators. To be completely honest with you, the first two effects of the perk is mediocre and shouldn't be a big deal unless the game is very close. The last and most powerful effect is the one you need to worry about, but you have the entire game to find the hex totem and destroy it. JUST ONE HEX TOTEM, THAT ISN'T TOO HARD, RIGHT?

    Also, Sinister Equilibrium just holds up a sign saying "Face camp with NOED". [BAD WORD] NOED. [BAD WORD] anything that supports NOED.

    That throws away the entire point of the perk because you're camping a survivor and leaving the Exit Gates open for everyone else. You're actually getting no value from the perk if you're not defending the gates during the EGC.

    ONTOP OF THIS, Sinister Equilibrium's effect at 4 tokens is more than strong enough. Imagine it stacked with Remember Me, those gates won't be opened in the 2 minutes the EGC gives you.

    Here's the requirements for that to happen:

    • Must find and attack the obsession 4 times.
    • Must kill the obsession or else they won't suffer from RM.
    • Survivors must complete 5 generators without finding Hex Sinister Equilibrium.

    Even then, you can have one survivor camp each gate and slowly chip away at them. The killer isn't going to chase survivors because that means they aren't defending the gates. So eventually the survivors will open the Exit Gates. Surely they will get one open within two minutes and if not, they had 5 generators worth of time to destroy the totem. There's no excuse at that point.

    That makes more sense, with Light's Bane. Pop would still be insanely powerful when that destruction effect is activated (yes I read the perk, I knew how that part activated, didn't need to remind me).

    You entirely ignored my point of how many warning signs Devour Hope has, up to and including the one shot down at 3 tokens. It's not too hard to tell that the Killer is zooming 10 seconds after hooking someone.

    Sinister Equilibrium, at the current moment, I think is a bit too strong, as its other effects are more than powerful enough without the EGC starting instantly.

    Even then, though, I can clearly tell you wont be budging. Whatever.

  • @SofaKingSpecial said:

    More good feedback dude. I get what you're saying. I'm set on the no bloodlust no speed through perks idea, as the notion is that except for exhaustion perks there's no real way to gain distance on her. Plus though I didn't list any, I am imagining that one of her add-on lines would be dedicated to speed boosting (or perhaps no speed lost when phasing). Maybe I could get rid of that stun mechanic and just replace it with a reduced cooldown. Meaning phase back in in contact with something solid then you can't phase again for 15 seconds (no stun + reduced cd).

    She's a 110 killer with a power that slows her down. Just holding w does the trick just fine, like it does against Nurse without recharge add-ons.

    Also, she can still be stunned while in her power, I assume, so...

  • @AhoyWolf said:

    I agree with most changes you listed here, but I have some things to say to the Legion.

    Yes, currently they are in a good spot, but they could use so many improvements, for example:

    • Reducing the Fatigue to 3 seconds. (The 4 second stun is a pain, Survivors literally don't care when you're in Fatigue and do whatever)
    • Removing that stupid penalty for basic attacks. (Literally the only Killer that has this with a non lethal power, tragic)
    • Making them able to see Scratch Marks and Blood Pools while in Frenzy. (Literally no reason to for them not to)
    • Rework some add-ons, mainly KI add-ons, Frank's Mix Tape and Stab Wounds Study. (We need movement speed add-ons!)

    These are the changes the Legion needs imo.

    I agree with those, I'm sorry for not including them.

    @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1956405#Comment_1956405

    I'm sorry, I can just disagree, I main Nurse for a year approximately, I tried all of her add-ons, and know exactly what they worth. I tried soo much different builds to make them shine, and even while playing an entire build around, I can assure you some of them are not worthy. So let's go :

    • The wooden Horse : a super good brown add-on, hard counters Dead Hard, and makes her power less punishing.
    • White Nit Comb : if you can play with that and 4k regularly, you're just a god with the Nurse, unstoppable, makes your lunge post-blink super short (like T1 Myers I think), your blinks have to be so damn precise. Horrible brown add-on, nobody uses that unless trolling or wanting to train hard with her.
    • Plaid Flannel : perfect brown add-on to train when you're a beginner with the Nurse. Nothing to say more, but later it will become totally useless.
    • Metal Spoon : a Stridor add-on ? On a killer who has inherently Stridor ? Please :/ it would be a super god like add-on for Spirit, but for the Nurse it's non sense. Yes having Stridor is good for every killer, but if I want it, I put Stridor, I don't want add-ons to be perks :/ so a big and fat no from me.
    • Pocket Watch : yellow add-on that increase the post blink window before fatigue by 0.3 second if I'm correct. On the paper, you think it's cool, more time to react. But in reality, it means every time you'll blink, you'll add 0.3 seconds, even if you don't need it, like when you're crossing the map, or you miss a blink. At the end of the game, you stack I would say at least 15 seconds for nothing, it's like adding fatigue time, and that's terrible. Don't use this misleading add-on.
    • Dull Bracelet : her worst, and a yellow add-on. You can blink to 12 meters max instead of 16 with your first blink ? Knowing that the second blink, if you charge it perfectly, you add 4 meters, but this add-on doesn't change charge time, then your second blink range would ALSO be decreased. If people hold W, you won't catch them in a while, and if you lose your blinks when you catched them, you're good to do that lonnnng chase again. I'm not saying it's impossible to win, but if you win it's the survivor's fault, like entirely.
    • Dark Cincture : yellow add-on reducing the recharge time, one of her best, there we are talking about power add-on.
    • Catatonic Boy's Treasure : yellow add-on reducing chain blink additional fatigue, it's reducing fatigue, it's a good add-on.
    • Bad Man Keepsake : xjbekrktksk Nurses Calling like yellow add-on, impossible to work because you have to hit the survivor to put on him the effect, so you're chasing him, he won't heal facing a Nurse, he'll run. Totally useless, plus the fact that is a perk she has...
    • Spasmodic Breath : green add-on that makes you a 4.6m/s killer after you blink-hit a survivor for 60 seconds. It's gimmicky, trolling, and doesn't even work in the higher ranks, but hell yeah it's super funny in the lower ranks. But that is not a good add-on, it makes her worst than she is (because suddenly you're loopable, and you have the entire pallets that survivors hadn't drop because you're a nurse, hell yeah they will drop them all).
    • Heavy Panting : a super and crazy green add-on, adding 4 meters to your blink range, but slightly decreasing your charge time so it won't mess with your muscle memory. You can cross the map or catch up to a running survivor faster. My second favourite add-on.
    • Fragile Wheeze : a green add-on, considered by most of Nurse mains as her best or at least second best add-on, reducing your recharge time, combined with the Dark Cincture, you get out of fatigue, you have your two blinks. Super mobility/chase compromise.
    • Ataxic Respiration : a green add-on reducing your fatigue time by 0.25s no matter what, run it when you're super confident with your first blink, a really good add-on.
    • Anxious Gasp : a green add-on that makes scream a survivor near / sticked to you post blink and gives 200bp, it's crazy how survivors have to be super near you, if the radius was larger, it would be ultra useful, because immersed survivors are a pain for the Nurse, but... They scream when you literally can hit them post blink. Useless, but if you want BP...
    • Kavanagh's Last Breath : the only useful and pink add-on I think, my favourite, and considered by the best etc depending on the player. It adds 6 meters (or 8 ? I think it's 6) to your total blink range, and same with the green add-on, it decreases your charge time so it won't mess with your muscle memory, sweet and delicious perfect add-on, utterly disgusting when paired with the green range add-on and Chili.
    • Jennifer's Last Breath : pink add-on, after Blinking, allows The Nurse to immediately Blink back to her original position by pressing the active ability button (copy pasted it from the game). Sounds cool, but totally unusable, unless if you're at a pallet or a window and you weren't fast enough, that are the only cases when you can use it. Maybe with Dragon's Grip and pink range, you can do something, but it's so survivor dependent... And when you're good with the Nurse, you savagely outplay survivors who camps pallets and windows, so it will become useless :/
    • Campbell's Last Breath : a pink add-on. After reappearing from a fully charged Blink, The Nurse immediately Blinks at half charge in the direction she is currently facing. And you're like while reading, sounds crazy, you must have sooo much more range. I don't know you, but I didn't except this add-on to actually consume your second blink charge while doing the second blink, so it's only good for crossing the map, it gives you a mad mobility, but god knows that it would be punishing if survivors succeed at gaining distance on you during a chase.
    • Bad Man's Last Breath : the last pink add-on. Grants The Nurse the undetectable Status Effect after hitting a Survivor with a successful post-Blink Attack for 16 seconds, with a 60 seconds cooldown. So, the majority of the time, you'll get this effect with your first hit on a survivor. So you chase him. So he's careful. I ran it during a long time because I love to come from nowhere, grabbing survivors on gen and all, but i never had value from this perk, 16 seconds is far too short. Tinkerer is far better because you got it when you need it, Dark Devotion totally overrides it, Trail of Torment is super cool since it's buffed. If you want stealth, you have more possibilities from the perks, but this add-on is totally useless, or you get value every ten games. And for a pink add-on, it's not normal, it has to be pretty useful.
    • Torn Bookmark : the first iri add-on, adding 1 chain blink WOOOW-you can't blink at places you don't see. At indoors maps you'll die more than the surv, corns and open grounds will become your best friends, but if you have to pay a real attention where you want to blink, because trees will often remember you you can't blink through objects. A very meh add-on, you'll be better without it, a it's horrible to say that while taking about an iridescent add-on.
    • Matchbox : the last add-on, and iridescent, you walk at 4.2m/s, wow, crazy, now you can catch- oh, no, you still can't. And you lose a blink. That. Drawback. Of. The. Game. History. There's nothing to say about it. It's bad. Really bad. Utterly disgustingly bad. Just for this add-on I thought several times it would be nice to be able to sell add-ons.

    Thank you for reading, it was quite long so I'm sorry, but I have, as a Nurse main, to say what's wrong, and what's good with her. :Insert duty music or anything else serious:

    Anyway, I'm not saying she needs a total add-on rework, please no, but some of her add-ons have to be reworked, or buffed.

    Have a nice day, and sorry if my English is wrong <3

    She could use a few better add-ons, but that doesn't mean they aren't in general fine. I think her add-ons are exemplary of what all add-ons should be, with a lot of buffs. The general format is one I happen to like, but its understandable that not everyone will like it. Mostly regarding to the perk add-ons.

    Either way, though, her add-ons are a bit iffy across the board, but I still think with things like Fragile Wheeze and the Wooden Horse, she isn't in desperate need of any good add-ons. The only real time I brought up add-ons was with Wraith because I had already brought up Windstorm, and Oni and Huntress because their add-ons are big issues balance-wise.


    Thank you for the comments, and have a nice day!

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955155#Comment_1955155

    I didn't say I couldn't deal with it. I was responding to someone who was saying that survivors having perks was equal and opposite to killers having powers.

    I can deal with Dead Hard, I just find it frustrating when I have to nearly restart one of the two chases I need to down this one survivor.

    I shouldve quoted others and divided it in a way that made it apparent who I was talking to, sorry about that.

  • @DoomedMind said:

    https://forum.deadbydaylight.com/en/discussion/comment/1955777#Comment_1955777

    That's sooo true, it's insane how her add-ons are... Weird, like really weird, it's uninspired sometimes.

    Like, why do you want a Stridor add-on when you have the perk ???

    And the scream maker add-on, just... Why ? XD

    AND DAMN, the iridescents are so bad, it's incredible ! If the bracelet and the nitcomb didn't exist, it would be her worst add-ons, like, iridescents, but the worst she has ? Bruh

    Seems game designers were uninspired

    @Kees_T said:

    How can you say Nurse addons are good? Her two iridescent add-ons makes her power worse instead of making it more stronger like it should with other Killers, and half of her add-ons have some dumb penalty for some reason(less lunge during blink, blinking through survs makes them scream?????, another one makes you a M1 Killer for 60 secs). Let's take Spirit as an example, all her add-ons except for just 2 ones just buffs her power without no penalty.

    I don't know why they keep adding add-ons which can make your power worse, why would someone use it besides meme builds?

    I wanted to give my opinions on others but the Nurse one was what attracted my attention.

    Her Iridescent add-ons are quite weak, yes, but not her weakest add-ons. The scream add-on isn't that bad. MOST of her add-ons are fairly powerful, especially some of the Last Breaths, with a cool gimmick ontop of a powerful one.

    How can you say they were uninspired with Nurse's add-ons, I'd say they're the best in that regard we've had in quite awhile.

    @notlonely said:

    Okay so here's what I disagree with or what are your mistakes:

    • I'm not 100% but I think Slippery Meat and luck already got reworked to not affect Trapper.
    • Nurse and Billy's add-ons are complete garbage, they needs buffs (Demo as well but you DID mention him)
    • As a Plague main myself I want everyone to know that she actually could use buffs. Make it so that you don't loose your Corrupt Purge if you get stun.
    • Freddy just needs some tweaks. He needs a Billy level add-on pass, and maybe some number tweaks OR remove his teleportation entirely. It's too good to be true.
    • Please elaborate on why you think Myers needs a rework, I do believe that he could just use some number buffs to Tier 1 and some help to his add ons to make him good.
    • Blight needs an entire rework or at least make him able to turn his camera like omg he's so tedious to play as.

    Oh, I must've missed that with Trapper, sorry.

    Some of Nurse's add-ons are garbage*. Billy's add-ons are quite weak across the board, I will agree with you on that front. I guess I was a bit ignorant on that part as a Demo main.

    I've seen some Plagues and she is definitely good as she is, higher end of B tier in my opinion, but losing your power by getting stunned is always stupid. Removing that isn't required I would think, but it'd be a nice change.

    Freddy needs tweaks, yeah, but I wasn't sure what tweaks he'd need.

    I think a Killer having a power that actively makes them slower with the upside of a one shot that is just a regular attack is weak at best and worthless at worst. Myers could get by with just a Tier 1 buff, though, I will agree with that.

    Blight is really fun to play on pc if you get to learn how to do so. He can be cumbersome, but so can any Killer with such a high skill ceiling and floor.


    Thank you for the feedback, everyone! Some disagreements are present, but that's alright.

  • Changelog:

    Removed the decreased recharge rate of the Nurse's Keepsake add-on.

    Changed Acceptance to have the aura reading to when a Survivor is hooked rather than when no Survivors are hooked.

    Decreased the time it takes to get a charge back from 90 to 60 seconds.

  • @PendulumBeat said:

    https://us.v-cdn.net/6030815/uploads/4Z9TAYRVG5UW/concept.png

    WARNING : this post summarize the big lines of the concepts, all details are taken in count in the full version video.

    Watch it here with extra bonuses : https://youtu.be/KQc6bSBOQi0

    The skillcheck thing is amazing, but anti-camp isn't necessary, especially when done like this.

    I can't count the times I've chased a Survivor around the hook because they ran at it just as I was leaving, and therefore no one else could get the save.

  • I really hope BHVR actually does this, even though it's unlikely for an infinite number of reasons.

  • @Beelzeboop said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950217#Comment_1950217

    Comparing a perk to a power is stupid.

    A power needs actual hours to learn to use to any levels of effectiveness.

    Most if not all perks can be utilized at almost full efficiency in less than one.

    Powers change what you are playing in its entirety, and each power gives completely new abilities.

    Perks are there to assist you in what you can already do, or give your existing abilities a substantial upgrade.

    You shouldn't have to predict a perk, since the only way to tell if someone has them is to see the perk come into play, which can take the whole game. Plus, as I said, they mostly just empower the user to do something they can already do, just better, so for all you know the player could just be really good in most cases.

    Powers, however, can be revealed within literal seconds of starting a trial, and once you see the killer, you know what power they have instantly.

    It's as simple as not swinging until you're right behind a Survivor. The ######### is Dead Hard going to do then?

    Dead Hard is a very strong perk, yes, but it's not the Survivor's fault that you're too bad to play around it. I'm a Demogorgon main, a Killer who struggles a decent bit against Dead Hard because of how bad it is to miss a shred, and I haven't felt that it's overpowered in the past 100 or so hours of playing. At red ranks. If a red rank Killer main who plays a low tier Killer doesn't see the problem, I don't think there's a problem.

    Also, you need to learn optimal times to use a perk too. Clicking E at the perfect moment takes skill, just like clicking m2 does. So does 99ing your Exhaustion meter to be running, stop for one moment, and get a Sprint Burst in the Killer's face. Knowing went to use the initial Sprint Burst also takes skill. So does knowing the optimal time to trigger Lithe. Whether you like it or not, Survivors need to have skill too.

  • @vdizzle said:

    Hi!! So I'm gonna make earrings or key chains of perks! Comment below your favorite perks and ill make them:))

    Im All Ears and Discordance

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/1953175#Comment_1953175

    To be honest I don't think it's bad, it's situational sure but sometimes it's quite hard to make a balance between good perks and useful perks. I guess I can lower the duration of the survivors aura revealing, and add a maximum time limit to how long you should chase a survivor so that it rewards you if you end up losing them by accident. Or in other words to help the killer plan how to end the attack so he can manage the gens and other three survivors.

    I'd say just rework the perk. The concept rewards a Killer for being bad.

  • @B_Random said:

    https://forum.deadbydaylight.com/en/discussion/comment/1950984#Comment_1950984

    Also just to state something real quick, I'm taking your criticism seriously, but your argument on Livid "It rewards the killer for messing up." Doesn't Dead Hard technically do the same exactly thing? Reward survivors for messing up?

    Also just curious, how does Livid technically reward the killer for messing up? Other than the aura of said survivor getting revealed for a short period of time.

    But I will be fixing this over time to make sure that the concept is deemed worthy of the DEVs attention.

    Dead Hard requires precise timing and prediction on both sides. This rewards you for actively losing the Survivor by being able to see them through walls for 10 or so seconds. That is basically guaranteeing a hit if you know how to click m1.

    Your question on how it rewards the Killer, other than applying its only effect, makes it seem like you think the perk is bad and has no useful effect. In which case why the hell did you make it?

  • I didn't bother to read the power or the perks of the Survivor.

    For one, Jeff is a boring and stale creepypasta villain. Two, most of his perks are just... not it chief.


    Enraged is fine.

    Obsession: Livid is a cool perk in concept, and it wouldn't be overly powerful as most Killers, but here's the thing. It rewards the Killer for messing up. No perk should do this, this is why people hate Noed.

    Anger Management is just better Overcharge, which is a painfully powercrept perk as is. Better off replaced entirely, as the concept is a crowded one with Overcharge and Pop Goes the Weasel, as well as Oppression and Dragon's Grip.

  • Also, forgot to add this, the map would be another one in the Crotus Prenn realm. Exactly of what I'm not sure, but yeah.

  • @QwQw said:

    The killer power seems very similar to Nurses, but aside from that I like the rest.

    That's mostly by design, as a more moderate Nurse that prioritizes speed over... ignoring everything in the game.

    Also, as a victim of the Nurse, I'd think the comparison is valid. With the breath she stole from her patients and coworkers, the Nurse can teleport, and without breath so can the Shadow.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1944849#Comment_1944849

    After revisiting this, I can definitely see where everyone else is coming from. The Survivor should be able to see their aura during Mind's Eye, but the Killer shouldn't unless a perk activates that specifically allows them to do so.

    That seems more balanced to me and would be very cool to see the killer chasing you from their perspective! 😁

    A whole minute of preventing gen progress is... bad. This Perk is made to be comboed with Pop and Thrilling, and with those perks, just, no. It'd also be insane with Tinkerer, since it just allows it to activate, telling you exactly where a Survivor is without feeling pressure to go get them off the generator.

    It doesn't exactly stop generator progression, it just prevents all generators from going past 70% progression for 40/50/60 seconds. 😅

    If someone destroys Hex: Light's Bane, the timer starts ticking down based on the perk tier. To keep it simple, let's just say it's tier 3. If you repair a generator from 50% to 70%, the generator gets blocked for the remainder of the timer (44 seconds). If you repair a generator from 0% to 70%, the generator will get blocked for the remainder of the timer (4 seconds). This is assuming someone destroyed the totem as you begin repairing the generator. You might not get your generator blocked because you was doing something else while the effect was wearing off! 😅

    What you said about Sinister Equilibrium is... no. Gives me real "just cleanse" vibes, and that's not it. I'm unsure how powerful endgame collapse starting when the last generator is completed is, but to be safe and since it comes with other effects, I think it'd be fine starting under a different condition.

    All you have to do is cleanse it before the Exit Gates are powered to stop it, just one totem within a span of 5 generators. That seems doable right? I don't see the problem here, you have ample time to cleanse it and if you don't, then you had your chance — now you have to worry about the EGC killing you. Heck, the EGC might not kill you if someone distracts the killer, you do have two minutes after all. 🤷‍♂️

    Minus Touch is fine as is. It is a bit weak, but it's also aura reading without a timer for 30 seconds, so it would have it's place in the niche but useful perks.

    It's pretty nice, people have mixed feelings on this perk. 😅

    You can't just ignore the synergies other perks have with Light's Bane. Pop Goes the Weasel makes you want Light's Bane to be destroyed. Also, yes, it does block generator progress. If you can't actively finish a generator then its progress is blocked.


    "All you have to do is cleanse". You have, and I mean HAVE to think about how powerful a Hex perk is if it were to stay up the whole game. Most of the time people don't care about hexes unless they actively spot it. Survivors have 2 gens of warning that the Hex even exists, instead of the 100 warning signs Devour Hope shoves in their faces, and Huntress' Lullaby telling you it's there the second you touch a generator. The "just cleanse" argument DOES NOT WORK. There are 5 totems in each map, and unless you're in a 4 man SWF with someone with Small Game and you're so good that no one gets caught in a chase until all 5 totems are done, it is stupid hard to get all 5 totems. Survivors only have free time until the first CHASE. Not even the first hook or down, the first CHASE.

    Also, Sinister Equilibrium just holds up a sign saying "Face camp with NOED". ######### NOED. ######### anything that supports NOED.

    ONTOP OF THIS, Sinister Equilibrium's effect at 4 tokens is more than strong enough. Imagine it stacked with Remember Me, those gates won't be opened in the 2 minutes the EGC gives you.

  • @MrGoldSkeleton said:

    https://forum.deadbydaylight.com/en/discussion/comment/1898205#Comment_1898205

    If the DC penalty works during loading screen, it will prevent people from DCing

    Fair, for some people. But that's assuming everyone cares about the dc penalty, which they don't.

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/1941447#Comment_1941447

    The minds eye ability is busted, no way its fair to the survivor at all. You're basically saying "if you break LOS, then you are blind" meaning its impossible for them to win a chase.

    One of my previous iterations was that the survivor could see their aura during Mind's Eye, but I wasn't sure if it was be broken or not. What's your thoughts? 😁

    https://forum.deadbydaylight.com/en/discussion/comment/1941474#Comment_1941474

    Lightbane is waaay too strong. Getting rid of the explosion would make it a bit more fair, but I would also limit the gen blocking to only generators that were being repaired when you preformed the break action, reduce the blocking time to 20/30/40 seconds and give it a cool down of like 80 seconds. Completely blocking all gens every time you kick a gen for a whole minute with no cooldown and an explosion would make it where you could easily win every game

    Hex: Light's Bane doesn't block generators during kicks, it just makes generators that are being repaired explode. The only time that it blocks generators is when a survivor attempts to repair past 70% or there's a generator past 70% after the Hex has been cleansed within the last 40/50/60 seconds. If there's a generator at 25% and someone cleanses this perk, it won't get blocked until you repair to 70%, but at that point, it won't be blocked for long because again, this effect only applies for 40/50/60 seconds.

    If that's powerful, then that's completely fine because Hex Perks are supposed to be OP when left alone! 😁

    Sinister equilibrium seems really cool, but the 5 tokens seems a tad unfair. I would say change it so that collapse starts as soon as a survivor starts opening the exit gate.

    I believe the Collapse starting immediately when the Hex Perk reaches 5 tokens is balanced because remember, this perk only gains tokens from completed generators, so survivors will have to go 5 generators without finding the Hex Perk to activate the EGC after the completion of the 5th generator. Repeat, the only time you'll see the EGC activate is if this perk survives until the endgame.

    I believe that's completely fair for a Hex Perk.

    Minus touch is okay, maybe a bit weak

    How so? 😁

    https://forum.deadbydaylight.com/en/discussion/comment/1942950#Comment_1942950

    She will pick the survivor up with her dark magic, cast a spell by saying a few phrases to transform them into a bunny, then summon crows to devour them alive until they are dead. 💀

    This kill animation will take around 10 seconds.

    If in the future the killer can pick between a fast, boring mori or an unique, slow mori then the fast one would be this: The killer pierces the survivor on the ground then overloads them with dark magic until they literally explode, leaving behind a purple residue. This kill animations will take 2 seconds, comparable to The Executioner's final judgment kill animation. 😁

    After revisiting this, I can definitely see where everyone else is coming from. The Survivor should be able to see their aura during Mind's Eye, but the Killer shouldn't unless a perk activates that specifically allows them to do so. Edit: Another thing I thought of for Mind's Eye, maybe the Killer saw through the Survivor's eyes for up to 60 seconds, and it could be canceled whenever? But it has to be activated when the Survivor is within line-of-sight. During this, the Killer could see their own aura.

    A whole minute of preventing gen progress is... bad. This Perk is made to be comboed with Pop and Thrilling, and with those perks, just, no. It'd also be insane with Tinkerer, since it just allows it to activate, telling you exactly where a Survivor is without feeling pressure to go get them off the generator.

    What you said about Sinister Equilibrium is... no. Gives me real "just cleanse" vibes, and that's not it. I'm unsure how powerful endgame collapse starting when the last generator is completed is, but to be safe and since it comes with other effects, I think it'd be fine starting under a different condition.

    Minus Touch is fine as is. It is a bit weak, but it's also aura reading without a timer for 30 seconds, so it would have it's place in the niche but useful perks.

  • This is a really unique, weird and amazing concept. I have no complaints in the slightest.

    The power is strong but has counterplay. It'd be disorientating but give a benefit to the Survivor being affected as well, too.

    The perks are nothing short of amazing. All of them are great, unique and powerful in entirely different ways. The ways the Hexes react to being destroyed is very interesting, as well!

    Overall, this is an amazing Killer, probably among the best I've seen.

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1935716#Comment_1935716

    But you don’t speak for everyone either, game is still playable.

    How many times should I repeat myself in order to get this point through your thick skull?

    The new update literally causes nausia and motion sickness for many people because of the new animations. The hitboxes are more broken than they ever have been before. One of the most overpowered loops in the game, the god bus, has been made impossible to counter. There are multiple instances of double god pallets in the new Game map. You can literally walk through the walls of the greenhouse structure in Disturbed Ward.

    Must. I. Continue?

  • @GoobyNugget said:

    Wild Beast:

    A force rushes through you, almost as if you were... possessed by a being far greater than you.

    • After being stunned by a pallet, locker, perk, or wiggling out, you get a 3% speed increase for 3 seconds.
    • After downing a survivor while having the speed buff, you see the auras of all injured survivors within 24 meters of the downed survivor.
    • This perk can only be used 3 times.

    "Rules? No, there are no rules for those.. those.. monsters...." -Entry #54

    Very cool concept but the time the speed boost lasts is way too short. Maybe for 20 seconds? Also, how long does the aura reading last?

  • @Lazerboy88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1933575#Comment_1933575

    Unplayable, means can not be played, but the game is rather playable, update had issues but the game is just not as bad as everyone is making it out to be

    Think about how other people feel. Their experience isn't the same as yours. You aren't the center of the universe.

    For people with bad motion sickness, Survivor IS unplayable. For people with large monitors, or are on console on a big TV, the UI is a ######### pain. The hitboxes can ruin games for many people, and are infuriating. People who aren't in a zen-like state 24/7 will get mad at this and therefore make it so they can't enjoy the game.

    Unplayable for you? No. Unplayable for some? Absolutely. I'm not one of these people, I can play the game just fine, but I have the empathy required to see that some aren't so fortunate.

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