Freudentrauma
Freudentrauma
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@purebalance said:
@ACEvHEARTS said:
@DocOctober I think it's funny that you hate my tone so much when I have consistently been one of the people who was more polite about my doubts, and even apologized for offending you off the bat. I had said "we know how reliable the Wiki is" in regards to the September 11th release date speculation, meaning it as a joke. At the time, I didn't know anybody running the Wiki would see it. Had I known that, I wouldn't have posted it. Because whether I feel that way or not, it's rude to throw it in someone's face.That said, I never relied on the 9/11 release date. Because I was waiting for dev confirmation. So I wasn't upset at you for it being wrong, because nothing had officially been announced. Take that as you will. But a lot of others felt misled, and the devs got blamed. Which wasn't very fair, either.
Like I said before, I get that you dedicate your time to updating the Wiki. But you got so mad at anyone who had any questions, it felt like you just wanted gratitude with no questions asked. Which, to me, is not what volunteering is about, in any sense of the word.
But okay. You can still be mad at me. Can't stop you.
I almost feel like it was the 11th but they had gotten upset about it being leaked rather than them announcing it so they just pushed it back. I mean I feel like they were pretty much tight lipped about the actual date where you'd expect a date considering all the pre hype they did.
They probably pushed it back, because they weren't able to do it on time. Keep in mind that the Spirit was released with bugs and missing features, which they just delivered with the MidChapter patch.
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@George_Soros said:
@ChesterTheMolester said:
Dwight_Fairfield said:Even with his buff, I still don't see that many Wraiths. Unlike Hag when she got her buff and I was seeing her all the time. Still do.
You are not supposed to see him. Thats the point of his power.
But besides. I have a thread for 2 minor changes that will hopefully make him a lot better.
BTW i hope Bubba gets an Addon treatment with so much love as Wraith did. Its a lot of fun to play Wraith, even if he isnt that strong.
Bubba has a great addon though, it's called Speed Limiter. Big favourite. Other than that, I don't think he needs addon treatment, more like a general overhaul.
LF is probably the killer who mostly needs an AddOn rework. He inherited way too much from the Hillbilly, without considering the differences between their both powers.
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@powerbats said:
@DeadByFlashlight said:
@powerbats said:
@DeadByFlashlight said:
@powerbats said:
The best ways to solve the problem an d assuage killers concerns are to either make event hooks completely immune to sabotage. They'd still be able to be sabo'd for points but wouldn't fall off thus people could get points if those are the hooks they can do.The other way is to make them auto respawn within 15-20 seconds of being sabo'd then have a timer that makes them immune to being sabo'd again for 1 minute. You could also just have a hard reset timer that's 15-20 seconds and if you have Hangman's Trick it drops to 10 seconds at rank III.
This would make it much more clear to both sides what's there to be able to do, killers wouldn't have to worry about it and could just play normally. The survivors wouldn't have to be worried about getting hard camped for bringing a toolbox to do gens for their tokens.
This would keep both sides from being jerks (for the most part) to the other side over event hooks and what a prior or current jerk(s) might or might not do.
The midchapter patch with the sabo buffs will hit before the event starts.
Seems like a good idea, right?
The event starts this Friday, mid chapter patch will come out probably after that depending on if they wait or not since it's so close to the event/certification process.
I expect that the patch will be thursday. But it would be nice if it hit after the event so that we got the weekend to farm the hooks at least
Agreed and hopefully they'll wait till after the event but perhaps that might be too long of a time frame.
They have to patch in all the assets (models, icons) in for the event. I doubt they would wait and seperate the event patch from the MidChapter patch, when it's already parted together on the PTB. So I guess we will have MidChapter this week with an Event start on friday.
The onyl thing I can see them doing, is if the sabotage buffs plus the event causes too many abuse issues that they "hotfix" it the week after. -
@Acromio said:
First of all, they need to fix the acceleration on his chainsaw attack. Once it get fixed, his power will be more reliable and succesful.What exactly is wrong with his acceleration? I only know that McLean once said, that his acceleration AddOns do something, if you know what are you looking for, but are more useless in sense of game feel and actual impact.
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And what kind of use does the his high mobility give him, when a survivor can just sprint to the next pallet and loop him?
He is a strong killer. But is fine in the current state of the game. As long as survivors are so strong as they are, there is no reason to nerf him. -
Killers beeing so AddOn dependend is probably the main reason why they earn so much bloodpoints than survivor. I don't see anything wrong with them beeing kinda mandatory for high Tier play. The only thing that bothers me, if a Killer's AddOn dependency doesn't give you any options or variations.
Take LF for example. The majority of his AddOns are barely usefull on him and judging by his slow standard charge speed and cooldown, AddOns, which boosts these values are kinda mandatory. It's probably one of the killer who are most in the need of an AddOn rework right now.
Hillbilly on the other hand is in a better spot, because going for stuff like Speed or less bump penalty is technical kinda useful for him and adds different playstyles.
The new Wraith is another candidate for this. You can go for a speed wraith or a fast vault/pallete destroyer. Or you can go silent attack Ninja. or the Annoying Wraith build. A lot varieties. Even though it feels mandatory to use them on him, it's still fun to play and change your build from time to time.So in general I would say that it's not too bad, that a killer might be AddOn dependend as long there isn't one specific AddOn-Combo or build turns ut to be mandatory for them. So you can go with different builds and more variety to try out or to have fun with.
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@SenzuDuck said:
I don't get why so many people get upsetti spaghetti over ground humpers, if they're triggering you, it's working!
You should really equip Empathy more often, because it seems like you aren't understanding what the issue with bullying in this game is.
If you play Killer, you are in constant stress, running against time by playing against four people. During the entire match you can't rest and always stay concentrated, so you can adjust strategy and decide your tactics for a positive outcome. As a survivor on the other hand you have always moments of rest or certainty. Teammate can make up for your mistakes. And even midchase there are moments, when you are completely safe, taking any stress out of you.
That's the nature of the a 1vs.4 scenario. It's always the disadvantage. The killer is required more mental stability by default than a survivor does.
It also is very vulnerable to turn things into a spiral of mistakes and frustration from the killers side. You had a bad time during the first chase, First two Gens pop. You are under time pressure. Now you get nervous. Maybe abandon the chase and go for another survivor. Or make large mistakes by trying to outplay a survivor who always perfectly knows how to be killer aware and run. Or accidently forget somebody has DH etc.
No matter what it is, you are put into a more stressed position and more likely to make mistake, in a game were making mistakes is very punishable for you.
Believe me I saw quite a few Killers losing it midchase, when they didn't take the stress well.And if you say well that are just bad killers and what has this to do with teabagging and BM in general, well ... That's exactly what makes so attractive towards people who like bullying. Because they get rewarded for it. It's more likely to make them nervous/angry, because they are already more stressed than you are. And that causes more mistakes, which give Bullies more wiggle room to disrespect etc. And that is the most frustrating thing about this game.
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You can always check the latest Developer Stream Summary on reddit.
You mostly will find an imgur link there with all the artworks. -
@Dabrownman1812 said:
FayeZahara said:With the team sending out a small0 vague spoiler for chapter 11. Wondering what about chapter 10 the next one. Ussually they focus on one killer at a time. But they will come back to a character there creating if they get a licensed character. Think they got the design ready and then got word of a killer they can work on. So then they pushed that killer to chapter 11. Why would you talk about a killer not in next chapter. Seems like they can't be super vague about chapter 10. But now got to wonder who it is next.
I was thinking the same, they said if it goes as planned, which hints at other forces having control like a collaboration.
I would say "It it goes as planned" refers to the Chapter 11 killer, who won't be out before march. My guess is just, that they are still in an early design phase for this chapter. So things might still be possible to change in comparison to Chapter 10, which is much farther in development making changes toward the killer more likely.
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@Kamikaze_Rose said:
LOL, here we go with this speculation that everybody gets wrong until PTB day. Everyone swore up and down it was Kuchisake-Onna or whatever it was. My general feeling is that original killers are pointless to speculate about, because it literally could be anything. Licensed is a lot easier, but since the devs promised another original killer this year, then all this speculation is for nothing.Nothing is wrong about speculation. It's fun to do and doesn't harm anyone. Besides that, the next Killer will be Chapter 10 not 11. We are actually discussing the Killer in spring, who is much more int he early stage of the design process.
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That's hard to say. But given by their statement, she must be from a younger period than WW1. And to be honest. I hav eno clue what time period her Nurse uniform is pointing at.I thought lat 1800 as well, but it must be sometime younger maybe 1920s or 1930s
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The main thing is, that WW1 era isn't that far away, giving us a lot possibilities from an Ancient old mummy, Count Dracula or to someone around the time of Jack the Ripper, who would still fit into the "way before" description.
But those Victorian cosmetics are clearly just for the time between MidChapter and the Chapter 11 and have probably nothing to do with it. -
Was somebody ever able to resist the Entity's call to become a killer? I know it tortures some of them to get it what it wants. But is there somewhere within the Entitys realm who is capable to sustain the torture for an eternity?
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Because they've probably came up with All Seeing: Spirit after designing Surveillance. The general idea of surveillance wouldn't be bad, if it wouldn't have a timer. No clue what they thought, when they put it in.
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Na I kinda disagree. The reason why you do well as a mediocore Nurse player is mostly because there are many survivors out there, that can't handle her well or just aren't so good in general. I mean I do many mistake against a nurse by myself. But still i can avoid her hits or trick some Nurse players into a pallet stun, while others on red Rank fall like flies. And I would say I'm not super good survivor in general.
The only questionable thing might be Nurse with certain AddOn-Combos. I've barely tried to play with them. Prefer other killers like LF or Wraith tbh. So I can't say how it is to play her on a regular Basis. I can only tell it's a lot about thinking where a Survivor will be etc. And that requires experience.
On the other hand. There is a good skill or game understanding which all the other killers require in comparison to the Nurse. Mostly because she ignores Elements like vaults and palletes.
While with other killers you kinda have to learn how to handle with them, when survivors use them. What's mindgamable. What's safe. When can I throw as huntress, chainsaw as Billy etc.
Stuff that a Nurse only player never learns. Because they don't need to learn them. Still she is a killer you need to get into. And even after you learned how to blink, then there is much more to learn in sense of game knowledge and usability, while other killers might rely more on survivor mistakes than her.
So I would say that she requires skill. There is more besides learning to master her ability. Maybe people overestimate the gap a little bit. But it requires skill for a Nurse to stand a chance against good survivors. -
Map offerings are fine as they are. The real issues might be "broken maps" A survivor on Haddonfield with Balanced Landing is a nightmare. A doctor with the no skill gens for you build on the game is an annoyance to face etc.
But devs are already redesigning old maps. So things are getting better in small steps. Just take a look about the redesigned Swamp Maps Pale Rose will get significally smaller and more playable e.g. -
They will probably rework her AddOns at one point. She needs a second ultra rare AddOn and I wouldn't be surprised after taking a look how Wraith causes Mangled like Sloppery Butcher without stacking now, if they might rethink her Hemorage/Mangled AddOns as well.
But hard to say when that would happen considering that other stuff should have a higher priority like Freddy e.g. -
Sounds promising, but I'm not sure, if the numbers are a little bit overastimatet. 3 seconds are quite a long time within a chase that allows you to hold the chainsaw with the same speed. And those additional 3 seconds the slowdown towards 4 m/s would still let you catch up on a survivor with an average speed of 4.3 m/s, while you are still holding a very strong instadown attack. That time period is enough to reposition yourself after they jumped through a window or threw a pallet in a way trying to counter your ability.
Also I would prefer the chainsaw sprint having a higher average speed than beeing longer for those case you have to stand in place and wait out the sprint before you can pick and hook up your victim.
I know that increasing his terror radius to 40 is meant to give survivors a fairer warning, but by my experience a terror radius over 32m never made a huge difference in helping the survivors. It most likely even confuses them or make it hard to deal with judging the distance towards the killer. Especially on smaller maps.I also agree that the LF shouldn't be stunnable during the sprint. But I'm not sure if it would be beneficial if it won't stop his chainsaw sprint. I mean yeah it sounds fine on paper, but it might be that that short slowdown of destroying a pallet won't help you to catch up with the survivor anyway and you would prefer to spend the rest of the time chasing and probably charging another chainsaw attack.
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@Terrortot said:
Last survivor does not get escape attempt for the reason that you are mostly likely very close to killer, no one can save you, and killer will down you immediately even if you could use deliverance. Its kind of worthless to do unless the killer leaves to do pallets or gens, or you feel the need for some extra points.I guess that's why many people would be fine, if they the Cypress Mori effect would become base kit. It rewards the killer for downing the last guy and jsut shorten the games end process.
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@DeadByFlashlight said:
@Tsulan said:
@DeadByFlashlight said:
@Tsulan said:
So i was thinking about a DS rework that would make both sides "happy".
To keep true to it´s name, turn it into a "defensive weapon".
The survivor would be able to hit and stun the killer (exhaustion status applies) like a pallet would hit and stun him.
No free escapes from the shoulder, but a small stun during a chase.What do you think?
EDIT: It would be usable like DH during a chase, when the survivor is injured but not downed.
That was the idea the devs came up with and that was considered not "satsifying"
Come back in 2019 for the DS rework, but maybe it even gets delayed to 2020, wouldnt even be surprised considering that the perk already exists 2 years now with this broken free escape designPlease read again.
The dev proposal was to stun the killer while the survivor is on the shoulder trying to wiggle out.
My proposal is to use it like DH during a chase."The survivor would be able to hit and stun the killer ike a pallet would hit and stun him.
No free escapes from the shoulder, but a small stun during a chase."Thats was exactly the devs idea, basically other teammates were supposed to come and blind the killer during that "DH". the only difference was that devs didnt bother with exhaustion
No the Devs idea was a stun on the shoulder. Tsulan's idea is a stun during the chase, the time you are actively beeing able to do something.
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@Tsulan said:
Amelia said:It's still a one time thing or when exhaustion wears off you can use it again ?
Several uses. Just like SB. Survivors would have to choose between being able to run away or get a stun without a pallet.
Would that make be stronger than DH? Or does it require you to be quite close to the killer?
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I've only experienced it once in a lifetime that a killer made an interesting use of the perk besides camping or meming around. And that was a LF, who chased me away from the center gen of Crotus Pen.
He made it appear like he abandoned the chase, I wen back to the gen and suddenly he was there. I didn't had SB ready, so I ended up on hook.
But that was quite situational. It's really worth to look at this perk, because it's not that good. Sometimes useful for camping, but event hen countered quite easy.
It would be fun, if it would allow you to turn off your terror radius outside of a chase for a few seconds with a bigger cooldown. But that would kinda make it a better version of Tinkerer. So I don't know. -
@Tsulan said:
Khalednazari said:I wasn't expecting a Freddy buff this mid chapter. The devs had already mentioned before that they need more time for it. As far buffs for the killers are concerned, the healing time nerf is a buff for all the anti-heal killer perks. Thanatophobia, Dying Light, Coulrophobia, Sloppy Butcher are all insanely buffed now. It'll take upto 120 seconds to self care, if all these perks are used.
No survivor with 2 working brain cells will self heal in the terror radius of the killer. So coulrophobia would never apply.
To be fair. It's a very theoretical scenario. And kinda a form of overkill to use all of those perks at once. It only shows how it makes these perks stronger.
And you are right Coulrophobia is very situational perk. But even if it makes survivors stop healing and reposition themselves, it still delays the heal a bit. And besides it useful in certain slugging/heal scenario, when they ned to finish a heal before you approach. -
They can't focus on everything at the same time. They probably have a huge list of things they want to rework. And many of these perks might be on it.
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Well they said, that they plan to bring each killer's AddOns towards the 4C-5UC-5R-4VR-2UR system like recent killer have. So one day they will do a complete AddOn rework on him probably together with Hillbilly.Hopefully differentiate the two better from each other.
But hard to say when they will do that. I mean they aren't the only Killers, which AddOns need to be revisit (Huntress, Doc or Nurse). And other stuff like the Freddy or Perk reworks. -
I saw a lot suggestion about a Spies rework. The one I liked the most was:
The Crows found in the world can communicate directly with you. Auras of Crows are revealed to you when within a range of 24/32/40 metres. Reduces chances of alerting Crows by 100 %.
"In the shadows they torment, scarring our minds with each scream."That would make it a nice tracking perk with active tracking instead of relying on notifications. Still not 100% strong, but clearly beginner friendly.
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@Orion said:
@DexyIV said:
Calm Spirit isn’t underwhelming because of its functionality, but because it just never gets to use the contents of the perk. If you go against the Doctor, yes. But what are the chances of that? There are 12 other killers to use, meaning you have a 7.7% chance to make use of it since you can’t see who they are playing. On top of that, Spies is never used anymore, not because Calm Spirit exists, but because it just sucks. Until Spies gets changed or reworked, I’m not sure why a perk that counters a useless perk is worth mentioning. Whispers has no perk counter and doesn’t have a 25% chance not to work. Just use that.It’s hard to play back and forth with the whole direct counters thing, since there’s plenty of “x counters y” or “there is no direct counter to x” for both killers and survivors.
The contents of the perk aren't limited to the Doctor.
It's not hard to play back and forth. Killers are meant to be the power role, so their perks should be more powerful. However, it only takes one Survivor perk to counter one Killer perk, whereas it should take four Survivor perks to counter one Killer perk. This is, after all, a 4v1 asymmetrical game.
Nerf Survivor perks, make them work in combination when multiple Survivors have the same perks equipped, and buff Killer perks. That's all.
I see the "LOL" trolls have come out in full force, so I'm going to assume they know I'm right.
I agree that Killer perks are meant to be more powerful. But I can understand where the Design idea from Calm Spirit - Spies or Lightweight vs. Predator etc. It originates from the original design concept of teamplay beeing optional and the Win and Lose condition for each survivor is that kinda one on one each of them. A simultaneous exhibition for the killer, basicly.
That's probably why they thought that a killer perk can completely be countered by a survivor perk. Considering they are the "weaker side" in a possible one on one condition. I mean, even if oen Survivor has Calm Spirit, the other three won't have it, which means, that the killer still has full potential of it. -
Killer LoadOut:
Entity's Favorite
- Bamboozle
- Blood Warden
- Spirit Fury
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@Zixology said:
I don't even know how I got to Rank 1 survivor. I only escape about 10% of the time.The rank system of DbD is more of a grind system. The more you play the more likely you end up in the red ranks. Especially now that the rank resets have been changed, it happens quite faster.
It's possible to downrank. But really hard to do with the current emblem system, because as a survivor as long if you don't end up on the hook consistly or be camped, you will have most likely get a safety pip and not beeing able to derank.
For me as a killer it's quite similar. I'm mediocore and have horrible rounds from time to time. But still I always land in the red ranks after a while. Mostly because I rarely depip and run from time to time into Survivors that don't belong into the red ranks as much as I do. -
@TheHourMan said:
TheDarkLycan said:@not_Queen said:
Her sounds are currently being reviewed!

Thanks for your feedback!
are you guys currently fixing the flashlight bug with the Spirit?
I thought the flashlight weakness was intentional
It isn't. The Patch Notes even list it as a known issue.
Patch Notes 2.2.0
- There's an issue causing the flashlight's blinding effect to build up very rapidly on The Spirit
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60 min is quite long. I experience long waiting times as well. But my lobbies still fill within 10 minutes. Besides that yeah survivor gain not much points. Besides that playing with randoms can be quite crucial.
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BBQ is fine as it is. Yes, non high movement speed killers can't use it as efficiently as others. But as a killer you still benefit by getting aware of survivors locations. At least from my perspective, if I play LF or Trapper e.g. then BBQs aura reading never feels like a complete waste beeing able to know where survivors might be and what they are doing etc. It helps to gain overall game awareness.
But you are right about timer based perks like MYC, Pop goes the Weasel. Especially Pop goes the Weasel. How often I ran with my Wraith towards a gen I know people are working on just to see it pop moments before I reach it. Or I have to guess a gen and lose my opportunity because of a bad guess. It makes the perk kinda situational and only work in a good three-gen-scenario. But mostly because you only get one opportunity for a hook, it doesn't need such a short timer.
As a killer you are already running against a time without any rest. You are the most stressed player on the game. And then to use a perk effectly you have to put yourself under a time pressure? Why?
Timers make sense, when it comes to things like the exposed status effect. But even then the time pressure you are facing, when such a perk like Hounted Ground or MYC triggers outside of your control. You never know what you are doing, when it does and if you gonna benefit from it or not. -
@Killmaster said:
I have more of a problem with bubbas movement speed while revving his chainsaw, billy is at-least counter-able by doing 360s and loops, maybe a 90% movement speed while revving would keep him from just walking behind you then reving for an instadown vs a regular hit.Bubba's movement speed while charging is already lower than the Hillbilly's (3.5 m/s | 87.5%). This fact combined with his longer charging time gives you as a survivor enough time to get from one safe spot to another and force him to become a M1-Killer. If you play Bubba you can actually see how he is losing distance towards a survivor during a charge. So if he chainsaws you then most likely you spent too much time in an unsafe area.
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@Dr_doom_j2 said:
What's his twitch name? -
@not_Queen said:
But I am curious, what would you like to see in a DbD Halloween event?I loved the Halloween themed items of last year. And it wouldn't be bad if there would be a Halloween themed collection/cosmetics coming in the shop.
Besides that either Halloween themed objectives like the winter event or if it's manageabele to do because I'm coming from TF2 changed Halloween themed playmodes. Even if it's just another Howling Grounds/Scorching Summer BBQ like. -
LIke mainy said it the new Chapter releasing today was just poor speculation based on the last two PTBs.
But I don't expect it to happen. First because the PTB version was more in a very ... let's say unfinished state. And also I expect them to wait out for a simultaneous platform release this time.
But I'm quite sure we are very close. Maybe thursday or the 18th. -
@yeet said:
it's literally only good on billyIt can be quite fun on Leatherface as well. Quite situation or map dependent. But I already had some funny moments using it.
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Balance isn't the reason why this game has such a thin playerbase right now.It's a combination of beeing Early Access, high priced and the lack of incentives to play, probably is. It also sticks bad with the DbD crowd, because it's faster pacing and beeing a multiplayer shooter (lot of other options)
But don't call it dead yet. There are still possibilities to make it more popular. -
@Utna said:
Unless the killer stuns herself after using her attaks. We're talking nurse here: she runs slower than survivors and give them some time so flee when she's missing a blink attack. Based on these informations, I believe she was designed to be the killer from who you must hide (even mid chase). And to support that idea, I would say that Nurse's calling is a perk designed with the idea of losing an injured survivor during a chase, and catch him up again later. Also many people compare her to the upcoming Spirit, probably because when she's using her power, you better hide instead of running in circles like most players do.But the thing with the Nurse stun is, is that it's quite short for proper hiding. She knows where you were before and on most maps your hiding options are like I said limited for good reasons. Besides if you go hiding you can move maximal walking speed. So you risk still beeing close to the Nurse Lunge range. And get an easy hit. It's too risk or too hard. Personally I feel like trying to bait out a missed Nurse strike or outplay her blink feels more rewarding after all and is less risk taking.
@Utna said:
And they will loose a very precious time doing so. Right now, killers that aren't busy are loosing their time and the game with it.Yes but, I might have to heal myself while the Nurse can easily surprise/catch another survivor by blinking towards a gen. Or what would be the worst, find a weaker chain than me, which can screw over the entire team.
@Utna said:
Nurse is a very potent killer against loops, but at the same time, she stuns herself to move fast. So, I believe, her mechanics is to make the stealth part more important than the chase part ... how many times did I read in these forums: "your best allied against nurse is the corn field." I gueess, What players are wandering about her mechanics is : "Why can't I easy loop her like any other killer ? Please, nerf her !!"
And the answer to that question might be: "because you're not supposed to."One big advantage the corn field also has is that you won't have any walls or objects limiting your movement, which is necessary if you want to avoid her blinks. It happens quite often, that I got hit by a Nurse, because I couldn't move out off her blink target zone on time, which is fine. It's really fine as it is. But just another reason, why the field is strong against her. Not just the hiding potential.
The only thing that bothers me about Nurse is like I said. Sometimes her blinks behave kinda wonky sometimes especially with certain AddOns. And I have to agree with SadonicShadow, that her AddOns need a complete rework from a balance and a design perspective. -
Shadowdance with Spirit Fury and Enduring is a good combo, I've tried on the PTB. Destroy pallets while invisible, probably even fake out pallet throws sometimes. Then eat a pallet if necessary. It's quite fun
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@Utna said:
Its interesting to note that many of those topics of conversation, have in reality the same origin, exept for the hatch standoff which just looks like a poor design choice. So let's see how it goes:- Nurse balance: this killer has the unique ability to not be looped over pallets and windows, so the only way to survive around her, is to hide. I might be wrong but I guess that SWF players would consider the nurse more balanced if they cared to hide properly instead of using their usual tactics which is: the best looper taunt the killer, while the other repair generators and prepare for body block/voice communicated pallet drop/rescue. So I suppose, Nurse's "problem" is more a SWF survivor problem, because they're not willing to adapt their beloved strategy.
I disagree. I think McLean once mentioned that Nurse was designed during a time the Devs thought the game was 50% stealth, 50% chase. So making a good Chase, but bad tracking killer seemed fine. But the thing is too much stealth is "boring", so the map/game design focused more and more around chase than hiding spots. So those spots are so limited, that hiding from a killer MidChase or after beeing tracked is almost useless.
Besides, if a killer gives up finding you, they arent busy and will relocate and try to find a survivor on an easier spot/gen. Hiding is occasionally fine, but can't be the only solution to counter a killer.
The best way playing agains Nurse is occasionally hiding, efficient gen progression, and keeping her busy while beeing chased, which is doable depending which AddOns she has attached. You can even pallet stun her sometimes. Well rarely. Actually SWF is better doing so. Solo Survivors on the other hand ... well we know how much of a gamble that is in general.
The main issue with Nurse is that sometimes her blinks and hits look kinda wonky on the Survivor perspective. It's hard to explain, but really there are moments when you wonder how she blinked like that or how she made a hit etc. Stuff that makes it harder to learn playing against her. Besides that there those people who only know how to run in circles, can't get out of their comfort zone while facing her. But really. The issues people have with Nurse have nothing to do with SWF. It's more how players feel about her mechanics. -
It's really hard to say what might be the best build on her right now. She is still kinda buggy on the ptb and will have some slightly changes.
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I think most things have already been said in this thread. A Hillbilly Nerf isn't necessary right now and it's possible to conter his High Mobility. In worst case through looping, on which Hillbilly is still very vulnerable.
The only thing that I have to add is, that he far away to be the most balanced Killer out there. The only reason he feels to be in a good spot is because how overpowered survivors are. But really you can't bring every killer on a power level with a high mobility killer, with a strong Instadown and base movement speed.
No survivors need to be brought down, looping to be weakened in some way. And after that we can talk about a proper Hillbilly nerf like turning his movement speed down or adjusting his chainsow hitbox cone, or something like that. But NOT a huge cooldown. Killer shouldn't be punished by using their own ability, or be too much limited when using it. It makes learning them way too frustrating. Just take a look ath the current state of the Spirit in PTB. Her Cooldown makes it way too frustrating. -
Ruin is actually a horrible perk for killers. It slows down the game, but it can be destroyed quite quickly and also incentive survivors to learn how to hit great skill checks towards the point it becomes useless.
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I love to play him with the new Tinkerer now instead M&A. It's quite situational depend on map and the brains of survivors, but already let to funny situations where I could chainsaw two survivors on a gen or surprise them on Lery''s when they walk straight into you.
Besides that. Sloppy Butcher might also be a good choice, if you like waste survivors a little bit more. I would also say take KO, if your BBQ wouldn't be level 1. KO actually helps a little bit against survivors running onto BBQ distance, but L1 BBQ has distance is too high, so the combo isn't worth it. Besides that tracking perks like Nurse's or Whisper (If you are good with it) might be interesting choices. Because Bubba is strong in the Basement Territoral Imperativ might be useful on him. But that would be Map dependen as well.
Bamboozle might be as well usefull on him. Helps in some chases at least. Bloodwarden and Bitter Murmur would be somtehing for the late game. He has an Instadown, so it might be more usefull. Besides that survivors won't expect NOED on him that often. Deerstalker might help, if you like to slug on occasion.
Franklin is for forn. Iron Grasp/Enduring for Basement play. Brutal strength can also be faster than a chainsaw to break a pallet, after a stun and also helps with kicking gens faster.
Devour Hope might be fun, but is risky on him. Whispers might be usefull for tracking, but requires some learning.
It really depends what options you have right now. -
Honestly I'm kinda worried about the tone some people post with here on the forum. I disagree with the Devs about the Spirits balance. And yes, I'm kinda frustrated about some things as well.
But really do you have throw insults at them etc. For example you are only showing Janick's responses but not the instults he was faced with. -
@Visionmaker said:
Wraith's power is just as useless. 2s of slowed movement to get out of it is plenty enough for a survivor to SB away, and he's much easier to spot and predict. He's only better because he's a glorified 115% ms M1 killer.
Wraith uncloak has a mindgame/bait potential. He can bait out SB, stop uncloaking, catch up with his cloak speed and then uncloak. Similar things can be done with pallets.
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I really love the idea of a build in Franklin. Not as part of his base kit to be honest. But it would be a funny idea for a game changer AddOn.
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Bloodwarden is good as it is for late game builds, except that dead survivors can see killer perks and the perk icon doesn't indicate how long it's active.
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@Tsulan said:
I would add a list of survivor wishes. But they have all been implemented.Except for dedicated servers and removing the button smashing part of the struggle phase.