CrowFoxy
CrowFoxy
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Why do people hate it when a killer is strong?
Having killers with strong powers is fine, I guess survs just wanna be allowed to bully every single killer easily.
That being said, I ######### hate spirit.
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@thrawn3054 said:
I didn't give a damn what they did to Spirit. Now I hope they do nerf her.
Nope, they are gonna nerf Pig first. She's too OP. Carry slightly faster? OP OP.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/758439#Comment_758439
Survivors can all walk in empty handed with no items, and is still in a tier above the nurse, somewhere in outer space. If they bring a toolbox, medkit, or keys, that is all for luxury. Being addon dependent is bad balance.
Yep, survivors are still more powerful than Nurse, unless she used OP add ons.
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@Mister_xD said:
hello there! glad you selected Trapper as your killer of choice, its always nice to see newcomers in our holy community of Beartraptism.
since you havent said where exactly you need help, i'll just start explaining and hope this helps ^^
if you have any questions in case i forgot something / didnt explain something properly (yes, this can happen :c ) feel free to @ me to get more and clearer information on this matter.
Now, where do we start with Trapper...
Add Ons:
lets begin with his Add Ons, as he surely is one of the Add On dependent Killers in the game. they are not a must have, though you will have a rather hard time without them, so here's my tipps on this matter:
to start off, i'll go into some detail regarding the different add on series and what they do:
- speed add ons are add ons that allow you to place your traps faster. this is a very good add on series, as it allows for a quick set up and gives you the chance to block off loops mid chase without losing distance.
- Trapper Gloves (common): slightly increases trap setting speed
- Trap Setters (uncommon): moderately increases trap setting speed
- Setting Tools (rare): considerably increases trapsetting speed + makes it take moderately longer to escape a beartrap
- Fastening Tools (very rare): tremendously increases trap etting speed + makes it take considerably longer to escape a beartrap + makes it moderately harder to escape it
- bag add ons are add ons that allow you to start with and carry additional Beartraps. those are easily his best add ons, thanks to the extra amount of Traps they provide you with and since they allow you to carry more than one, allowing once a faster setup, but also give you the chance to cut off multiple loops with them. you can also get out of annoying situations where you already have a trap in hand but want to replace another, as now you can just pick it up and place it, which saves time, which is a crucial factor in general killer gameplay.
- Trapper Sack (common): start with 1 additional trap and allows you to carry 1 additional trap during the trial.
- Trapper Bag (uncommon): start with 1 additional trap and allows you to carry 2 additional traps during the trial.
- Stiched Bag (very rare): start with 2 additional traps and allows you to carry 2 additional traps during the trial.
- coil add ons are add ons that affect the sabotage aspect of the trap and make it a lot harder to sabotage the setup / the traps themselves. this add on series is not one you will want to choose, unless you pick both ultra rare add ons. they will only take a few seconds longer to disarm traps, the setup will still be gone and saboteurs are a very rare sight these days, so no one is really going to try to take down your traps. in the end you barely get any effect out of these and could have chosen a better add on that actually helps you.
- Strong Coil Spring (common): slightly increases sabotage and disarm time.
- 4 Coil Spring Kit (uncommon): moderately increases sabotage and disarm time.
- Secondary Coil (rare): considerably increases sabotage and disarm time.
- Oily Coil (very rare): tremendously increases sabotage and disarm time.
- Bloody Coil (ultra rare): slightly increases sabotage and disarm time. injures any survivor who disarms a trap.
- jaw add ons are add ons that affect survivors who get trapped. again not a very useful set, as those that are trapped are usually those in a chase with you, so it doesnt matter if you inflict them with negative status effects, they will be hooked right away anyway.
- Padded Jaws (common): survivors stepping into a trap will not be injured. gain +100% more BPs for trapping survivors. (NOTE: you can still pick them out of the trap to oneshot them. if you hit them, they will be freed and able to run away injured)
- Serrated Jaws (uncommon): survivors stepping into a trap will suffer from strong bleeding until healed.
- Rusted Jaws (rare): survivors stepping into a trap will suffer from a the mangled status effect until healed.
- darkening add ons are add ons that make the traps darker and therefore easier to hide outside tall grass / make them harder to spot in said tall grass. one of trappers best add ons, in the heat of a chase survivors will often not notice a trap that has been darkened.
- Log Wood Dye (uncommon): moderately darkens all traps.
- Tar Bottle (rare): considerably darkens all traps.
- brick / stone add ons are add ons that afect the survivors who try to escape beartraps (except the ultra rare which has a very unique effect). usually an okay choice, though as i said before the survivors stepping on traps are usually the ones you are chasing, so you mostly wont need these.
- Wax Brick (rare): makes it moderately harder to escape a trap. (useless)
- Honing Stone (very rare): if a survivor frees himself, they will be put into the dying state. (has niche play)
- Iridescent Stone (ultra rare): reopens a random, not set trap every 30 seconds. (decent. you dont want your traps to be in the same locations all the time though, unless you combine this with the Bloody Coil)
thats it for the Add Ons. I would recommend you to only use add ons from the speed, darkening or bag category. the others are pretty much useless and wont really help you. the ultra rare combo is decent, though i personally dont really like it that much, as traps are more efficient when hidden than when cutting off areas, especially if it only takes one injured survivor to go around and screw your setup.
if you look for his strongest add on combo: Tar Bottle + Stitched Bag.
in general i would suggest you should always run an add on of the bag category, as the utility aspect of those is amazingly good.
Trap Placements:
the first thing you will want to learn with him is where to efficiently place your traps.
this topic comes hand in hand with map knowledge and active predictions of your future preys pathing (also the main reason why imo the killer is not "easy" as the devs claim him to be ingame).
there are 2 different types of traps:
1) traps that are ment to cut off loops / areas. those are very usefull, though you dont want to have many of these, as thse are usually easily found and disarmed by survivors outside of chases. you dont need to hide these traps, you want to announce to your prey that this loop is off imits. a good example would be trapping a maps infinite / the killer shack. everyone knows a trapper will trap this if he can, but you should still do it, as they will always try to loop you on those. such traps are often placed during chases and you shouldnt worry too much if they get disarmed. just replace them whenever you are around.
2) traps that are ment to surprise and catch your prey. those are the ones where your real strength comes into play. while we have the very predictable loop denying traps, you will want to place those in areas where your prey will not expect it, so you can catch and oneshot them during the trial. those traps should also always be moved around, should they be disarmed or if someone stepped in one. you should never place these traps under windows / pallets, rather around the pallet where you think your prey might try to loop you. another great way to place them is between generators and loops, as they wont expect to run into a trap before entering the loop. you can also place them in areas you think survivors will walk through when trying to avoid getting seen by you when you get close to them. you will usually be able to end chases before they even started with traps like these, which makes them really strong, if used correctly. please note that it takes a lot of time and map knowledge to correctly predict survivors pathing and place such traps. you will have to learn the right spots by trying them out over and over. important is, that you want to find spots that are NOT known by the community! otherwise they will be predictable and might end up getting disarmed. this is also where the Tar Bottle can help tremendously, as you will be able to place traps in areas where parts of the trap might stick out of the grass. Tar Bottle also allows you to place traps that are ment to cut off areas and still make them surprising.
some more things that will help you with your trap setup:
1) dont place a trap too close to a window. fastvaulting survivors might be able to jump over it otherwise. try to place it in a way, that its not horizontal to the window to avoid this. if window and trap form soem sort of T ( | this being the trap), they wont be able to avoid gettingg trapped uppon interacting with the window.
2) dont place a trap inside a pallet. survivors that found about about this trap can avoid getting trapped by dropping the pallet and vaulting it. always place a trap before or behind a pallet (IF you must place it in a pallet). in general try to avoid placing traps inside pallets though and place around it.
3) the middle bar of the trap (if you look at an opened trap, it has this middle bar going through it and on its sides the circular jaws) decides on which level the trap will be placed. this allows you to basically hide 50% of your trap underneath floors, which combined with the Tar Bottle can make traps very hard to spot. this works on the killer shack, try it. lock down the pallet of it by using this trick with a Tar Bottle and they will keep running into the trap, even though its a super obvious one. this also helps on staircases.
4) do not spread your traps out too much. by default you have 6 traps (number can increase with add ons up to 9). you will want ot trap a certain area and defend it as good as you can and lock down 3 to 4 gens.
5) the basement is your pwer play. trap it. a lot. Trapper has the potential to be the best basement defender - even stronger than bubba. you can use your traps to lock down every possible entry to the shack, which would basically make it impossible for a single survivor to rescue their friend - you will get notified of them entering by them disarming a trap and uppon resetting the trap they are stuck in there with you.
6) always keep at least one trap in your hand for chases! the ability to force them out of a loop is immensly good and can chase them into your actual setup easily.
7) do not trap dropped pallets. you dont have enough traps for that and its very obvious you trapped said pallet. just break them or trap them before they start looping you there.
Perks:
here are some perks i can recommend for Trapper. those are not must haves, though they do make your life easier (similar to iron maiden on huntress). they are also not the only perks that work good on him, the usual meta perks are always helpful, but they do provide Trapper with buffs he needs / can play around with best:
- Corrupt Itervention: the ability to block of the 3 furthest gens from you is very strong, as you dont have time to defend them anyway, so you can focus on your trap setup around the other 4 and properly defend them.
- Hex: Ruin: a meta perk, though Trapper is one of those killers that can gain the most out of it. by trapping the totem, they have to announce their presence there to you and you can defend it easily (does not work on all totem spots). on top of that, slowing the early game down is a tremendous help for trapper, as this is where you lose the most gens.
- Hex: No One Escapes Death: as its a totem perk, the same upside Hex: Ruin had applies to this aswell. on top of that, Trapper is not one of the strongest killers out there, so getting some help when you are close to losing is always helpful. especially if you dont have Corrupt Intervention or Hex: Ruin yet, you will pretty much have to rely on eigther the survivors overaltruism or this perk backing you off. Warning: a lot of Trappers run this perk, its expected on him! be prepared for all your totems being cleansed. this might also help you, if you dont run it, as they will expect it and therefore waste precious time cleansing totems.
- Brutal Strength: getting rid of pallets is very important for him, as you will be able to trap the remaining ones and therefore increase their chance to run into your setup.
- Deerstalker: Trapper lives from his momentum. its not too uncommon that you get to down multiple players at once, therefore its always nice to see them.
My personal perk set up looks like this: Corrupt Intervention + Monitor & Abuse + BBQ & Chili + Brutal Strength.
Playstyle:
here some general tipps on how to effectively play him:
- Trapper is a very defensive killer. you will always want to lock down one area and defend it, dont let them lure you out of it! also, dont be afraid to drop chases. if you get the jump on someone else who then tries to escape through your zone, you have a much easier time than chasing the other guy outside your defense zone.
- do not be afraid to stay around hooks longer, preparing a setup for potential rescuers. defending your hook is one thing Trapper is very good at! dont place the traps too obvious though.
- do not chase far away from your trapped zone, unless you are very confident in your chase skills. dont be afraid of dropping a chase and looking for someone else, who might end up trying to escape through your defense area.
- do not try to get to players who got trapped far away from you. by the time you got there, they will probaply already be free - may it be due to them being lucky or a friend helping them.
- uppon trapping a survivor, hit them with your blade instead of picking them up. the chaser emblem will not count it as a won chase if you pick them up from the trap and the better you played, if you picked the mup, the worse your chaser emblem will be.
- do not panic by them repairing a gen. focus on trapping the 3 or 4 you wish to defend and ignore the other ones. especially your early game is going to be bad with trapper, as you need to place your setup and they can work on the gens uninterrupted.
- do not start chases before you managed to get a good setup. ignore them. otherwise the game will end up goinng bad for you, as trapper is not good at chases when he has no traps placed.
thats all i can think off for now.
if you have questions, feel free to @ me and i'll try to answer them as good as i can!
have a wonderful day / night,
i'll cya in the fog!
Do you like stbfl on trapper
- speed add ons are add ons that allow you to place your traps faster. this is a very good add on series, as it allows for a quick set up and gives you the chance to block off loops mid chase without losing distance.
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@humanbeing1704 said:
pretty sure that achievement will have to be done on a farm game lol
It's literally impossible to get this achievement unless it's corn map and gen in a field. I'm glad I already have it.
Edit: also this achievement was made when she had 3 blinks by base so lmfao
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@Purr said:
no its not banable ive done the same thing with basement mikey using double stalk addons and purple coin offering an insidiius i even change my steam name to TouchMyBoxYouDie
Use tuft and tombstone then pretend to farm
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Wait. Oh yeah. He only sorta counters pebble tho.
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Remember Old Freddy vs OoO. It works the same way Lmao.
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Somebody left a comment on my profile every 1-2 hrs over and over til I was forced to block them.
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They should just make it function like old hook timers, 45 sec each phase.
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@MegMain98 said:
She’s still S tier. She is still easily the best killer.
✅ Still avoid all survivor defenses
✅ Still can blink through walls
✅ Still can end a chase in 15 seconds
All the Nurse mains are still going to destroy everyone. She’s just not STUPIDLY overpowered, now she is just regular overpowered. She’s still Nurse.
If she ends a chase in 15 seconds as new Nurse, the survivor is a baby survivor who's extremely bad or made a horrible mistake.
You get a sprint burst.
She is in fatigue.
She can blink once, or wait 3.5 sec for a recharge. You just run in a straight line, wasting her time. As she tries to catch up she will fatigue again, and must recharge her blinks. This can add up to around 30 ish seconds or MORE if you break LOS.
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Also, Freddy is like Clown. Don't loop him, unless he's bad. You need to camp pallets and throw them a bit early. It's heavy pallet use, but wastes so much time you can genrush him easily.
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@Mert_MK said:
Is it just me? I thought he was okay to play against when his rework just came out.
But nowadays all i see are Freddy's that use gen slowdown builds with perks like DL, Thana, PGTW, Ruin, Thrilling Tremors, Discordance etc. with Swing Chains and Jump Rope on top of that.
And then there is the recent change that Borrowed Time doesn't work against him anymore if the unhooker is asleep. And even if the unhooked Person gets BT, if the killer decides to tunnel he will just go down anyway because of Oblivious. I find this change really stupid.
Also doesn't help that most Freddy players like to bloodlust you with snares. I can live with this tho.
I get that gen times need some fixing but i still think this is too much. No one wants to hold M1 for even longer. Or at the very least make BT work against him again.
Reminder that i don't think he is OP. Just unfun to go against, not Spirit level since you can loop him at least but still.
Unrelated but i have created this discussion before but it didn't appear for some reason. Hope it's okay to post it again.
Gen slow builds are necessary in dbd, that's the sad truth.
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If she has OoO equipped, I have to make sure she dies immediately else the swf she's in knows what I'm doing always.
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@humanbeing1704 said:
https://forum.deadbydaylight.com/en/discussion/comment/756526#Comment_756526
I don't know about you but I find survivor more stressful
Guess you've never faced a quad bully squad swf.
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I am all for you running those two perks rather than BT, DH, Adren, DS.
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Killer is a lot more focused and stressful, if I have okay teammates as surv or my swf I can relax.
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@PrincessPoop said:
https://forum.deadbydaylight.com/en/discussion/95165/archive-player-balance
Your math is a little bit off at the end. If you say that your matches last average of 12 minutes that means you would be making at LEAST 720xp/match since xp is earned at a rate of 1xp/second.
So if you take the total amount of xp required (278,400) and divide it by xp earned per match (720) you are looking at 387 games. 387 games times 12 minutes means a total of 4,644 minutes or roughly 77.5 hours. This means you would need to play at least an hour a day to complete it.
That being said the grind is definitely going to be rough for even dedicated players and casual players are never going to finish it. I really hope the do listen to the feedback and lessen the grind.
XP caps at 10 minutes
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@artist said:
idk but I'm glad they are. I can dodge moris as a survivor or dodge haddonfield offerings as killer. win-win
This is why I think this should depip you, + take away your items and offerings.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/755476#Comment_755476
Well, there are more people playing survivor, so it makes sense from a financial point of view to focus on these players.
That's why survivors always get compensation buffs for every nerf, while killers just get nerfs with no compensation.
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@Mochan said:
The balance is fine. If you don't have any power as killer it means you're just not playing good enough.
If your killer can't keep up with experienced survivors, it just means you're terribly inexperienced.
Survivors can make mistakes over, and over again. It is not nearly as stressful as Killer unless you're facing a Nurse, spirit, or billy usually. Sometimes op add ons too.
Killers make 1 mistake, and that can cost them the whole game. This is not the case for survivors. That is not fair.
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Killers use ruin because even if you do something like drop a survivor one time you lose the entire match.
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You should never be walking around constantly with SB, that's a big waste.
It's a great perk, all exhaustion perks are good just because of what they do. Head on is the only "bad" one.
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Honestly that's a big waste of a styptic imo
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@arslaN said:
I'd say it's good but balanced landing and dead hard are just a lot better. Sprint burst also annoys me a lot because I have to walk everywhere.
No you don't. Sprint Burst is not only a chase tool, you may walk a little in the beginning, but you need to be running and doing things if someone is being chased.
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@ad19970 said:
https://forum.deadbydaylight.com/en/discussion/comment/753766#Comment_753766
It has to be this extreme. The killer loses so much time if they drop a survivor, time they don't have, it's only fair and balanced to have the pallet stuns to save a survivor be this hard. Killers can't control whether a survivor is downed right at a pallet or not.
Killers have to hook a survivor three times to kill them, they already have enough to do in the time where survivors are repairing gens. Prelonging the objective time of killers is always huge for survivors, so it's fair that pallet rescues are so hard to pull of.
For example, a Legion (who mind you had only lost 1 gen at this point) lost the game because why? They misjudged the distance to basement and I hopped off their shoulder.
This resulted in another two gens popping, and the killer wasn't bad either. They even switched targets off of me rather than even take any time to run shack. Killers do NOT have the time to drop survivors at all. It will genuinely force them into a loss for 1 simple mistake, but if a killer Willy nilly picks people up, punish them for it.
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I stepped into my own trap
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Trappers. I genuinely can't run around the map without feeling terrified.
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It's a really bad perk now, just because of sloppy and healing changes way back when. I remember using it every game back in the day, but damn it is so bad now.
I remember when it was 80% lmao, extremely OP.
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@EnviouSLAY said:
lets fix animations so you dont swing through 95% of the palettes tbh.
If a killer hit you through pallet, that basically means you messed up. Unless I read this wrong.
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@grtf47 said:
@BrendanLeeT how do Instaheals require no skill if I have to time my heal correctly and there are other things I need to consider when using it.
How do you have to "time" an insta heal? You walk up- press button, win.
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@grtf47 said:
Devs should make it so whenever the pickup animation occurs, the pallet will stun and drop the survivor and it makes sense. Doesent make sense to wait till the killer can move then drop the pallet because what’s the difference? They still have the survivor in their grasp so hopefully the devs realize this.
They did that once before, it deserved to be removed. You must have never played killer.
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If it costs money I won't buy it. It's simply not worth it lol, rather get a different outfit.
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It is a mega buff as far as vs Insta down killer.
However, on its own it forces the survivor to mend.
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Killers have NO second chance perk except for like NOED.
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@grtf47 said:
@SteelDragon wanna talk about no skill? NOED takes no skill let all gens be competed and easy 1k maybe even more
Wanna know what takes no skill? Holding m1 to do generator. Go cleanse totems baby survivor.
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@grtf47 said:
I’m not happy about the Insta heal changes please change it back devs
You should play Nurse :) rather than make a straw man argument.
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@Exciter said:
They never seem to cause killers to drop survivors for me. What gives, eh?
I get the stun points.
The killer grunts.
Sometimes they swing to negate the drop animation.
Sometimes they don't do anything.
Either way, I can't get no pallet stuns + survivor drops. This is outrageous.
The animation has to be completely done, and the killer must be able to move and walk again, otherwise it'd be unfair.
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Leatherface is bad at camping now.
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DbD is unique, but it is by and far not a very "good" game in my opinion. It's buggy as all hell, and even though they "fix" some issues more stuff happens at a ridiculous rate that's far worse than most games.
Balance is also terrible, as we can see from the Nurse change.
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@Ghost077 said:
https://forum.deadbydaylight.com/en/discussion/comment/750989#Comment_750989
Survivor, aha. With a Nurse on the avatar. Nothing bias, believe me :D
What? Would you like to see my rank as survivor? I believe all dbd players must play both sides.
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@Cyro said:
https://forum.deadbydaylight.com/en/discussion/comment/751225#Comment_751225
You're literally saying that killers shouldn't require perks to do well, that alone tells me that going in on a debate with you would be utterly pointless, Legion wasn't meant to down people with their power.
''There is counterplay to Nurse.'' Aside from hiding from her (which is a dumb argument considering you can say that about any killer) there isn't really much else you can do, ''outsmart her, juke her.'' It's really easy to just say isn't it? The only thing you can do to juke a Nurse is break LOS and hope she reads you wrong, again this is simply a guess.
And perks are supposed to help killers and survivors and people base their ENTIRE playstyles around what perks they are running so that is a really silly argument in of itself. If a killer didn't need perks to do well then that'd be an extremely boring experience and nobody would be having fun, guess what pre nerf Nurse was exactly this.
And no, I play high ranks as killer and survivor all the time. I'm not being survivor biased at all, but no I used to be like you, blindly defending something (in this case Nurse) and claiming that she had counterplay and didn't deserve nerfs even though someone in this thread pointed out how she had EVERYTHING going for her and nothing bad about her.
So here's the thing, Nurse has a fatigue and she moves really slow. Stealth is way easier vs her. That's why loads of Nurse players run tracking. She is really bad at it.
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@Cyro said:
https://forum.deadbydaylight.com/en/discussion/comment/751133#Comment_751133
''A killer shouldn't require perks or addons to do well.'' Do you even hear yourself when you're typing crap like that out? So really if all killers were very good without perks slapping really good perks on them would just buff their already good power and throw survivors into the dirt, this is exactly why things like Nurse were nerfed in the first place.
I used to be like you and claimed that there was counterplay to Nurse and I frequently played her at red ranks all the damn time. And during all of my time playing her I learnt that I was wrong. Her basekit was so damn good, it ignored nearly every bit of counterplay that this game offers to you as a survivor. The only counterplay is to break LOS and hope she messes up so you can capitalize on her mistake, in short; a guess.
But when survivors have their counterplay vs any killer who isn't the top tier they get to rush gens ASAP, using their voice comms and loop the killer for 2 gens then take turns.
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@Mochan said:
Okay, so Nurse chase now takes 30 seconds longer instead of 10 seconds longer.
This is a huge problem for a nurse main who plays in the high ranks, apparently.
Somehow, I don't see that as a problem.
It's mainly the fact that generators go by so fast you need fast downs. That's why the top tier, is top tier. End chases quickly and have big pressure.
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Who remembers the Susie Pic that Twitter guy made? The...entity one.
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@Sziosis said:
Is... is this a love letter to the Killer Haters?
Well, yes.
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It would be really cool, but you also have to consider it'd be 2.1 seconds of you raising your foot.
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Myers should not have undetectable, unless it also applies to EW2.
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Oh and for reference, I do play Survivor. I'm rank 1 surv every season and enjoy facing Nurses (base kit). She is even more fair than Spirit.
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Kicking a pallet must hurt.