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Crowman

Crowman

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Crowman
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  • The box is an item and those perks work with items.

    I really don't see the issue. Hoarder pinhead only counters survivors picking up the box and running away.

    Franklins isn't always better as pinhead has to pick up the box manually.

    Like they are hardly stronger options than other perks and offer an interesting synergy with killer powers that spawn items for the survivor.

  • The game's design is the killer is trying to eliminate survivors from the trial. It doesn't matter if that's early into the game or later into the game. There's nothing low about the killer completing their objective.

  • @Ikalx said:

    https://forum.deadbydaylight.com/en/discussion/comment/3131238#Comment_3131238

    I don't really understand this. A killer chases a survivor off a gen, and survivors move to other gens. They don't go back to the same gen - at least not immediately anyway. This is why the game gets more difficult when there are fewer gens.

    I don't really understand how people can both think and post this illogical stuff. "Rushing" generators and tunnelling are not the same. Generators and Hooking are closer to being like for like.

    Tunnelling is unsportsmanlike. Everybody knows it is. It's cheap, it's simple, and unless the survivors are organised and coordinate well, it's very effective. Again, the evidence in this is how killers will do it when they want to punish a survivor - understandably for things like t-bagging or baiting the killer. It's the most effective way of taking away someone's enjoyment.

    There are actually a bunch of ways to mitigate tunnelling though. Some, like Pyramid Head's Cage already exist in the game. Sure, there's no hook interplay there, but it is rather effective at reducing a tunnel.

    Others could be wildly different. Like if we suppose we wanted to say tunnelling survivors and gens was the same, we could simply have a hook counter of 12, where any combination of persons can be hooked up to 12 times, but on that twelfth hook, game over.

    Or, another route is when one player dies, the game ends. That would be another "actual" like for like with doing generators and tunnelling.

    Because, for some reason, some killers don't really seem to get that killers don't get killed in the game. It's wild but true. When a survivor dies, the game actually ends for them. They don't ghostly do all the extra tasks on the ship to catch the murderer and watch things play out, they're done interacting. It's over. End of the game.

    I'm not sure why I have to say that, but some people still don't really get it. The survivor finishes playing the game when they're out. The killer does not. This is why tunnelling (and camping) is an issue.

    Tunneling isn't unsportsmanlike and there is no issue with a killer killing survivors early into the game.

    That's simply how the game is designed. The killer's goal is to eliminate survivors.

  • It feels like every time people complain about casual survivor gameplay, it's always they can't easily escape without trying.

  • @MrDardon said:

    When they initially nerfed Nurse (adding that whole recharge mechanic) I thought they would get rid of range because of how unhealthy "Omega Blink" was. They didn't, range was still there but it didn't add anything else except range, and all of a sudden her speed was increased which for some reason was stated to be intended even though it initially didn't give her more speed.

    Glad it is fixed now, as they might've realized that it was indeed not intended.

    One of the aspect of Omega Blink nurse that did get removed when they nerfed nurse with the recharge mechanic was they made it so she had to charge longer to go longer distances. Before range addons made it so you could blink further and faster while charging less.

  • Current Dead Hard is an improvement honestly.

  • Much needed change. Having her range addons make her blinks faster was downright unfair.

  • There is already a base of 6 pools of devotions on a trial. Plague just also has some addons to increase or decrease that number.

    And honestly your changes don't really seem to accomplish any kind of goal. You want to remove the Plague's ability to fully infect someone via Vile Purge, but then Vile Purge largely just becomes puke on objects to either stall or force infections or apply after you've down a survivor. It takes away from her theme and don't see it as necessary change. It feels more like changing her for the sake of changing rather than trying to accomplish anything.

    How often is Plague with Corrupt Purge actually hitting multiple survivors in your games? The only situation where that really happens is at unhooks and survivors have a base endurance for 5 seconds upon being unhook so that's not really an issue anymore. Not to mention you want to nerf her corrupt purge charge time by 2 whole seconds. That's an insane amount of time.

    It doesn't feel like you really play Plague and just want to make her easy to play against.

  • There's really no way to counter it as a solo. I would even say it's hard to counter as a swf as sometimes you simply overestimate when you will be going down.

    I really just don't know why they upped the incapacitation to 25 seconds.

  • Survivors don't like being eliminated out of the game early. That's really it.

    There's nothing bad about the killing tunneling out the survivor. It can be really good for the killer if they find the weak link and knock them out early as a 3v1 is much easier to handle than a 4v1.

    The only thing right now is it might be a bit too easy for killers to tunnel out a survivor and that might warrant a nerf.

  • @Ayodam said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130302#Comment_3130302

    One needn’t immediately rehook them. Simply returning to hook and targeting specifically the newly unhooked survivor is tunneling. One can leave that player slugged or even chase them until they somehow escape you; you still had tunnel vision for that one person.

    I don't see slugging the unhook survivor as not quite tunneling.

    Mainly because I've had games where I hook a survivor, search the area for a survivor I saw nearby when I was hooking the survivor, could not find that survivor as I'm about to leave the area they go for the unhook so of course I'm going to head back. Sometimes the unhook survivor runs at you to try to take the hit with endurance and I see no issue with slugging them and continuing after the unhooker. Why would I intentionally leave a survivor up to work on gens?

  • I don't really want to say the devs are bad at balancing maps, but I think they rely too heavily on creating really strong areas for survivors to play around while letting the rest of the map be weak.

  • If you return to the hook, chase the survivor who was unhook, down them, and immediately hook them. It is tunneling.

    However, survivors who dress up in the same outfit really has less grounds to complain about tunneling, because it becomes nearly impossible to tell who is who.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130251#Comment_3130251

    No, it doesn't. Reassurance just extends the timer. By itself, it can't extend the timer indefinitely. Two survivors together could do it, but they'd need to constantly make trips to the hook to get that extra time in, which is extra pressure for the killer.

    There's still plenty of threat of the hooked survivor dying, since he's reliant on the other two survivors to keep his timer from ticking down. So if the killer incapacitates his teammates, he still dies. All these theoretical situations of people aggressively using Reassurance really just hinder the survivors, since a ton of extra manpower is used to accomplish LESS than a simple rescue.

    The only concern is keeping a hooked survivor hostage, which can be fixed by giving the hooked survivor some way to opt out of the perk.

    Reassurance's values do allow the survivor team to keep a survivor on hook alive indefinitely. That is a problem. It doesn't matter that it requires 2+ survivors, because survivors are a team of 4. Reassurance would be fine if only 1 survivor could bring it, but we can't consider only 1 survivor bringing the perk when balancing survivor perks.

    Reassurance with the ptb values is overtuned. Whether or not you want to see it is your problem. But at the end of day there should never be a situation where survivors are immune to dying.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/3130162#Comment_3130162

    Yes, but that doesn't take away the killer's pressure, which was your post's closing point.

    Hooked survivors provide pressure, because they will die if not saved.

    Reassurance being able to completely prevent a survivor from dying does remove the pressure a hooked survivor provides. At that point the survivors no longer have to risk going for a save to prevent a survivor from going onto the next hook state.

    I'm all for reassurance being an anti-camping perk. But like all other survivor anti-x perk, it should only provide limited ability at dealing with camping. There should never be a situation where a hooked survivor has no threat of being killed if not saved.

  • With 2 or 3 survivors with assurance, you can keep a hooked survivor hooked practically indefinitely. I've seen people already talk about being held hostage on the ptb for 20+ minutes. That is not healthy.

  • I disagree that the perk needs to be a one time use. I think it's possible for it to be fair while not being so heavily restricted.

    I do believe that reassurance whether it's alone or being stacked should never create a situation where a hooked survivor cannot die. While reassurance being an anti-camping perk is fine, a hooked survivor should die if survivors don't take advantage of the extra time to finish gens and leave or get the save. Reassurance should not in any situation completely removed the pressure a hooked survivor provides to the killer.

  • The only way you can escape with an Active Trap is through the hatch which means everyone else has either died or escaped.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127028#Comment_3127028

    Plus i cant really imagine any scenarios where this perk can be used effectively.

    if you are trying to proc it casually, it is too situational. Like, you are doing a gen with another surv and the killer hits him instead of you but you need to be lucky that the killer does not target you instead.

    If you try to force its activation, you would be chasing after the killer who would be chasing after another surv. That's just plain trolling.

    No matter what you do, it is not worth it for 35% missing health.

    If it was a flat gain and not missing, this perk could allow body blocking squads to rotate out hits for each other since every 3 hits is full heal.

    It's kind of memey at that point because no survivor would be on gens, but everyone would just end up healing off each other being hit.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128632#Comment_3128632

    Case in point, yesterday I hook one survivor. One was already dead and the two others were circling around before I even finished hooking. (SWF4) It was a safe area for them (Badham sucks so much) so my options were to wait for their move or lose. (They had some pretty strong builds based on flip flop, MoM, ... so I didn't even have a choice were to hook them)

    The situation would have lasted forever with that perk.

    Talk about lose lose.

    They were pretty salty about it in the chat.

    That situation is why I fundamentally don't believe reassurance should be able to indefinitely keep a hooked survivor alive. If survivors can't get gens or get the unhook after extending the hook duration, the hooked survivor should be sacrifice because the survivors misplayed.

    As for what a reasonable limit should be on the perk I'm unsure, but one should exist.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128427#Comment_3128427

    Yeah, I mean when I think camping I think of the version of like, 5 gens left and theres not another Survivor in sight yet the killer still decides to pitch a tent

    There are many scenarios where its in the killers best interest to stay near a hooked Survivor

    Sadly there's survivors who believe that a killer not letting survivors get a free unhook is camping.

  • @uniqid said:

    https://forum.deadbydaylight.com/en/discussion/comment/3128007#Comment_3128007

    I see. Well it's because of players like yourself that everyone complains about such powerful mechanics. Because that's what they are. And when they are abused over and over guess what they become... exactly.

    It's not about being a playstyle I don't approve or not. It's not even a playstyle to begin with. It just exists because it has never been addressed and shows poor game design in that sense. Saying it is fine and it's part of the game is absolutely not the reality.

    A playstyle in my book is making my build and decide how I want to patrol the map among other things. Not just pick the 4 most OP perks I can find and engage in camping and tunneling. That requires 0 skill and thought. And worst of all, it gets rewarded.

    There's no poor game design happening. The game is designed where survivors have moments of powerlessness and they need their team to help. The game is designed around the killer being able to eliminate other players throughout the game.

    Nothing is being abused. The devs have stated that both camping and tunneling are fine. Whether or not they might be too strong is a different issue.

    Not to mention you call it 0 skill, but the killer still has to outplay you in a chase to get you on the hook and then to tunnel you out of the game has to outplay you more. The only thing that is up for a debate is facecamping which again is not an easy problem to solve because of it's effect on moments where camping is the right move such as defending the hooked survivor from an unhook or because they are located by gens.

    Just because you don't approve of something does not make it an exploit or no skill. I could say that flashlight saves are an exploit and require no skill on the simple fact that being flashlight saved sucks to deal with. Doesn't mean I'm right, but I can say it.

  • @uniqid said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127963#Comment_3127963

    Can't give examples anymore I guess. You're failing to see the broader picture. Gen count is not important here.

    Camping is not the same as patroling an area. When you're camping you're actively preventing a Survivor from being unhooked. That is basically forcing someone out of the game because you felt like it. It's what I call a powerful play that should NEVER be allowed. You are undoubtedly enforcing your playstyle on other Survivors. It is a very very powerful tool that no Killer should have at their mercy.

    Same thing applies to tunneling. Whenever it may be, beginning of the match, mid-match... but specially early stages. You are once again forcing someone out of the game.

    In both instances, you are not playing the game. You are ABUSING a powerful mechanic that has NEVER been fixed up to today. It's not that it isn't valid it's that BHVR hasn't made it invalid yet. It's the the absolute easiest way out of a match for a Killer. Most of the times resulting in free BP and pips. Can almost be considered an exploit now that I think about it.

    And what's the best of all is that... all of those changes DO NOT affect any Killer that intends to play the game the way it should be played - without abusing powerful mechanics. They wouldn't notice a thing - or at least that's what I'm trying to refine based on people's opinions.

    Tactics killers can apply to win are exploits now? lol.

    DBD is a PvP elimination game. The killer is trying to eliminate you. That's the whole point. Being upset that the killer is using a playstyle you don't approve of to kill you is entitlement.

    If I am able to force a survivor to be on there death hook early in the game, then I'm going to remove them from the game. Because it's the smart play to make. Letting them live just to be fair is throwing. I do try to spread out hooks the best I can, but I'm not above forcing someone out of the game if the opportunity arises.

  • @uniqid said:

    @Crowman I understand what you mean but the problem isn't just camping or tunneling when for some reason you have to do it because there's 1gen left or whatever... It's when Killers start the match with that playstyle already in mind.

    Remember I suggest ALL of the effects I ddescribed on the post are off when the gates are powered!

    As long as you do not engage in powerful playstyles the game doesn't even change from what it used to be.

    It changes for those who do though, and a lot, because now they are forced to actually play.

    There's nothing wrong with camping or tunneling at the start of the game. They are legit tactics. The idea that the killer can only play a certain way if other conditions are met is bs.

    The only problematic thing in the game right now is facecamping and sadly there's no way to tackle facecamping that doesn't hurt legit strategies around the hook. Camping whether it's defending an area due to the location of gens and hooks, forcing a survivor to the next hook state, or being forced to camped because survivors are near the hook are all fine.

    Tunneling is fine as well as survivors have perks and teammates to help against that and just because the game says 5 gens left, doesn't actually mean there's 5 gens left. Now tunneling might be a bit too effective right now and could be nerfed, but there's nothing wrong going into the game with the mindset to force an early death as early as possible.

    If killer playstyles are wrong based on the gen count, then the reverse should be true for survivor playstyles (it's not btw). Like survivors shouldn't flashlight or pallet save teammates until there's 1 gen left. Survivors shouldn't body block the killer carrying a survivor until 1 gen left. Survivors shouldn't complete a gen until the killer has a hook. These are all ridiculous notions that no survivor will play by yet somehow survivors want to force killers to play inefficiently for their sake in a pvp game.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127939#Comment_3127939

    Of course but that’s not a shield against all aspects unfun. Especially not something that has zero engagement because that’s not what people play pvp for.

    To be camped, you had to have been chased. To be tunneled, you have to be chased.

    To claim that there is zero engagement is a lie. You had engagement and now it's up to your teammates to set in and help.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127924#Comment_3127924

    It isn’t the only thing in there though which is basically what camping and tunnelling does to someone. Making players ‘play’ the least fun part of the game is just a horrible experience and there’s a reason why it gets talked about so often.

    https://forum.deadbydaylight.com/en/discussion/comment/3127926#Comment_3127926

    Okay so if a survivor within a given range then. Yeah that would give it away to the killer but come on this is a major issue. Also if three survivors are in the same spot that’s a lot of information for the killer.

    I don’t say I have all the answers here but a small temporary balance sacrifice in an already insanely imbalanced game is worth it for the sake of game health.

    You are playing a pvp game. I get those moments aren't fun, but they are also part of the game. Sometimes you have to deal with the unfun aspects in a pvp game.

  • @Slowpeach said:

    https://forum.deadbydaylight.com/en/discussion/comment/3127320#Comment_3127320

    You could make it not stop the timer if the killer is in chase with someone else. Also considering how often camping and tunnelling get talked about and how it is basically being forcefully told ‘you don’t get to play’ and on top of the fact they are actually effective strategies so even if you aren’t doing them to be a jerk you might anyway, I’d think that dealing with this in some capacity should be a very high priority. I mean player choice on whether they want to make the game miserable for someone else? Does that sound horrible to anyone else?

    Obviously any such change would likely imbalance the game but honestly that’s crying over split milk at this point and there’s compensation that could be given if necessary as a short term fix just to help the games health.

    Being camped or tunneled is not preventing you from playing. I know sitting on a hook isn't fun or engaging, but it's still a part of the survivor gameplay loop.

  • The problem is the data you are sharing was posted right around the time MMR went live meaning that all the data at that point was pre-mmr. And everyone knows that the rank system favored killers, because it was too easy to rank up.

    While we haven't seen data from post-mmr release, it's safe to say that MMR really brought down the kill rate for killers.

  • The last time we got stats it was around the time mmr went live which meant all the data was pre-mmr.

    And there's no doubt that mmr is worse for killers than ranks were.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126517#Comment_3126517

    God I hope this is joke. How desperate are people to defend camping like this just so they can win some games?

    It helps the survivor on the hook to survive for longer, so camping killers get punished. It doesn't stop killers from going for other survivors, or defending a 3 or 4 gen close to the hooked survivor. It just helps that hooked survivor to have a bit more of a chance to survive if the killer is also focused on them.

    It's fine for the perk to exist. It's not fine for the current numbers allowing you to keep a survivor on hook indefinitely.

    If a killer gets into a 3-4 gen situation with a survivor hooked in the middle is pressuring both the gens and the hooked survivor that shouldn't be easily removed by indefinitely keeping the survivor on hook alive.

    A healthy version of reassurance would have a limited to how much a group of 3 survivors can extent the hook duration. If 3 survivors can't figure out how to unhook that survivor within that limit than its fair for the survivor on hook to die.

    You can call it defending camping all you want, but I'm only interested in having a perk be fair for killers who are able to pressure both gens and the hooked survivor and not creating an unfair situation for the hooked survivor where they get trapped in a game with no way out because neither side budges.

  • @D2night said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126517#Comment_3126517

    Bro what? The first half was just you picking things to complain about. If the killer is walking around an are with 3-4 gens, the killer isn’t right at the hook, so the survivors can unhook. If they don’t, they’re only hurting themselves. The only thing people are valid for complaining is literally holding the survivor hostage. But 99% of the games won’t be like that. Besides that, it counters camping and that’s it. If you leave a teammate on the hook when the killer isn’t right there then you’re only hurting yourself

    I'm not picking at things to complain about. The perk wouldn't be problematic to situations of defending a 3-4 gen situation with a hooked survivor if reassurance couldn't be stacked in a way to keep a survivor alive permanently. That is the core issue I have with the perk.

    I'm all for this perk, but I do not think it should be at a power level where it can literally prevent a survivor from dying on hook. That is no way at all fair for the 1v4. I wish there was an easier way to punish facecamping, but anything that hurts facecamping also ends up hurting legit situations where a killer needs to guard a hook and the legit situations get punished far harder, because facecamping is not really something you do with the intent to win games.

  • @akanadi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3126517#Comment_3126517

    griefing part is bad but tab out and do something else, helps you know theyre wasting their time while you watch family guy funny moments

    People don't want to be held hostage to the point the only way out is to disconnect which is what reassurance can cause. I've already seen someone on the forums talk about being held on the hook for an hour.

  • Because the game is more complex than just "don't camp".

    There's valid reasons for the killer to be near the hook such when other survivors are heading towards the hooked survivor or the hooked survivor is between a 3-4 gen area that the killer wants to defend. Reassurance with the current values is way to effective at forcing valid situations into lose-lose situations on the killer which isn't exactly fair.

    Not to mention the ability to grief other survivors by preventing them from dying. If you think a killer facecamping you to death for 2 minutes is bad. 2 survivors can "facecamp" you forever.

  • NOED literally shows it's aura to you now. Shouldn't be too hard to walk around and search for it.

  • There's not really fundamentally wrong with tunneling. I get it sucks to play against at times, but if you are playing to win than the easiest way atm is to kill someone quickly. I think tunneling shouldn't be as effective as it is right now, but you can't really fault killers for doing so. At least, imo, tunneling is a lot easier to deal with compared to being facecamped. Proxy camping is annoying, but if done with an actual reason such as defending a small group of gens then it's not a problem just smart.

    Plus sometimes survivors don't really give you a choice but to tunnel. I was playing a blight game the other night to do some the blight challenges. I had found and hooked this feng, on my way to the hook I saw a david and after I hooked her I went searching for him. Couldn't find him and as I was about to leave the area, he unhooks feng. So I rush back, down the feng and go searching for david and he's no where to be found. So I just hooked the feng again. Now she's on 2nd hook, I had 2 gens pop on the otherside of the map, and david unhooks her while I'm still nearby again. The smart move (which I did) was to just go after Feng and kill her. I knew she had no protection.

  • @Brokenbones said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125744#Comment_3125744

    Hens hated the addons and wanted them gone/changed

    He's not being sarcastic it's just how he talks

    I know. I just find it funny how the video is titled compared to the tone of the video itself.

  • I like how the video is "They killed it" and the guy in the video is just "very nice job".

    It's a good change that was needed.

  • @RavenBirb said:

    https://forum.deadbydaylight.com/en/discussion/comment/3115513#Comment_3115513

    You don't?! oh well i finally did it last week anyway, downed like 3 with Dragons one game

    Yes, All the challenge checks is that you downed a survivor who is exposed while also having dragon's grip equipped.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125623#Comment_3125623

    If all I care is traversal, then the range addons nerf does affect it. You just said it affects blinks larger than 20 meters, which is what I would be using if I were traversing the map to look for a new target.

    And I don’t care what her traversal speed is compared to other killers. I’m focused on what her traversal speed is before and after the nerf, and it’s definitely slower after the nerf.

    You can still blink pass 20m. You just no longer have faster blink speed for equiping RANGE addons.

    If you want to traverse the map, range addons still do that. To me it sounds like range was never the thing you really cared about as you are upset that range addons aren't also making you faster.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125595#Comment_3125595

    I thought the current calculation is Kavangh’s duration at max range is 1.5 seconds? And the new calculation is Kavangh’s duration at max range will be 1.95 seconds? And they are both the same distance?

    On Live, Kavangh's only increases the max range to 26. Nurse still has a max duration of 1.5 seconds. This has an overall effect of making her blink speed faster as you travel further over the same duration.

    On PTB, Kavangh's increases both the max range to 26 and the max duration to 1.95 seconds. This means her blinks are the same speed with or without addons so blinking pass 20m will take longer than it does on live.

    If all you care about is traversal, the range addon nerfs do not affect that. You still travel faster than other killers going max distance and are able to ignore walls as well. There's no reason these changes will force you to camp unless you only cared about taking advantage of the faster blink speed.

  • @Haku said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122875#Comment_3122875

    Your comment made me smile. The way you said the killers should be allowed fun for enduring a match until the end sounded like the killer is about to die or something by the end of the match ? If there another option where the killer is not strong enough and he just doesnt make it to the end ? Oh wait thats when the killer actually win the game before the end game. You talk about logic and yours is strange as well

    Anyway my problem with this new Teminus perk is that there is no requirement for the killer - something to do for it. You just apply it to everyone if they manage to get to the end game which means they are kinda winning. Adrenaline is a perk that was made to reward exactly this. You do 5 gens for it and make it to the end. With the current state of the game this is a rare thing esp for solo queue. So adrenaline fits even better when it works. And suddenly the killer gets this without doing anything ? The survivors do they objectives and suddenly the killer is getting the upper hand because of that ? It is kinda weird. THe perk needs something more to be done by the killer so HE gets rewarded by it for doing SOMETHING worth the effect.

    The killer has to have you injured, dying, or hooked to make you broken with this perk. There's still a condition he has to fulfill to get value from it.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125528#Comment_3125528

    The range addons change lowers Nurse’s sustained map traversal speed, which just means there are more situations where the best move is to camp a hooked survivor instead of patrolling the map looking for a new target.

    If survivors complain that I’ll be camping more in the future. Too bad. It’s their fault the addons got nerfed.

    Heavy Panting - Duration at max range becomes 1.8 seconds. (0.3 seconds increase for 4m). Effective Speed: 13.33 m/s

    Kavanagh's - Duration at max range becomes 1.95 seconds (0.45 seconds increase for 6m). Effective Speed: 13.33 m/s

    Both - Duration at max range becomes 2.25 seconds (0.75 seconds increase for 10m). Effective Speed: 13.33m/s

    Her map traversal speed is still fast with these addons. What is being hit is being able to blink faster at short ranges.

    To note, Basekit Nurse max speed is also 13.33m/s.

  • @Little_Kitten said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125292#Comment_3125292

    The addons increased the distance traveled.

    However, the game, if I understood correctly, considered that it took X seconds to cover the distance, whatever it was.

    Therefore, traveling a greater distance while keeping the duration unchanged inevitably causes the speed of travel to increase.

    I guess they made it so that the game doesn't have to consider that it takes X seconds to do a tp anymore, which allowed to increase the distance, without impacting the speed.

    However, one question remains. Why was the speed of the nurse also accelerated over short distances? That was the question, because a nurse who did a short tp with range addon did it faster than without.

    .

    My guess is that since nurse has a min duration, the game calculates the duration and distance and together as you charge her power. So increasing the distance means that the duration doesn't scale up 1:1 anymore.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125255#Comment_3125255

    I thought those two addons were only increasing the speed of the blinks, when the blinks were less than 20 meters? And those two addons were fine when the blinks were over 20 meters?

    Or were the under 20 meter blinks fine, and it was the over 20 meter blinks that were broken with those addons, because they didn’t override the blink duration cap?

    There is so much conflicting information on these forums, that I’m honestly not sure what exactly was the issue with those two addons, and I’m still confused.

    My understand of how Nurse blinks works is that the nurse has a min and max range along side a min and max duration. A 1.5m blink takes 0.25 seconds and a 20m blink takes 1.5 seconds. When you increase the max range of nurse the duration to reach max range doesn't change and as a side effect shorter blink ranges now take less time which causes her blinks to be faster with range addons.

    The change here is that the max duration of nurse blinks is being increases so a 20m blink will always take 1.5 seconds and blinks above than range will take longer.

  • @GoodBoyKaru said:

    Except old Dead Hard would've done the same, plus being able to be used for distance, plus they wouldn't have to mend afterwards. Plus the fact that old Dead Hard needed to be much less we'll timed than current Dead Hard, and that it could be used for distance- like babes DH is a minor inconvenience now rather than the literal gamebreaking perk it was before.

    It's weaker in every sense of the word, especially as the speed boost + successful cooldown both got reduced.

    Saying that old dead hard did the same is a bit of a lie. You could dead hard and still be hit by a blight's lethal rush, because it offered no more protection than just temporary i-frames which could still result you getting hit at the end of the i-frames.

    That said, Dead hard is both stronger in protection since endurance is by far more reliable than i-frames and weaker because endurance cannot be stacked and it provides no distance. And as long as you actually get hit and trigger endurance you'll end up farther than a normal dead hard. That said if the killer misses you for some reason (the amount of times I've had a killer whiff when I dead harded is too high) then you are still screwed.

  • While range addons are the biggest problem atm, I don't think this will solve all the issues people have about her.

  • Mori effects by nature should not be passively provided. Killers should have to work to earn those effects.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3123751#Comment_3123751

    You mean a play style that behavior has commented they don't like because it is too effective at the moment? And lucky for me, you are not a moderator, and I am free to leave feedback for behavior to hopefully read and ponder.

    They also didn't like Dead Hard being used for distance and it got adjusted to be a more reasonable perk.

    If bhvr nerfs tunneling so it's not as effective, that is fine. The killer can still decide to tunnel you out of the game, it'll just not be as effective. It still doesn't make it "unacceptable" and bhvr has already stated they won't remove the ability for killers to tunnel.

  • @cburton311 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3122507#Comment_3122507

    In fact there is. Survivors play this game for fun too. And through events they cannot control (you get unhooked whether you want it or not), you are subjected to the whims of the killer.

    Killers that don't understand this are responsible for the plague of dc's and suicides on hook.

    This feedback is targeted at Behavior, because I know that killers will never change of their own volition. The people that are dc'ing today are people on the bubble of never playing again. These are people so fed up with the game that they are willing to eat timeout penalties. They don't care about the timeouts because they're going to go play something else.

    And despite what every killer main says about it being a viable strategy, at the end of the day, Behavior has to care about the customers that they are losing.

    You are mistaking your personal thoughts about a gameplay style that bvhr has said is fine with the reality. Killers are playing a role with the goal to kill survivors. If they want to tunnel someone to death, that is fine. Survivors have tools that can help deal with that and can work together to slow the killer down from tunneling someone out. The only thing is that right now survivor tools towards tunneling are rather weak and it's a bit too effective to just tunnel someone out of the game.

  • @Veinslay said:

    How did people manage back when Nurse had 5 blinks?

    People will DC against a Myers. They don't care. They get mad if they get found first or they horribly misplay a loop or something and they're gone

    5 Blink Nurse was considered broken back then. It just also existed with Omegablink Nurse and Omegablink Nurse was just ran more than 5 blink.

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