GrimReaperJr1232
GrimReaperJr1232
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@alius34 said:
The only thing that is more annoying than recurring threads about the same topic, are threads like these, that complain about them, without contributing anything.
If you don't like people discussing certain things, then don't participate in the discurse.
About the topic: Nurse is the new spirit: Who knows the exact reason, maybe its because killers had a very hard time the last patches or whatever, a lot of killers learned to play nurse at the decent level. She is the most picked Killer i usually face when i play surivor and its usually the same setup: Range addons, autohaven/mc millan map offering, starstruck, some vision perks. I can see that most nurses i play are not perfect players (they make most ports only with vision = walking nurses) yet they still have a easy time to destroy the average soloq team with ease.
Why did i say nurse is the new spirit ? It seems that people that wanted a easy 4k that picked spirit with op addons before the nerf have now switched to nurse. When i hear her voice after a blink at the start of the match i instantly want to dc (no fun to play so many try hard op kill, especially when you have a casual loadout). After the next patch, when deadhard is nerfed, nurse will be even stronger...
In my opinion her basekit can stay the same, she needs a addon rework (by rework i mean her addons need the billy treatment = making most of them useless)
T'is very fair point.
And tbh, most of her add-ons *are* useless. She only has range and recharge (plus a bs Iri). Range needs to be gutted.
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@Kira4Evr said:
https://forum.deadbydaylight.com/en/discussion/comment/3068836#Comment_3068836
Dull Bracelet: Ngl, I totally forgot about Fatigue when I thought about a change for that Add-On... xd
Dark Cincture: I suppose you're right. I just thought about those people who like the extra Blink speed. So I made it into its own Add-On instead of letting Range have it.
Spasmodic Breath: Ngl, since Haemorrhage got a pretty neat buff. I think the combination of Mangled and Haemorrhage is a bit strong for a killer like Nurse to have in an Add-On.
Anxious Gasp: Honestly yea. 10m might be too short.
Kavanagh's: I had that in mind. But I honestly don't think Nurse needs more. Besides, if you only do 1 Blink, you'll have 3 seconds of Aura reading. If I were to make the aura reading longer, she would have at least 4 seconds of aura reading after 1 Blink. And that's pretty much a free down.
Bad Man's: I ran out of ideas xd Maybe changed it so it only works with chained blink attacks or just normal blink attacks?
Kavanagh's: Wrong. Attacking adds a flat 1 second to the fatigue, even if you miss. The base is 2 seconds, so if you do 1 blink and attack, then it's 2 seconds of aura reading through 3-second fatigue.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/334740/nurse-this-nurse-that
Before Spirit was nerfed: Nurse didnt have 3 blinks unless she had direct vision, her range addons werent also increasing blink speed, stunning her with a pallet was actually rewarding(right now, you WANT to get stunned by a pallet as Nurse), lots of bugs that made a lot of plays possible and you could actually outplay a nurse even if she ran double recharge addons. This version of Nurse had a skill cap that represented the mastery behind Nurse. A Nurse who gained a 4k at 5 gens was a danmed good Nurse, only had a max of 8 downs and would then win the game, a Nurse who gained 2k or less needed more practice.
Now: Practically all of Nurses bugs are removed, her 3 blink addon was BUFFED, her range addons were BUFFED, pain resonance was added, which buffed the already powerful Agitation+Starstruck Nurse. This Nurse barely needs any realistic skill to compensate. A Nurse who gains a 4k at 5 gens now heavily depends on her addons and perks.
AKA, 4k at 5 gens Nurse back then: recharge addons, information perks, would still do amazingly today.
Now: 4k at 5 gens Nurse: at least 1 distance addon, Ruin and Pain Res, then either Agi+Starstruck or Corrupt+Undying.
Pretending both Nurses are the same is like claiming DH now and DH post update will be the same.
The only bad map for Nurse is Lery's since its extremely low map visibility and only 1 floor. Gideon is in her favor since she can literally cut you off everywhere and hear you up or down stairs. It's the same reason why Midwich is her best map.
I thank you for actually bringing up points.
*However* I don't entirely agree.
First, yes, three blinks is ludicrous. But I also know that it's not MDR; You're not seeing three blink Nurses that often. Omega Blink, again, very unfair and very unfun. Even if so, those are add-ons being busted; it's not like we called for Huntress nerfs because of Iri head, or Billy to get gutted for insta-saw.
Second, you claim that the bugs allowed Nurses to demonstrate mastery... what? A bug is something literally not functioning correctly. These bugs were also very random, such as the M1 bug or the Blink Swallow/1 blink bug. That's not mastery, it was an exercise in frustration because the game is literally not working correctly.
While I'm at it, I'll also point out that both Pain Res and Ruin are getting nerfed, so bringing it up feels a bit moot.
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I think her attacks should be Special in general, but whatever. I guess this can work.
Dull Bracelet - I think you misunderstood how Nurse's chain blinks work. You're not hard capped at 12m by some arbitrary limitation; it's because you fatigue and can only charge 12m worth of a blink in that time frame. There IS an add-on that extends the chain blink window currently, but sometimes you WANT to fatigue, so it's seldom used.
Dark Cinture - I'll be honest, I don't think anything should affect blink speed. She already moves at 13.334m/s, I don't think she needs to be any faster.
Spasmodic Breath - It'd prefer if it also did Hemorrhage, much like Wraith's. But that's my two cents.
Anxious Gasp - Eh, 10m is a bit... tiny. Maybe 16m or 20m?
Kavanagh's - Problem, you'll likely have blinked twice for a hit. That adds up to 3.5 seconds of fatigue, so 3.5/5 seconds. You get the aura reveal for 1.5 seconds effectively.
Bad Man's - Not sure how I feel. It might be fine, but I'm just *hesitant* to affect her lunge range.
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I'll simply paste an earlier comment I made regarding Sadako on another thread.
...
...
"She's a stealth hit-and-run killer... in an age where Hit-And-Run has had its back broken due to CoH and the rise of medkits. Similar to Wraith, she is lacking in chase tools. In fact, if you try cloaking and uncloaking at a pallet to take advantage of her flickering in a chase, it can actually backfire as you lose collision, so the surv can double back and drop the pallet on your head (this has happened to me numerous times). Her stealth isn't nearly as good as Wraith's as she has a directional lullaby that can kill her, she doesn't get a speed boost and lacks his extended lunge.
In theory, she has mobility and slowdown in the form of condemnation to compensate for these drawbacks. In reality, not so much.
Her TVs have a massive cooldown of 100 seconds. This is ludicrous. Compare that to Freddy's 28 ~ 45 seconds or Dredge's 12 (or 4 in Nightfall). Sure, she has multiple TVs and teleports instantly, but they might as well be one-time or two-time use with how brutal the cooldown is. To add insult to injury, the TVs can be disabled by survivors during really clutch situations (unhooks, gen at 80%, etc), so her mobility isn't even that reliable.
Then there's condemnation. It straight-up doesn't work. It doesn't work.
Your sole means of applying condemned (without the Ring Drawing add-on) is by teleporting.
1) The range of 16m is pathetic
2) The TVs have a massive cooldown, so you need to use them sparingly.
3) You need to Teleport 7 times... This is too high to force and far too high to happen naturally.
Her entire mechanic is pretty much pointless because getting it to a state where it does something requires the survivors to donate their brains to science.
But let's ignore that. Let's say that a survivor disables as TV in a clutch scenario as I mentioned, and doesn't get rid of the tape. They keep it and now they're at max stacks. What's wrong?
1) You still need to down them. You're still an M1 killer with no chasing power against a survivor that will KNOW to be on their toes.
2) They can still insert a tape. In fact, because they're not even exposed, they can allow themselves to get hit and your cooldown without STBFL at max stacks is so long that they can insert the tape in your face.
3) So what if the survivor can be mori-ed? This might sound ridiculous at first, but really. Let's say a Meg holds onto a tape and she's on Death Hook. What good does that Mori do me? And because condemnation is so hard to build up, getting 7 stacks near the end of the game is not a ridiculous idea.
She is, in my opinion, one of the worst killers in the game because essentially half of this killer's hit literally doesn't work. I don't think she's THE worst, believe it or not, but she's at the bottom of the barrel."
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@Deme said:
https://forum.deadbydaylight.com/en/discussion/334740/nurse-this-nurse-that
dont care about nurse being strong just that some people insist that she is hard to learn. Yea of course Jimmy if you try to learn how to ride bike (learning nurse blinks/muscle memory) during a high speed chase (the game) and navigate in a town you've never been before (lack of game knowledge/map knowledge) while obeying the traffic laws (no tunneling) its going to be hard.
PS. im willing to hold an argument with someone but i wont respond to delusional people (usually nurse mains in denial)
Depends on how you define hard.
I consider her hard to play because she can be a massive PITA to control. Once you get the muscle memory down, there's also how her blinks interact with hitboxes, including the survivor's, lest you end up with "swallowed" blinks. On top of that, blink position is something that needs practice; it's perfectly possible to blink to a corner, only for the survivor to be turning another corner, forcing you to guess on the 2nd blink.
Plus, without add-ons, managing her blinks and recharge does require some planning (Otz explains this better than I could in his win streak with Nurse video).
What I will agree with is that while she's difficult to pick up, she's nowhere near the killer with the highest skill ceiling; Billy, Huntress, and even Blight have her best there, easily.
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@Johnny_XMan said:
Congratulations, you have just contributed to keeping the discussion about a Nurse well and alive.
This was more about me venting about constantly seeing it. I'm well aware of the irony.
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@dictep said:
I didn’t see this comment when we had 4-5 daily discussions about dh
With a 75% pick rate, there was no way to stop people from talking about DH.
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@C3Tooth said:
Before the Spirit nerf, 100% facing a Spirit is a down, no matter Spirit's skill. While Nurse, you can pray its a newbie Nurse.
Nurse is pretty much equivalent to Dead hard on survivor. Bad Nurse cant do anything, bad DH user is a waste of perk slot. When the players mastered them, there is nothing can counter.
I really think the only thing Nurse should be changed is Blink attack is special attack, so any debuff effect doesnt work on her.
I think range addons are not matter in chase to be changed. You cant escape a Nurse at 12m distance, either she can blink 24m or 30m
1. I agree Nurse's attacks should be Special Attacks, but be aware there are... technical problems with that because of her age, despite her recoding (i can elaborate if you want)
2. Her range is 20m on the first blink, 12m on the second. Range ups the 1st blink from 20 to 24/26/30m. The 2nd will always be 12m. (Edit: I think I misread your statement as saying her range was 12m. I'm blind ;_; )
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Disappointing. It wasn't bad, but the killer feels incomplete, the perks are pretty mediocre, and was all around not worth the massive hype.
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"Somebody got hit? Prepare for mending because he will reach you unless you are on other end of the map because his fenzy lasts almost forever."
It only lasts 10 seconds... It is 20 with Pills, but you're so slow that you need both Mural Sketch and two hits back to back for it to be a threat.
"Oh, don't heal you say, it must nice to play broken under -20% from thana."
Then use a medkit. They're so commonly used that I will straight up not believe you if you say you don't use them.
But let's say you don't. The key isn't to not-heal, but to be careful and only heal when it would be most prudent, not after a love tap from Frenzy. After that, split up (which you should be doing against every killer), making it difficult to chain hits and build up his Thana debuff.
"It's a lose-lose situation, heal = waste of time, don't heal = oneshot against 115% killer."
Bubba, Billy, Myers, Plague, and Ghost Face.
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MoM has been brought up.
Long story short, the game's UI lies to you. MoM is not considered Endurance, so it's inoculated from the Endurance changes.
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Considering she's 3.8, making her completely reliant on her blinks and all this change would really do is break her on indoor maps while doing nothing to change her on maps where she's already strong?
No. The answer is no.
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If you make only that change? It'd be terrible.
She's 3.8, she needs to go through walls to get anywhere.
Make her 4.4? Congrats, now she can play like a bot, force a vault/ pallet drop, blink, and now they die. It's similar to Old Death Slinger, only stronger.
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Spine chill - yes and no. Honestly, if Undetectable killers were immune, I'd say the perk is perfect. But as it stands, the perk was effectively butchered.
Iron Will - Yes. Straight up, yes.
Self Care - No.
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From worst to best.
1. Myers. Worst early game of any killer, his T3 is finite (making him the only killer that can run out of his power), he's still an M1 killer even in T3, and he's generally nothing spectacular despite his downsides. Yes, he has Tombstone, but that's Tombstone being BS, not Myers being good.
2. Trapper. Poor guy cannot catch a break. He's better than before but has many shortcomings. With the map reworks, he has a harder time hiding traps, he's still countered by maps, current self heal meta hurts him, he has to spend a long time setting up which is risky as his traps can be easily disarmed. Trapper mains don't have it easy.
3. Sadako. I honestly contemplated putting her higher. To be frank, she is an unfinished killer. Her condemnation literally does NOTHING (unlike Pig's RBTs that at least get 1 search guaranteed). She's a stealth killer with a *directional* lullaby, meaning this ambush killer can still be detected early. In chase, she has nothing but her uncloak flicker but I've had that backfire; since you have no collision while cloaked/uncloaking, a surv can run up and drop a pallet on your head before you can do anything. What does she have? Mobility? Not really, she has a brutal 100 second cooldown that makes her mobility underwhelming as you are punished for using it. And not because it's OP, cuz Dredge has similar mobility with a fraction of the cooldown.
4. Pig. She's better than before with her rng rework but not great. Her stealth is still extremely underwhelming as even with the brown add-on, she's still slower than a survivor. Her ambush is extremely situational so she'll mostly be an M1 killer. And during the times she CAN use her ambush, she suffers from either pre drops or just w holding.
5. Freddy. Where do I begin? His chase potential got gutted. He has a slowdown while placing snares to encourage pre placement, but he also has an extremely limited number of them, so you can't really do that. Of course, that's if the target is asleep, otherwise you literally don't have a power. What really kills him is having the single worst set of add-ons of any killer, hands down, no comparison. "Just use teleport add-ons!" Stacked, those save a max of 5 seconds. 5. That's it. I've done the math. Speaking of which, the teleport is Freddy's 1 saving grace but his mobility isn't that special anymore when Dredge and Blight exist.
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This post just goes over why Boons are powerful perks, something everyone knew (minus Dark Theory).
The problem people have is Circle of Healing and how it affects killers.
There are many killers that rely on spreading injuries to help generate pressure. You see this commonly on killers such as Wraith or Onryo, although it applies to almost every killer to some extent.
CoH shuts this down. You cannot keep a team injured (barring the anti-healing duo, Plague and Legion) because this perk allows for reliable and quick self-resets. ESPECIALLY if you bring medkits.
This in of itself might not be seen as a problem if there were a way to counter this.... except there's not. You can snuff a boon, but CoH is unique in that it's best when it's placed AWAY from the killer's patrol zone, making snuffing "Free time" for survivors as the killer has to give up pressuring gens for several moments to get rid of 1 perk.
To add insult to injury, that perk can be endlessly replaced, again and again, making the killer's investment worthless. Survivors already experienced a similar level of frustration with the original release of Undying; you could cleanse a totem 4 times and still not get rid of Ruin until you did all 5 totems. Only this time, there's no limit unless you bring Shattered Hope, a perk that literally does nothing unless a boon is in play. To demonstrate the absurdity, imagine if survivors had to bring a perk to cleanse totems (having 0 secondary effects or utility) AND if every totem perk were locked behind DLCs, making that perk even more circumstantial.
Rather than adding levels of depth for both sides, Boons strengthen survivors while being extremely frustrating to killers. Unable to spread injuries, killers will play the dreaded high-tier/anti-loop killers that survivors despise (Nurse, Neme, Pyramid Head, etc) out of sheer necessity, making both sides unhappy in the long run.
So no, I do not agree that Circle of Healing is a good and/or healthy perk.
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Disagree.
Mending is a crucial aspect of the Legion. Aside from slowdown, it helps him counter healing items/ perks that many other killers struggle with.
Furthermore, the reason DW time was changed to 20 across the board was for consistency. Having variable DW times without add-ons would bring back the inconsistencies of the past.
What COULD happen is Altruistic Mending getting buffed from 8 seconds (50% faster) to 6 (100% faster).
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C33 - remove pallet breaking ability
Alch Ring - nerfed to only refund 2 tokens.
Adren Vial - Revert its last buff.
Speed is... idk. I'm conflicted there. But those 3 would help a lot.
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For one, Spirit goes completely invisible AND maintains freedom of movement when channelling her power.
Blight, in contrast, has heavily restricted turning and needs to utilize his environment to position himself and to bump/slide and attack.
Spirit has a longer cooldown (15 seconds) but Blight has 10 seconds with 2.5-second fatigue. So in reality, the difference in cooldowns is 2.5 seconds.
Spirit can always and immediately attack out of her power. Blight needs to bump first, which makes his more situational.
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That is... literally the point.
Okay, yes. Chain Hunt while trying to solve the box is extremely annoying, requiring you to dodge several chains and then immediately try to solve. Otherwise, that's the literal function and point of the mechanic.
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Iron Will was not buffed because of Spirit. It's an annoying myth that has no basis besides Stridor having been common on her.
It was buffed because Stridor was countering perks it was never meant to (namely Self-Preservation and Bite the Bullet) due to how volume was calculated. They changed the calculation to keep things consistent so there's not a laundry list of exceptions.
Spirit had nothing to do with it. It's a myth perpetrated by the community.
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That's a very good question, and one that I asked.
CoH possesses the self care penalty due to (seemingly) utilizing the same assets. If they didn't draw a distinction, then it's very likely that CoH might've been affected.
If so, the heal speed will become 30.5 seconds (or 38 with Mangled)
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@DarkEnigma333 said:
If you take away the blink speed theres no tricking the survivor. theyd be able to easily double back every single time
I'm sorry, what? I... what? I'm not even a Nurse main and I feel offended by that statement.
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@fulltonon said:
There was no such things as "removal" of omega blink I think.
Interesting, I'm seeing this a lot, although SupaAlf, one of the best Nurse mains out there, only noticed this after her recoding.
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@Triplehoo said:
You just watched Otz's video... Am I right?
Actually, I was writing this before I saw it was uploaded. Made for an easy source.
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That's not a bug
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Here's my theory.
People who had a particular rough game feel frustrated. They feel angry, helpless. To them, DC-ing at the end is the last thing they CHOOSE to do. It's the only means they have left of taking control and ending the game on "their" terms.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2996475#Comment_2996475
This is literally a perfect change.
I disagree with you.
We had this in the past in the form of her old 3-blink add-on (before it got buffed). You could combine this with the 4.2 add-on to essentially get this Nurse but at 4.2m/s.
Now, this combo was terrible. It's literally just a nerfed Nurse. But was it fair? Not really.
Get a map like Lery's? Sure, Nurse is a joke in that scenario. Get an open map or drop a pallet in her face? Nope, you're dead. Oh, are you vaulting that window? Well, it's in my LoS, so I'm technically not going through a wall! Get rekted!
I'm not saying Nurse shouldn't be changed. I'm saying that Nurse's power is so fundamentally flawed that she would need a complete rework to be comparable to other DBD killers. As it stands, she does not play DBD.
The argument against this, of course, is her age. The nurse is an old killer and has a very dedicated fanbase. Reworking her would cause Old Freddy Syndrome where they will pretty much lose their killer, alienating them. As she's difficult enough that her general killrates are subpar, BHVR tolerates her existence... for now, at least.
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Tbh, I put Sadako in D-tier.
She's a stealth hit-and-run killer... in an age where Hit-And-Run has had its back broken due to CoH and the rise of medkits. Similar to Wraith, she is lacking in chase tools. In fact, if you try cloaking and uncloaking at a pallet to take advantage of her flickering in a chase, it can actually backfire as you lose collision, so the surv can double back and drop the pallet on your head (this has happened to me numerous times). Her stealth isn't nearly as good as Wraith's as she has a directional lullaby that can kill her, she doesn't get a speed boost and lacks his extended lunge.
In theory, she has mobility and slowdown in the form of condemnation to compensate for these drawbacks. In reality, not so much.
Her TVs have a massive cooldown of 100 seconds. This is ludicrous. Compare that to Freddy's 28 ~ 45 seconds or Dredge's 12 (or 4 in Nightfall). Sure, she has multiple TVs and teleports instantly, but they might as well be one-time or two-time use with how brutal the cooldown is. To add insult to injury, the TVs can be disabled by survivors during really clutch situations (unhooks, gen at 80%, etc), so her mobility isn't even that reliable.
Then there's condemnation. It straight-up doesn't work. It doesn't work.
Your sole means of applying condemned (without the Ring Drawing add-on) is by teleporting.
1) The range of 16m is pathetic
2) The TVs have a massive cooldown, so you need to use them sparingly.
3) You need to Teleport 7 times... This is too high to force and far too high to happen naturally.
Her entire mechanic is pretty much pointless because getting it to a state where it does something requires the survivors to donate their brains to science.
But let's ignore that. Let's say that a survivor disables as TV in a clutch scenario as I mentioned, and doesn't get rid of the tape. They keep it and now they're at max stacks. What's wrong?
1) You still need to down them. You're still an M1 killer with no chasing power against a survivor that will KNOW to be on their toes.
2) They can still insert a tape. In fact, because they're not even exposed, they can allow themselves to get hit and your cooldown without STBFL at max stacks is so long that they can insert the tape in your face.
3) So what if the survivor can be mori-ed? This might sound ridiculous at first, but really. Let's say a Meg holds onto a tape and she's on Death Hook. What good does that Mori do me? And because condemnation is so hard to build up, getting 7 stacks near the end of the game is not a ridiculous idea.
She is, in my opinion, one of the worst killers in the game because essentially half of this killer's hit literally doesn't work. I don't think she's THE worst, believe it or not, but she's at the bottom of the barrel.
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The problem is this.
BBQ happens very naturally; the killer doing their objective.
WGLF requires someone to go on a hook, which means the killer does their objective (which you obviously want to prevent). After the hook, you're competing with your other teammates to get the unhook... if you even CAN unhook, because the killer may be camping and/or be a Bubba, Huntress, or so on.
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Ghosty doesn't disturb crows if you crouch. Thought that was worth mentioning.
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@Clockwork_Enigma said:
https://forum.deadbydaylight.com/en/discussion/comment/2986359#Comment_2986359
Can you find the source?
Original Japanese: https://forum.deadbydaylight.com/en/discussion/319142/
Unofficial English Translation: https://www.reddit.com/r/deadbydaylight/comments/u5nn54/japanese_official_twitter_account_qa_part_2/
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@Clockwork_Enigma said:
So there's an idea that someone else had, probably even multiple people at this point, but why not add a range restriction to Bubba's Chainsaw when he's near a hooked Survivor?
Someone suggested around 12 meters or so just to prevent him from camping, so why hasn't there been a change like that since his original launch?
The devs actually answered this in a Japanese Q&A.
TL;DR it's a drastic solution they don't want and are looking into alternatives.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2985587#Comment_2985587
Idk if you’ve played Valorant, but I’ve been playing that game a lot while on my DBD break, and I really like Neon. I hope things work out with her, because she’s a awesome and is a fun agent to play. She’s commonly agreed to not be fun to play against but that hasn’t bothered me really.
I'm wishing you two the best. I'm sure Rin will understand in time; you did what was best for both of you.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2984788#Comment_2984788
It was about two months ago we separated, but pretty much I found out that with her, our relationship was turning me into someone I didn’t want to be. I got into so many heated arguments and getting overly angry on her behalf, like when I was being an ######### to someone over them calling out Spirit bot hackers.
Pretty much I want to have a relationship with a character that doesn’t feel like I have no control over my emotions.
I can understand that.
You mentioned finding someone else. Might I ask who?
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Am I blind, or is Spirit missing in this tier list?
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Was he balanced? Yes.
Was he fair? Yes.
The problem is that people refused to learn/adapt. Hit and Run Wraith was very common because he's literally described as a hit and run specialist on the dbd website, and his lack of a chasing power outside his lunge meant that good survivors could easily stomp a Wraith.
He DID have some BS in the form of All Seeing, but that was an add-on, not the killer. (If you argue otherwise, then Huntress was among the least fair/balanced killers in the game until Iri was nerfed).
There's a reason the community had a collective "THIS IS HOW YOU COUNTER LEGION" when he was buffed to avoid the same thing happening for the same reasons.
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@Munqaxus said:
This is the reason Circle of Healing is not as big a problem as you think. As you can see, it takes 4 heals to break even with Self-Care.
https://us.v-cdn.net/6030815/uploads/G79GD19WMHRM/image.png
It is perk efficient but not heal efficient.
While you're not wrong, what you fail to take into account is the killer snuffing it.
If the killer goes to snuff it, let's say it takes 3 seconds to go there, 1.5 to snuff, and then 3 more seconds to get back on track.
That's collectively 7.5 killer seconds. However, Killer Time is worth more than survivor time.
So with the killer dropping everything to snuff the boon, all 4 survivors briefly have 7.5 seconds of being unimpeded. That's collectively 30 seconds worth of survivor time.
Combine this with the heals, ability to be replaced infinitely, and benefitting the whole team, it can quickly/easily become overwhelming.
And obviously, if the killer doesn't snuff the boon... the boon isn't snuffed, so you can easily get all the heals you want/need.
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Well... uh... Sadako is cuter?
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Normally, I'd argue, but as...
1) WGLF is technically not a hook perk
2) there's literally a "safe uncage" score event
3) It has no in-game benefits besides giving BP
I don't see a problem
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If you think current Legion even *compares* to Release Legion, then you did not play against Old Legion.
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Survivor
BT - could remove the hooked survs collision though
Kindred - at the very least, let survs see each other
WGLF - Just the BP component because the grind sucks
Killer
Pop - Partial pop on a kick; maybe 5% immediately basekit with Pop itself upping it to its current 25%
BBQ - the BP component. Grind sucks.
Overcharge - instead of just "tapping" a gen to stop it regressing, you should need to pass the skillcheck first.
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I'd call it something like "Lethal Frenzy" or something along those lines.
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The Legion's 5th hit being lethal has a dual purpose. On top of giving Legion lethality, it also caps the number of chain hits Legion can perform, effectively killing "hostage Legion," that being a Legion completely uninterested in winning and instead slowing the game to a painful crawl by just endlessly chaining hits until survs give up or eventually get out.
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Hatch exists so that if the team gets slaughtered at 5 gens, the last killer and survivor have an objective and can end the match. Without it, you'd spend 20 minutes looking around trying to find the last survivor until you either get lucky or disconnect
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1. Too many players don't play both sides.
2. A lot of people in this community have a major entitlement issue.
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@e1ix said:
Are the altruistic healing modifiers for med-kits (25% for brown med-kit etc) applied separately or together with the double speed modifier for altruistic heals, that is, is the denominator for the calculations = (1 + 1) * (1 + 0.25) or just = ( 1 + 1.25).
Debuffs are multiplicative while buffs are addictive.
So, if you're healing someone with a brown medkit, it'd be 16/(1+0.25)
If you're within CoH's radius, it'd go 16/(1+0.5+0.25) or 16/1.75
If you meant two people healing 1 surv while 1 has a medkit, it's like this
16/((1+0.25)+(1)) or 16/2.25
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I knew something was off whenever I started Phasing as Spirit.
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It's not 20% or anywhere near that. It's 25% of 7%, so 8.75%.