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GrimReaperJr1232

GrimReaperJr1232

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GrimReaperJr1232
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  • Shattered Hope

    Shadowborn (or, you know, an FoV slider which is the standard for every first person game)

    Call of Brine... or rather, just up basekit regression from 0.25c/s to 0.375c/s (3 secs for 1 sec of progress instead of 4 for 1). Can nerf the perks to compensate, idc.

  • @TheSubstitute said:

    Special Attacks: In my opinion, the best suggestion I heard was making the lunge after Blink a third type of attack. That way, if perks like Starstruck are too powerful on Nurse, then they can be adjusted to not work while still allowing access perks such as Sloppy Butcher.

    Pallets: I don't really have an opinion. Using a pallet against Nurse makes as much sense against a Huntress that can hit accurately with hatchets. I don't see pallet stuns happening that often and most likely just giving the Nurse an easy hit. If it were pulled off, should it get an extra reward? No opinion either way

    Reduced TR + Lullaby: Unnecessary if the Blink lunge is a third type of attack. The TR would probably still be helpful at 32m for survivors since people should become cautious as soon as they hear the TR.

    They ARE a third type of attack.

    There are three attack types; Basic, Special, and Sub Basic.

    Sub Basic attacks are a sub group of basic attacks given additional properties. Nurse's has a unique modifier to her lunge speed due to her low base movement speed, but otherwise entirely emulate a basic attack. Other examples include Legion's Frenzy, Pig's Dash, and Slinger's reel into M1.

    Perks only acknowledge two types. Special and Basic, so Sub Basic attacks tend to be caught in the middle, unsure exactly which to be considered. That's why Pig's and Legion's were basic and changed to Special, and Nurse's and Slinger's remain basic.

  • That lullaby idea was actually mine! I feel so special right now!

    Okay, but in all seriousness, I have issues with the idea of making Nurse's blinks special attacks. I used to agree with it, but talking with the devs/former devs has made me reconsider.

    Namely, Nurse physically lacks the ability to chase without her blinks. Even Huntress or a T1 Myers are at least faster than survivors, so they can get hits normally eventually. Nurse cannot. She needs to blink. Her complete reliance on her power is unique to her, even if other (usually 110%) killers also tend to rely on theirs.

    Now, a common solution I found would be to make her 105%. This would be horrible. She's slower than survivors for a reason. If you were to make her 110%, and then remove her ability to go through walls... now you get an Old Deathslinger situation where you are dead if you commit to any action in front of her, only this time, this includes dropping pallets.

    Not to mention... what perks is Nurse supposed to run? Info perks have lately lost their reliability with OtR and Distortion becoming popular. Chase perks are redundant or otherwise useless on her. All that's left is slowdown and... well, everyone gets to be miserable then.

    @[Deleted User] said:

    Special Attacks:

    This is kind of a no-brainer. I'm not sure what the hold up is here. It's not even that Starstruck Nurse lacks counterplay. It's that you end with a really slow and boring game when survivors do actually counterplay it (happens like, 1 out of 100 times, but still). You'll see survivors like myself running clear across the map the second a survivor goes down on their half of the map, and then they'll wait out the exposed timer before moving. It's a slog. It's either busted synergy if the killer is actually good at the game and the survivors don't play around it, or a really boring and slow game if the survivors do choose to play around it.

    Pallets:

    I have some issues with the talking points around pallets with Nurse. They aren't your first line of defense against Nurse. They aren't even your second line of defense against Nurse. It's akin to saying hammers need changes because they aren't good at taking out Philips head screws. You have some time during the stun window to make some distance. Losing both tokens is a bit harsh for any Nurse not running recharge add ons.

    Reduced TR/Lullaby:

    I feel like that would be way too strong in the killer's favor. The biggest part of Nurse's counterplay is distance. Survivors are already insanely bad at making distance for whatever reason with a directional 32m TR. 75% of survivor's problems against Nurse come down to not running early enough. I feel like reducing her TR would impact that even more.

    A fair point with the Lullaby, HOWEVER, I should point out that Directional Lullabies are nothing new. Trickster's gets louder the closer he gets (until it's replaced by his TR), while Sadako's completely spoils the exact direction she's coming from. So there's no reason Nurse's lullaby couldn't be directional as well.

  • @GannTM said:

    Hypothesis: Legion = Spirit

    Results after testing: Legion is not Spirit

    Conclusion: Legion sucks

    I.... you know what, no. I can't argue with data. Crap.

  • I wouldn't say OP but could arguably make some tiles a bit brainless such as TLs, already a weak tile by itself.

  • Yeah, pretty much. If you think I'm lying, you can check the description of Otz's video on the matter. It has my alt username but that's me.

  • Speaking as the guy who is more or less responsible for the box logic becoming widely known, it's... not that hard to find the box if you know what you're doing. Especially if you're running a few info perks such as Lethal/BBQ and such.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259383#Comment_3259383

    Look like you still have not gotten past the loss of the perk. Deadlock is pretty good. Its major issue is that survivor can counter the perk by co-op generators. If the survivor is not near generator that is blocked, then the perk has no value. an empty generator that is blocked is the same as a generator that is not being worked on. thana was pretty decent perk at 5.5%. it's gone now though. I hope you get over it.

    https://forum.deadbydaylight.com/en/discussion/comment/3259445#Comment_3259445

    its called cleansing the pentimento totem.

    I know! I really need to get over it but I can't. It drives me crazy! It's a borderline obsession with me, despite knowing the irrationality.

  • @AmpersandUnderscore said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259389#Comment_3259389

    For that two weeks or so when Thana was untouched after the patch, it was the most frustrating time playing dbd. Not because of just Thana, but every killer running quad slowdown every single game. Thana was everywhere suddenly, and that was the problem.

    Thana+pentimento had gen times at roughly 165 seconds. One Jolt on that gen removed 25 seconds of progress. It was stupid. And anyone advocating to revert this perk absolutely didn't touch a gen playing survivor during that time.

    The Thana change is one of the few times the devs have actually reworked something to where killers might possibly have to reconsider tunneling someone out of the game as fast as possible. Because one less survivor basically means your perk stops working. We absolutely need more changes like this, not less.

    Really? Because for over a month, my games were ruined by rampant disconnects. Heck, people are still very DC happy, so much so that when the penalties were off due to crashing, it was so bad they had to turn them back on.

    Your description of quad slowdown is just... the present? That's always been a thing. And if there's Pentimento, someone did a totem. Go cleanse it again.

  • @Grandpa_Crack_Pipe said:

    I want to sit whoever did the nerf down and ask them, slowly, how they thought the nerf would fix the "only viable on Legion and Plague and way too annoying on them" problem.

    Because they were mentioned by name when the perk got this nerf. They were specifically outed as to why this perk was getting changed.

    And then they did this. 2+2=βƌℓƌηᘓ⋲

    I don't get it either. It boggles my mind and keeps bothering me, despite knowing I should long since be over this.

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259383#Comment_3259383

    The problem was that people were comparing old Thana, with 80s gens and 20% slowdown, to new 90s gens with 22% slowdown. On their own either the gen time or the thana buff were less than negligible, but together it produced numbers that were just big enough to induce a psychological effect that this was far too oppressive. If survivors weren't already reeling from- and adapting to the 90s gen times, it probably wouldn't have been an issue. As we now know, with the 90s gens having settled into the game, gens are still going too fast. 50 extra seconds isn't that much of a difference against any kind of repair speed perks or toolboxes, and the biggest factor isn't the flat repair speed, it's the lack of secondary objectives and being able to pressure survivors. Simply increasing gen times does nothing, it's still possible for a well coordinated team to knock them out in no time, while uncoordinated solos struggle, and it just makes repairing the gens more boring.

    Deadlock isn't quite the same thing though. A flat 22% slowdown is a flat 22% slowdown, you know what you're getting. Deadlocks conditions mean it's very hit or miss, you only need survivors working on either more than two gens at a time, or exactly one gen at a time, and there's a possibility it does almost nothing. I know there was one example from Otz, where two gens still popped in quick succession, because they had three going at once, and there were two Deadlocked gens at the same time, and all gens were still completed in record time. The only Deadlock that had an impact was the last one, so it gained him 30s of slowdown.

    This is true and a fair point.

    I suppose I was trying to show both in an ideal scenario while making note of the effort required to achieve it. Thana requires mass injury and maintaining them. Deadlock requires you to do nothing. It just happens.

  • @Seraphor said:

    Agreed. The first buff was stupid, and the second nerf was way overblown. It just needed to be nerfed slightly to about 4% per survivor instead of 5%. A total of 16% slowdown would be perfectly fine. It was already self limiting like the new Ruin is, by the fact that each dead survivor reduces the max by 4%.

    Now, Thanatophobia is useless on everyone except Plague with a Corrupt Purge build (purely to force survivors to cleanse) and Legion with the add on that inflicts Broken, and even then, it becomes useless after the first survivor is eliminated.

    Wanna know something? I did the math.

    Thana at 22%, assuming no one touched a gen until everyone was injured and never healed, gave the killer about 127 seconds of slowdown. Not bad.

    What does Deadlock do by existing? It procs 4 times, each being 30, so 120 seconds... by existing.

    The more I learn, the more it irks me.

  • @GoodBoyKaru said:

    I completely agree.

    They could've gone for something interesting. Max of 20% slowdown? First injure slows down by 10%, then 5% for the second injure, 3% for the third and 2% for the fourth. Max of 16%? 8% into 4% into 2% into 2%.

    They could have done anything else to make the perk more interesting while making it more viable on killers who don't get much Thana value and making the killers who can get max Thana value benefit less, thus making it a much more equal perk overall and therefore more likely to be used in games.

    No, instead they nerfed it on every killer except the 2 it was actually becoming problematic on.

    It blows my mind.

    I personally stand by this idea.

    When a survivor is injured/hooked/etc: All survivors get a 4% penalty

    This penalty is increased by 3% for every injured survivor

    So it'd go like this: 0, 7, 10, 13, and 16%.

    It's max potential is reduced but its minimum potential is increased, lowering its oppressiveness on Legion but increasing its viability on the rest of the cast.

    1. I'm all for Newspaper being basekit, but doing that and letting Newspaper keep its current (albeit weaker) effect is too much. You would flicker between 1.2 seconds of invisibility and 0.5 seconds of visibility. I would instead have it so that it makes manifesting/demanifesting happen 20% faster (1.5 seconds to 1.25 seconds).
    2. Here is where we have identified the same problem but differing solutions. I would instead reduce her teleport cooldown to 40 seconds, or since you dislike teleport spam, make it 60 seconds but -5 seconds for every survivor with condemnation. Encourage survivors to disable TVs rather than risk getting chased and eating a single condemned stack.
    3. VCR... okay, fair enough. Nothing more to really say.
    4. To 20m or 24m is fine. Increasing by 20m is far too much since that's a total of 36m of coverage, which especially on smaller maps such as Gideon/Midwich is just absurdly broken.
    5. Upping TVs available to be inserted is fair. Being able to camp a TV to get a kill is a bit asinine. I would, however, tweak the logic of how those TVs are picked. Currently, it could be a TV just a short trek away or it could be across the map. I'd rather it'd be more consistent.
  • Because Dredge's power is purely mobility. Nurse relies on blinks for everything.

    Dredge can teleport across the map. Nurse with double range can only make it 30m in a single blink.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/353630/nerf-circle-of-healing-again

    1, killers have insanely strong perks - and I would argue even stronger then survivors

    2, COH is by far not as efficient as you make it to be. Search time for killer is much shorter then for survivor, because dull/hex totems blend more (especially dull), dulls don't make any sound, booning takes time and if you are interupted for a split second it regresses to nothing, COH have many strings attached to it (e.g. hex build where everyone cleanses all the dulls).

    Going with your suggestion to nerf COH. I would only agree if:

    a, COH got it's speed reduced to 125%

    b, Eruption lost it's incapacitated part

    c, Overcharge started at 50% instead of 75% regression speed and skillcheck was at least 50% larger

    It's beyond demoralizing that killer can camp his 3gen and regress it to 0 in rather short amount of time even if 4 survivors are trying to break it - not to mention if 1 got tunneled out. It's unacceptable for these perks to continue to exist under its current form.

    1. Absurdities of one side does not justify absurdities of the other.

    2. A single CoH heal + blessing equates to around 32 seconds, which is as efficient as a normal heal. Further heals + medkits cut into this significantly. Furthermore, the killer has to snuff it, the entire time they're walking to and snuffing, the entire team is going without pressure. This can be done infinitely because boons have no limit.

    3. Again, absurdities of one side doesn't justify absurdities of the other. If we say X can't happen, unless Y happens to, we'll get nowhere.

  • Unlikely.

    Free Billy was a hashtag meant to spread the idea of playing Billy for a week or so, simply because he's such a beloved killer. I believe the implications of this tweet are that the next free Billy event us December, rather than any (needed) incoming buffs.

  • I'd be lying if I said I understood it.

    That being said, it's a character people have become attached to. It's not hurting anyone so I don't see the issue. Glad you found someone you can identify with, even if I don't fully understand.

  • I'm been meaning to ask... why? Where did this idea that she's a lesbian come from?

    Is it because she's a badass biker? Because she's pro women's rights? I don't quite follow. I don't have a problem either way, I just want to understand.

  • Billy got nerfed because of charge speed. As in, revving extremely fast: reducing 2.5 charge time to 1.8 seconds.

    Bubba's rev time is 2 seconds base, lower because he needs to get a lot closer.

    Billy's chainsaw can be used to break pallets, catch up, mobility, and down.

    Bubba's is purely a chase tool. It can shred pallets and down but that's it, really.

    You're trying to compare two killers whose powers are radically different except they use a chainsaw.

  • @not_requested49 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3249152#Comment_3249152

    Bloodlust still exists, so it still would not be a true infinite, mabye only against scratched mirror myers since he cant gain bloodlust but who actually tries to chase using that?

    For Bloodlust to kick in, chase needs to start and be maintained.

    Be a 110% killer on Garden or Haddonfield. Chase will break, you cannot build Bloodlust and Blockers won't kick in. It's a true infinite, and this is without any haste whatsoever.

    These issues would be exacerbated if Dark Theory were ever buffed.

  • Here's the problem with Dark Theory. It gives arguably the most powerful status effect in the game, haste, but is tied to boons; a mechanic that is reviled for a lack of meaningful counterplay, can be used infinitely, and can have multiple at once.

    Were Dark Theory to actually be good, it would be absolutely broken. There are maps that already have semi infinites such as Garden of Joy and Haddonfield; both of which commonly have totem spawns in or around their strongest structures. It turns a semi infinite into a true infinite.

    So this is the conundrum we're in. It's too weak to be used, but buffing it could break the game. Imho, it's a testament as to why I believe the current implementation of boons as an infinitely usable perk instead of a finite and valuable resource (a la hexes or even Inner Strength) is heavily flawed and unsustainable.

  • Never heard this term before. Were I to hazard a guess, it'd be when your medkit is so effective that you begin healing mid-chase, after dropping a god pallet or vaulting a safe window. Eventually, you'll gain a health state, potentially before a Dead Hard that's effectively *another* health state. It's extremely infuriating unless you're an extremely oppressive chase killer.

  • You start this by calling killers low skilled, telling them not to soil their diaper, only to say you're just discussing.

    Friend, that's the *opposite* of how you start a discussion.

  • @sizzlingmario4 said:

    No. You're comparing it to Eruption but the problem isn't that Surge is weak, the problem is Eruption is grossly overpowered.

    More obnoxious than overpowered, imho. It's more annoying af.

  • Considering Surge doesn't have a cooldown, works on two of the strongest killers (Nurse and Spirit), requires no time commitment such as kicking a gen, and potentially works alongside Eruption, CoB, Pain Res, etc?

    Nah, let's not. If you wanna buff it, you could up the range or make it work on M2s, but never touch the regression amount.

    @[Deleted User] said:

    killer mains have the strongest gen regression they've ever had and they're still wanting more

    fine

    give killers the power to stare at a gen for 3 seconds and it regresses to 0

    As obnoxious as the current meta is, current gen regression doesn't even compare to the strength of the old meta. It was just less annoying.

  • Not even close.

    Dredge, for example, moves at 38m/s during Nightfall; with Boat Keys, it's 15m/s during Daytime. Demo moves at 20m/s.

  • Translation: Allow Power Struggle to make it physically impossible to hook people.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238348#Comment_3238348

    Minor point but there are a few other perks that can do literally nothing. Lightborn for example does absolutely nothing if nobody brings a way to blind you.

    But yeah, some people don't like the risk it won't do much which I'm sure hurts it.

    Fair point, but here's 2 counter arguments with lightborn

    1. You physically see if someone brings a beamer in the pre-game lobby.

    2. There's a chance they could loot a chest and grab one. While inconsistent, there's a chance it could do something in the base game.

    Shattered Hope literally does nothing unless specific perks are in play.

  • Doctor still has some power though in the form of shock therapy. Oni would have nothing.

  • As rare as it is, a 4 man No Mither should not have the potential to literally delete a killer's power.

    Also, why are we discussing a literal meme perk?

  • I don't agree.

    For one, it would disproportionately affect some killers more than others, such as Legion whose entire power is to Deep Wound you.

    Second, I think the devs want mend times to be consistent. There's a reason why the singular way to extend mend times is to use 1/3 very specific add-ons in the game available to only 2 killers.

    @GoshJosh said:

    It doesn’t seem to fit the perk. Though what I would like to see is Vigil allowing exhaustion recovery while running (at a 33% rate).

    Faster mending could easily be added to lower tier healing perks like Solidarity (for mending others) and Resurgence (for mending yourself).

    I also don’t see why altruistic mending comes with speed penalties. Those should be removed.

    It doesn't have a penalty, per se. Mending takes 12 charges and you self-mend at 1c/s. When you mend altruistically, you mend at 1.5c/s. The thing is since it takes two survivors, it's less efficient than self-mending.

  • Field Recorder isn't as strong as it sounds.

    Nightfall at the start sounds awesome... except, you still have the 12 seconds at the start where you can't teleport. Since this is the start, all the latches on lockers are intact, so the survivors can just quickly lock them. Then the survivors can just run to a pallet and burn through your Nightfall.

    It's one of those things that sounds awesome on paper, but in practice, it's pretty underwhelming.

  • Here's the issue.

    1. It's the only perk in the game with potential to do literally nothing. Even Distortion, a perk that can never proc, can indirectly give you information on what perks are/aren't in play. Shattered Hope does nothing.

    2. It's like OG Undying. You can break one but there's 4 other totems to potentially go through. Survivors can bring maps, small game, etc to find them if they want.

    3. 1 killer perk = 4 survivor perks. You're giving up a perk slot to counter something 1-2 survs MIGHT have. There's going to be a hole in your build somewhere.

  • Edited and added more information

  • @Starrseed said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236549#Comment_3236549

    Good points indeed.

    Maybe give her no lunge after blink so she has to more or less hit it like a ranged killer. She already has an audio that indicates the blink so you could run into her so she blinks past you.

    Maybe give her an visual indicator like a fog cloud where she blinks to or go with her lore and make a screen overlay of a ghostly white breath indicating the direction where she blinks from your pov

    That would effectively make her completely unplayable on console who have it rough as is, especially with Nurse.

  • @Lastchild said:

    @Archol123

    @GrimReaperJr1232

    @Starrseed

    - Nurse can ignore windows and pallets.

     - Its Cooldown after blinking is 4 seconds.

    But that's the problem.

    Is Nurse weaker? Yeah. However, she's 4.6 now. Even if she was 4.4, she'd have the same issue; she now has literally 0 counterplay. She will W-key through loops, force you to vault, blink through the pallet/window, and then you get hit with absolutely NOTHING you could have done.

    So in essence, she's weaker but also less fair than she is currently.

  • Hemorrhage is an extremely situational status effect as is. It requires the killer to have injured you, likely an M1 killer with Sloppy, either have hooked you/let you go, then you'll need to start healing, then the killer needs to interrupt the heal, and then you'll need to have not gone down since if you are downed, that lost heal progress doesn't matter.

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236373#Comment_3236373

    If this is your concern :

     The nurse cannot ignore the pallets.

     That should fix the looping issues.

     If that's still not enough for you I guess Nurse shouldn't be able to skip windows too.

     But keep in mind that a killer must be playable and have access to and use their power.

     You also have to think about the killers, not only the survivors, that's what I try to do in my previous Rework on the Pig :

    https://forum.deadbydaylight.com/en/discussion/351428/rework-the-pig#latest

    You said she cannot go through walls. This implies she can still go through things if she still has LoS, similar to torn bookmark before it was buffed. With that, you could still go over pallets/windows. If you take that away then... what is the point of her power then?

  • Let me tell you what would happen...

    Nurse would hold W through loops , wait for you to commit to a vault or some other animation, and then blink to get a free hit you can do nothing about.

    She's slower than survivors for a reason.

  • @Predated said:

    And no, this isnt a post about balancing or Nurse being too powerful(at least, not directly), there are plenty of those. What I am talking about is decisions made in the past that were logically sound for being either too powerful or being too unfair on killers, yet never applied that logic to Nurse:

    1. The easiest one: making her blink attacks M2 because its an M2 ability. Spirit and Wraith are technically also guilty for this one, but we have Legion and Pig who had their power turned into an M2, when it was basically an amplified M1.
    2. Fatigue. We dont have many killers with fatigue, Legion, Blight, Wesker(its not exactly a fatigue, but it might aswell be). Legion was the second killer since Nurse to have addons that reduced fatigue significantly, these addons were nerfed because there wasnt enough time for survivors to react in certain cases. Blight's fatigue addons were kept to take away at most 25% to be safe. Nurse is capable of reducing her fatigue with 50%. Thats not even including that stunning her takes away her fatigue entirely. Leading me to point 3.
    3. Legion fatigue addons were nerfed partially because they lost it on pallet stun. Nurse was assumed to have had this feature removed because she kept her fatigue addons and stunning a Nurse was difficult, but they slapped it on back.
    4. Charge addons. Seriously, look at any other killer that deals with charges. What killer is capable of reducing their charges? You have Blight, but that took quite a bit and other parts of his basekit have been altered or nerfed to accomodate to that. The rest? Wesker has to wait 6 seconds, while he closes a similar distance to Nurse(as they have the basic concept for gap closer, except Nurse can go through obstacles where Wesker can vault) AND has a bigger terror radius, at most a . Bubba takes 14 seconds to fully recharge. Spirit? Legion? 15 and 20 seconds respectively. And yeah, I get that blinking is Nurse's main method of transportation, so letting her wait on her charges too long is going to make her extremely boring, but from a chasing perspective, basically being able to spam a gap closer by reducing charge time with addons even further means hat literally the only thing holding her back is vision blockers.
    5. Having basically no punishment for messing up your ability. With every single other killer, missing your attack after using an ability increases the distance survivors can gain. With Nurse? Go ahead, swing, while she technically does get punished for missing it, being able to trigger fatigue faster practically cancels it out. So why not swing? Now only do you not have to deal with a spamming gap close ability, but one that constantly puts you in danger of getting hit, without ever giving you the chance to actually gain distance. There is not a single killer other than Nurse that benefits from missing an attack. Even a strong gap closer like Blight allows survivors to gain a relatively significant amount of distance before he can try hitting them again.

    Seriously, why not apply the same logic to Nurse? Is there a bigger plan that requires Nurse to stay the way she is? is there an unannounced change coming? We didnt forget that Twins and Blight were both considered higher priority in terms of making changes back in January, yet I would argue that having double standards for any killer should put them on the highest priority. Why are mechanics considered unfair on certain killers and need alteration, but when talking about Nurse, those same unfair mechanics are considered fine to the point of being untouched for years? The only answer I can think of right now, is that Nurse only really flourishes in the higher skills where other killers flourish in lower skills. But that answer would have existed for a very long time by now, with the root of the problem being arguably known since 2018(massive potential performance gaps between solo survivors and swf, and a massive potential performance gap between Myers and Nurse).

    And yeah, I might have been a bit misleading by making my question rhetorical, its time to stop favoritism. Apply the logic to killers equally.

    1. Her blinks are basic because she physically cannot chase survivors conventionally and functionally has no basic attack, and her attacks were designed to emulate basic attacks as closely as possible.

    2. Her fatigue doesn't affect her recharge. No matter what, you'll always make distance because Nurse is slower than survivors.

    3. I have no idea what you're saying here, tbh.

    4. It's not just main method of transportation, it's her only means of chasing.

    5. No punishment for missing? You have a 0.5 sec attack animation followed by an entire extra second of fatigue. Assuming you blinked twice, that's 3.5 seconds of looking at the ground while slowed to a crawl. You can say Nurse isn't as difficult as people make her out to be, but it's disingenuous to say she's not punishing if you don't know what you're doing.

  • God almighty, no! Then you can play like a bot, hold W, and only blink when the surv commits to a vault or some other animation.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/comment/3230790#Comment_3230790

    Nerfing medkits and then nerfing franklins is the perfect solution to this.

    Franklin's? I mean.... Franklin's? Last perk I can think of that needs a nerf.

  • Not saying I'm against changing Nurse, but giving her a 15 second recharge when she's 96.25% would be ridiculous.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233095#Comment_3233095

    https://us.v-cdn.net/6030815/uploads/YPWBL9PYK7C6/image.png

    That "looking down" thing you mentioned is not intended and they are removing it, thank god.

    That's not what I meant.

    What I described is rushing, approaching a corner, looking down while turning into a corner, and then swinging at the end.

    Hug tech is hugging a wall, looking down to trick the collision system there are no objects in front of you, you begin a rush already colliding into an object so the system ignores the collision, and so you slide off the surface.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233066#Comment_3233066

    It's funny because you never said,

    "Oh yes you can avoid the 360 spin around corners by doing XYZ"

    You just claim it's intended. Lol.

    I... I am so confused.

    You expressed confusion at if something was intended. I answered. You never asked for advice or anything else. I'd more than happily give whatever I can.

    If a Blight wants to do a 180 around a corner, they'll need to look down because of how Blight's collision works (yes, changing your pitch to manipulate your collision has been stated by McLean to also be intentional). If you think a Blight is attempting it, then they're blind while committing hard to it. So just... go another direction.

    I never claimed if I believe something is balanced or otherwise. I'm only answering questions as factually as I can.

  • You asked a question. I answered. If you asked for my source, I'd share it. It would have been a reasonable request.

    I don't know if you're stressed out or you've had a bad day, but... this is not an appropriate response to someone just answering a simple question.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233018#Comment_3233018

    So then by your logic, the fake vault is also intended.

    Also the infinite flashbang bug is also intended.

    I... what? Where are you getting this?

    I literally asked McLean, the guy who had a hand in creating Blight is this was intended, and he explained that yes, it was. Fully intended.

    All I have done is answer a question as factually and objectively as possible.

  • I'm not a Blight main. I never gave an opinion on the subject. I only answered a question.

  • @roundpitt said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232192#Comment_3232192

    Yes, mid rush. I only ever played Blight to get his teachables and it’s been at least a year since I’ve played him so I don’t remember all his killer power terminology.

    I didn’t find any fun in running into walls, felt very jarring.

    Then yes, it's likely intended.

    Blight can turn up to 90 degrees during a rush followed by another 90 degrees after pressing the attack button. This is fully intended.

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