GrimReaperJr1232
GrimReaperJr1232
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Killer Instinct as a mechanic was designed specifically so that no perk(s) could counter the killer's power. So no, that will and should never happen.
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@Riski said:
Personally I don't mind bloodlust 1 as a way to incentives survivors to use their resources instead of holding W and help weaker chase killers with some stronger setups. Despite this I think anything above bloodlust 1 is overkill and acts as too much of a softcap in chase that invalidates player skill. It's also important to make sure powers correctly cancel out bloodlust. Derdge, a killer with a decent chase power, didn't lose bloodlust progress charging its power in chase allowing it to zone a tile but punish the survivor for holding W simultaneously, not need on a killer which has the added utility that dredge has. I believe dredge has had this change in the last midchapter or current ptb but it's not good this took a year.
Dredge keeping Bloodlust was apparently a bug. Shocked it's been there since release and never said anything though.
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It's complicated.
Okay, to be clear, most of the community has come to accept Bloodlust 1. Tier 1 Bloodlust is mostly regarded as fine. Sometimes map rng will be stupid, and you might need some help if you're a killer such as Wraith. At the same time, the 0.2m/s bonus isn't too oppressive to break the game or anything.
But otherwise, Bloodlust is seen as a bandaid fix for bad map design. You play on a map such as Haddonfield as an M1 killer and if the survivor knows how to play those buildings, you will be getting T2 Bloodlust at points. Out of curiosity, I even tested sone spots and found T3 wasn't enough (but those involve just a stupidly safe pallet you could/should break).
Many players, largely Survivor players, hate it because it's essentially rewarding the killer for doing poorly. You're going an extended period of time without even breaking a pallet, meaning the survivor is likely outplaying you, but they're still getting hit because of Bloodlust. That hardly feels fair.
The developers, however, have defended the mechanic. One that I shall not name to avoid their harassment countered the criticism by saying something along the lines of, "maybe it shouldn't be possible for a survivor to loop a killer infinitely?"
On the surface, this sounds absurd but I implore you think for a moment. DBD is a 4v1, if a chase was a 50/50, then it would actually be in the survivors' favor because the killer is expected to outplay and juggle between 4 people, 3 of which will likely be on gens at the start. So I can see where they're coming from; having something in the game to tilt the odds in the killer's favor makes some sense.
There was an experiment when Bloodlust was disabled, and it was widely regarded as fine but with a few problematic maps. However, since then, we've had MORE problematic maps added such as Eyre of Crows (less so after the rework but still rough), Garden of Joy, and the new Haddonfield. Especially for the last 2, I can speak from personal experience that catching a survivor without Bloodlust on those maps can be outright impossible on certain killers.
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@redjasper said:
About a month ago people argued about the semantics of what on earth this strategy is and they argued it's a tech. So it's all a matter of opinion. There's no counter for the survivor at all. It's not as powerful as dead hard which forces a mind game between killer and survivor. Adrenaline is not that.
A community manager shined light on the devs opinion on the matter.
To paraphrase, "this is not an exploit. It's the killer having game sense and predicting an Adrenaline and is perfectly fine."
It requires dropping a survivor, risking filling their wiggle bar by 25% and a potential save on a pick up, on a hunch they *might* have Adrenaline.
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@sizzlingmario4 said:
I don’t know why she’s even still playable.
Clown got killswitched for Haste. This shouldn’t be any different.
Clown was killswitched because he was given permanent haste in addition to his ability to slowdown survivors. He was potentially almost 50% faster than survivors if you used the bleach as well. That's not just a difference; that's flat out unwinnable.
Spirit, while her directional audio is broken, still gives audio. You know she's phasing at least, which is more than you did before when she was working as intended. It's definitely a bug that should be addressed soon, but not the "this killer completely breaks the game" type that warrants a killswitch.
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Just something I want to mention, games with DCs are not factored in when data such as killrates are collected. Giving up on hook is fair game, however.
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No.
See Spirit for any reasons why I think this perk should never be buffed.
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I mean, it's hard to judge without seeing the match personally.
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Because their schedule to release cosmetics is decided long before and it's not like bugs are ever planned to happen.
Furthermore, it's not a gamebreaking bug. You still know when she's phasing which is more info than you used to get. The directional audio just reacts to the environment.
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I find it to be obnoxiously loud. I get what they were going for, trying to make it extremely intense for an extremely deadly killer but I haaaaaate it.
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@HugTechLover said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343124#Comment_3343124
The strongest? Not even close. AV requires a considerable amount of skill to use, along with good map knowledge.
C33 requires zero skill to receive maximum value.
@Sava18 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3343124#Comment_3343124
I just don't see how It could compare to alch ring, iri tag and c33 in anyway.
I'm gonna clear up my thoughts. I think Adrenaline Vial is arguably stronger but C33 is extremely simplistic and easy to use. I think of C33 a bit like pre-nerf Reworked Freddy; he wasn't the strongest killer, but he was extremely easy to get good results with.
But fine, let's agree to disagree. What we can agree on is that Blight has stupidly strong add-ons, probably the best selection of any killer in the game currently.
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@Sava18 said:
Blights add-ons do need a pass and by that I mean ring and c33. But genuinely adrenaline vial is overrated. It makes blight map dependent. It's a pure bump logic add-on with nearly no room for error while in rush. It makes some tiles reliant on the hug tech as well. But at the same time it has double recharge and plus 2 rushes, so it's forgiving in that way. If you wonder why I said what I said it is because it makes flicks way more risky than they already are. The only time I think the add-on is busted is when paired with c33.
To each their own. I think it's one of the most powerful add-ons in the game, period. It takes some getting used to, for sure. But if you learn it? It's stupid how strong it can be. I've talked to other Blight players and even they agree.
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@sizzlingmario4 said:
One thing, isn't 3.85m/s equivalent to 96.25% speed (not 98.5%)?
Other than that though, great read.
You would be correct. Whoopsies...
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@Phasmamain said:
You know now that I think about it’s pretty funny that nurse had her whole code reworked but they only ever once attempted to fix huntress’ hitboxes and haven’t even attempted the same kind of fix for twins
Especially since the move to dedicated is what has caused a lot of huntress’ issues
I mean, there's a bit of a difference between hitboxes being janky and a killer outright ceasing to function in some instances. And they're literally confirmed to be reworking Twins as we speak, though the exact details of the rework are currently unknown.
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Lightburn takes 1.5 seconds to stun him. His bell tolls 1.5 seconds into his 3 sec uncloak animation; if you hear the bell, it's too late.
His big weakness is... he's just an M1 killer. He might get a hit when he gets the jump on you, but make it to a strong tile and he needs to outplay you. His kit is made for surprise attacks; take that away and he has literally nothing.
Wraith is a hit and run killer, but hit and run is a largely dead strategy thanks to the prevalence of CoH and medkits. Unless the Wraith has Sloppy and is absolutely god tier at applying pressure and surprise attacks, this simply won't work.
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1) Your reasoning makes little sense to me. You can just run into the guard when it detects you (meaning before they start hunting proper), so you can just run to the hook and tap the unhook prompt.
2) then... what's the point of his power? Why have different guards? That just... wouldn't work.
3) this was change because otherwise, immediately dropping a guard at a loop is pretty much the only viable way to play him.
4) I... okay, I don't understand this idea at all. I'll play devil's advocate and just assume I'm just a dullard unable to comprehend what's written in front of me.
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Knight is... he's knight.
Is he balanced? Yeah, relatively.
Is he fun to play? He definitely has his moments and appeal.
Fun to play against? No. Not at all.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337811#Comment_3337811
DH is far superior than Lithe, and have more useful case than SB.
Say it takes you 30sec to hit survivor once.
With SB
- You either takes a little time to chase, after then there is nothing stand between you.
- Or abandon the chase immediately, 0sec wasted.
With Lithe
- If you hit them before vaulting, Lithe is pointless.
- If you dont hit them before vaulting, Lithe is redundant.
With DH
- Spend 30sec to hit once, spend 30sec to
hit twice and end the chasehit DH, at this point you invested too far in the chase, you have to commit
To add on to this...
Dead Hard is unique in that it gives value even when it doesn't give value. All those little spins you do? You're still buying your team time.
Say the killer waits 7 seconds and you end up miss timing and going down. 7 seconds isn't bad, right? Except, 4 people can run it. 7 becomes 28. You wanna 12 hook? That's 3 chases each. 28 becomes 84.
This is just by WAITING, not even getting hit by the perk.
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Legion needs to inflict Deep Wound for their power to function.
They need to chain hits. They need some way to slow the survivors down to give them time to get a chain going. Their kit literally will not work without it.
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@Ketrab2703 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332561#Comment_3332561
Actually It was shadow changed a while back - Deep Wound timer is stopped if you are performing Snap Out action. Also - using Plague's fountain while in Deep Wound will heal you to FULL health (it used to heal you back to injure [only deep wound was healed])
Then that's a bug. A dev confirmed bleeding out while in T3 is intended, as is cleansing only curing Deep Wound.
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I'd rather we DIDN'T indirectly nerf Trapper again. Or any stealth killer.
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give killer's
Qolbasic accessibility by adding an FoV slidershadowborn basekitFTFY
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334268#Comment_3334268
No, there's about the same - except now you can get baseline BT/OTR into DS into DH.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334251#Comment_3334251
And...?
Oh, I'm aware. It's just that the common (incorrect) consensus is that DS sucks and shouldn't be used anymore.
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Something I think goes unmentioned: While there are base tools against tunnelling, there are fewer "layers" of protection than before. Whether it'd be DH, OtR, or BT, your only protection is Endurance. After that, you're dead. Before, there was BT, DS, and then Dead Hard to power through.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333843#Comment_3333843
1, agreed. But they are still apparently not good enough
2, That goal makes little sense. Why in PvP game one side should win more for the sole reason of choosing their role? There should be clear reasoning behind this "goal" so that they understand where is their mistake on that one.
I'm not entirely sure why 40% is the goal, but it is.
They want the killer's average killrate to be around 2, however, it's undeniable that a single survivor dying or giving up early can cause events to cascade and kill everyone else. If nothing else, most killers can secure at least 1, potentially 2 kills at the endgame by camping.
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@Gandor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333557#Comment_3333557
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333351#Comment_3333351
I think this is bad design. If this buff almost exclusively (as per OP's arguments that looks to be sound to me) helps against tunneling, then it should be good buff. Don't you agree?
If people complain about DH and DH having too much usage - that means that there are no other sensible alternatives. Buffing other exhaustion perks could be sensible alternative to nerfing DH if we want to reduce DH usage. And let's be honest - there's still room to buff survivors as kill rates are 60% according to last stats.
While you certainly could equip both a syringe and a styptic
This makes no sense. If we are talking about using overcome - then I have to be not exhausted (meaning 40s outside of chase which is way longer then time needed for syringe). Why would I ever equip both syringe and styptic when all I would ever need is syringe? Like I guess I could use styptic if I don't have syringes - but I would never equip both. There might also be special case for instadown killers/expose, but using instadown is practically always more complicated then using M1 (on already injured person) - so even this case while relevant would be very niche.
2 things
1. Other Exhaustion perks are good. I've seen people with Sprint Burst that turn almost anywhere on the map into a safe zone, or master the art of 99-ing their Exhaustion to get an on demand speed Burst. Dead Hard is just a lot simpler to use and almost entirely universal.
2. 60% killrates is the goal, as stated by the developers themselves. They're aiming for an escape rate of around 40%.
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It used to but was deemed a bug and changed.
My theory is that they don't want it working off Nemesis' Infection (something they outright stated). Because of that, they wanted to define a simple rule: It only works if you go from injured to healthy.
This meant any Endurance plays were immediately shut down.
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@CryptoMiner said:
Thanks. This was a very educational and insightful post. it changed my life and it was a very wholesome and positive gaming experience. I scrolled through and did not read a single word seeing that it was lengthier than the bible. I really appreciate your work. thank you.
Funny thing is, I deliberately omitted a few things because I just wanted to gtf to sleep. Good news is that i did fall sleep shortly after.
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Undetectable would be awful since that'd counter your power since KI is based off your TR.
You could have it make you Undetectable AFTER Frenzy/Fatigue, potentially making something like 5 seconds for every chain hit, up to 20 (just throwing numbers).
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As annoying as it is, it's not a gamebreaking bug. Then again, Twins are broken and still not disabled so idk what's going on anymore.
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Did the Cenobite have the Original Pain add-on to inflict Deep Wound?
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Ah, I see what happened there.
Okay, Blight 101: Blight's initial hitbox on an attack is very short but VERY wide, to the point it allows him to land hits off screen. This hitbox quickly transitions into a longer but thinner one.
To avoid this, the goal is to stop the Blight from getting within touching distance of you, as the hitbox is, again, extremely short.
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As per your request, I will attempt to be as objective as possible.
MoM
You saying the perk wasn't unbalanced because it worked once and required 3 basic attacks tells me you don't quite understand why this perk was nerfed, to begin with.
Balanced or not, the perk was objectively unfair. Every killer has a basic attack but not every killer has a special attack. There are multiple killers that need to basic attack; Trapper. Wraith, Doctor, Clown, Hag, Slinger, Dredge, Freddy, etc. The fact is, this perk guaranteed an extra health state combined with every chase perk in the game, medkits, etc, simply because the killer played the game. Release Legion wasn't nerfed because he was imbalanced (he only got 1-2 kills on average) but he was reworked because he was objectively an unfair killer to verse.
Perhaps a bit irrelevant to your overall point, but I feel the details are important when discussing one of the most BS perks to having ever (dis)graced this game.
Old Dead Hard
I think your explanation of Old Dead Hard isn't quite apt. Yes, it did remove your collision box. However, during the 0.5-second dash, you did accelerate. Because the speed went on a bit of a bell curve, it's hard to put it into numbers but at its peak, DH had you moving at 250% movement speed. This was used to make it to a pallet/window, typically after greeding a loop or "DH for distance." You would DH to the pallet, not at the pallet. This also lacked any counter, as even if you were ranged, the I-frames meant they were immune to damage.
Dead Hard
The reason it's claimed to be more balanced than before is that they removed the acceleration, meaning DH is purely meant to avoid hits. You can no longer DH to make it to a pallet/window.
However, as you pointed out, there is more nuance to this. Yes, you can't DH for distance but if you DH AT the pallet, it's effectively the same effect since you can quickly get the stun off. Killer can't lunge since you can press E in time, and if they don't, then you make it to the pallet where if they swing, they can eat a DH, get pallet validated, or both. The control is purely on the survivor's side.
Now, why do people still say it's better than before? Despite this lose-lose scenario, there are some limitations in place. Namely, it counts as Endurance, thus can not be stacked with any other form of endurance such as OtR/BT, and can effectively be nullified by the likes of Legion, Slinger, or Pinhead (with Original Pain). If you're going to a window, the killer CAN afford to wait since you commit to the animation beforehand, so they can wait out the DH animation or wait for the vault animation, and then you die; before, they DH to the window and they make it. Nothing you can do.
You may argue that while no longer as versatile as before, its effect when used properly is immensely stronger than before. This I agree with, but was also intended. The idea the devs had was, "DH is harder to use, but it's more rewarding when successful." But as you and I have pointed out, there are attacks that are telegraphed with Hatchets, lunges, Neme's tentacle, etc. These attacks are deliberately made to have some forewarning before being used, and that's basically a warning that says, "DH now!"
So while harder for a new player to get value, with a little bit of practice and experience, you can consistently get value out of DH provided you're not out in the open with no defenses (which is the worst-case scenario for any survivor). In effect, the high-risk high-reward perk can instead feel medium-to-low-risk high-reward.
Something you didn't mention is the psychological effect of Dead Hard. Let me explain...
- Due to its status as an on-demand perk, It's one of the few perks that have an active presence even when not being used. If you ask any killer, they will assume everyone has DH. This translates to standing at every one's back, waiting for a perk that may/may not be there.
- As I mentioned, waiting at someone's back. Even if it ends with a down without timing the DH properly, the killer will often wait a few seconds for DH to be used. These seconds alone are arguably worth the perk slot since they're more or less guaranteed, and potentially equal to the raw time given by the likes of Sprint Burst from w-keying alone. All of this is purely just by waiting, not actually getting the perk to work.
- Getting hit by a DH as a killer feels awful. They speed off and you have to power through a health state, it's often used in situations you feel helpless, and you can wait out a DH, think they're not gonna press it, attack, and still end up eating the DH.
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@albertoplus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328712#Comment_3328712
I never really get why people have this opinion of Billy, about that now he is "overnerfed" or a "meme killer"... I remember that before the rework, this forum was flooded of "pls nerf Billy already, he is too strong/opressive" threads.
And now that they indeed finally nerf him, people are like "why did you nerf Billy? he was fine before".
I just find it strange.
To elaborate, Billy with his add-ons was seen as an issue. He's a bit similar to Blight in that regard.
However, *basekit* Billy was seen as one of the best designed killers. And while his add-ons were an issue, it was from the combinations available rather than the add-ons by themselves. Fact was, Billy did need at least some add-ons to keep up with better survivors.
Come his rework and he was NUKED to oblivion. Overheat was added; in its current iteration its notmuch of a limitation to veterans but is extremely cumbersome when you're learning Billy, making him extremely unpleasant to play. This angered almost everyone because basekit Billy was seen as perfectly fine. His add-ons went from amazing with problematic combinations to terrible. He has a few good ones, but they're a shadow of their former selves.
He went from one of the most common and strongest killers to basically being dead. To add insult to injury, Spirit and Nurse, both killers with stronger add-ons AND basekit, were comparatively given a slap on the wrists.
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@barsw said:
No. blight needs not only his addons to be nerfed ,i think his ability to destroy the pallets fast also should be cut from the game .I wouldn't say that Wesker is balanced at least his hitboxes should be fixed to the state when he was released .
I don't think I agree. Blight's ability to break pallets basekit was added due to popular demand, but it's also slower than a normal break now (2.5 seconds vs 2.34). I can see adjustments, such as starting his token recharge after the animation instead of mid-animation but not outright removal.
Wesker's hitboxes are just something we have to accept. His release 20m hitbox made him nigh unplayable on console, or at the very least, extremely unpleasant in my experience. Not to mention, it being smaller than his model lead to a lot of issues, such as literally phasing through survivors without grabbing them.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328754#Comment_3328754
Tbh just because Blight is hard to play doesn't justify the existence of Alch Ring, Adrenaline Vial, or C33.
I agree. However, I do think his difficulty to master does excuse his basekit strength being what it is.
Ultimately, the consensus on Blight (that I support) is "basekit is fine. Nerf the add-ons."
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@HoodedWildKard said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328126#Comment_3328126
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328158#Comment_3328158
Not as such, I don't see how you can counter nemesis/wesker unless you just want to make yourself more vulnerable. Legion is janky, you definitely can't avoid it because it's when your teammates get hit and you really have no control over that and staying out of TR isn't really feasible unless you know exactly where killer is. Even then it'd still be difficult.
And I'm not saying KI should be blocked. My favourite solution is to let the surv know that KI is on them so they know whether to shift W or not.
Okay, Legion can be countered by respecting his TR, PH by not stepping in trails etc, etc.
Let's go over Neme and Wesker. Can you stop them from getting information? No. But what you do control is when the KI procs and if the information is even worth using. If you're across the map on Dwelling at shack with... idk, 30 pallets nearby, idc if I know where you are because I can't touch you.
Knowing when KI shines on you just comes with general killer/matchup knowledge. With experience, you should know when it is/isn't shining on you.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327813#Comment_3327813
My information comes from listening to the Devs. But if you want to use the wiki as a source:
Prior to Patch 1.9.0, The Nurse had the shortest Lunge range compared to the other Killers.
Now she has the same range as a Killer moving at the default speed.
I will admit, you have me double checking and doubting myself, as I'm hearing conflicting accounts now. Until I get confirmation from I source I can't doubt, I'll take anything concerning her lunge with a grain of salt.
But as for the original point concerning the add-on, it's still extremely similar to Myers' T3 lunge. It's impactful but not a gamechanger.
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You don't.
Killer Instinct as a mechanic was created for the explicit purpose of giving killers a means of tracking with their power that cannot be countered.
What you can do is avoid it's trigger conditions (be outside a Legion's TR, crouch near Victor, etc)
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@BlueHorkew said:
Yes, i know she just got changes. No i am not putting a rework that is not coming but some small tweaks that could improve the counterplay to her for the survivors.
- After blinking add a small delay before she can attack (something small between 0.25-0.5s, not sure how much exactly), basically make so Nurse can't attack on the first frame after blinking. This will help survivors react to nurse blink and actually do something be dropping a pallet that right now is kinda impossible or alter their movement and being unpredictable;
- Stunning a nurse should remove all blink charges and stop the recharge during the stun. She is to strong against DS and can ignore pallets, so she should get a bigger penalty for getting hit by one
- Give an audio queue for nurse using her power within 42m of survivors, with her new add-on that makes 40m instant blinks a thing, giving survivor information that they could be sniped would be helpful
For the last one i was thinking about removing auras while using her power, but since she just got a bunch of perk synergy gone i hope that a queue for those snipes could be introduced. Or you know just use distortion, that could work.
1. The reason her attacks are buffered is that previously, she had issues with dedicated servers that prevented her from attacking dubbed "the M1 bug." Changing it would just bring it back.
2. Cute idea but what difference does it make? She's 3.85m/s. You're not getting much distance in a measly 6 seconds for it to matter, but it will annoying tf out of the Nurse player.
3. Err... you can hear her blinking from across the map.
4. Nurse already can't use most perks in the game. Chase perks, m1 perks, stealth perks are largely redundant since she needs to blink everywhere (very loudly, I might add)---Remove aura reading and literally what does she have left to use except slowdown?
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327639#Comment_3327639
All lunges were normalized many patches ago. As long as you move forward for a fraction of a second, you will get a full lunge.
Nurse did at one point have a special lunge which you would always perform a fully animated lunge attack. Same time she had auto aim.
Yes. I know. Nurse post blink lunges are an exception. They do not have the same range as a normal lunge.
The wiki, which is where I assume you got this information of the standardization, also lists her post blink lunge as having its own unique formula and that it has a reduced lunge range than is standard.
Her lunge WAS adjusted way back so that she could curve around obstacles like any other killer, rather than going straight and with auto aim.
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In no particular order...
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327367#Comment_3327367
All killers use the same lunge speed curve. Including Nurse's Blink lunge.
Wrong.
Nurse Blinks are special. You see, all killers during a lunge have their movement speed set to 4.6. So their lunge modifier is calculated as 4.6x1.5 for a speed of 6.9m/s, meaning they all have the same range.
Nurse's blinks do NOT follow these rules. They keep her slower speed of 3.85 for a calculation of 3.85x1.6 for a speed of 6.16m/s, meaning she has a shorter range than is standard.
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Very nice and very constructive. Just a few issues.... /s
1. They buffed 3 blink ages ago. It was just always combined with recharge, which is now gone. Since recharge is nonexistent, the add-on was adjusted so that it's the same as it + recharge before. Nothing really changed.
2. The add-on makes her 110% now, true, but also capped your blinks at 1, meaning you can no longer use the other Iri to have 2 blinks AND faster movement speed.
3. The add-on extends the lunge by 30%. A lunge lasts 0.5 seconds. The Lunge is now 0.65 seconds long. It's just BARELY longer than a T3 Myers lunge. It's an asset but hardly game changing, combined with that fact her lunge speed is still slower than a default lunge.
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I mean, if Knight has a guard kick a gen, they *know* he's aware of them. If they decide it's somehow a good idea to tap the gen again, that's on them.
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What do you do?
No choice. You just brute force it. Waiting it out isn't an option and they know it. If you try *not* swinging, then they'll catch on and turn every instance into a 50/50.
Just charge like a brazen bull. Hopefully you're a strong killer and can power through the third health state.
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That's not really an exploit. It's just the killer predicting a perk and countering it. It's like doing the CJ Tech or something.
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@MikeyBoi said:
If anyone has played DBD years ago, I think it’s safe to say the game has never been better then before lol. You guys seem to keep forgetting that the majority of player base has gotten a lot more skilled compared to when the game first came out and the devs simply had to adjust. Yea old decisive strike was better for survivors except for the 2% of survivors that were cracked that could hold a chase for more then 15sec it was downright broken.. Having 7 blinks back in the day with recharge addons as nurse was only OP to the 0.3% of players that actually knew how to play her properly.. Whats your point??
7 blink Nurse with recharge? Her rework that added the charge system lowered her max blinks to 3 from 5. 7 blinks was back on release when she didn't even have lightburn, nvm a recharge.
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@OneGoodBoyDemo said:
1. NURSE will always be the strongest killer in the game and there are no reworks to fix it.
2. DH is a balanced perks now ( oh my god, I really said that? No way )
3. Camping and tunneling will always exist no matter how many measures are taken to discourage this type of gameplay.
4. SoloQ will always be terrible because you can not fix bad players.
5. SWF is fine, that's the reason this game didn't die a long time ago.
6. New metas will always come and go because people are crying too much although some perks are fair.
7. FNAF WILL NOT COME TO DBD
8. The old dbd despite being unbalanced is better than the current one.
9. BHVR has made some great changes over the last few months.
10. I'm beautiful boys and girls.
11. Sweet is better than salty.
- Agreed, unless she's Freddy'd, but I don't think that'll ever happen.
- Depends on how you decide something is "balanced." It's definitely better than before but I still abhor the perk since it's "counter" is literally staring at someone's back which is just annoying and unfun.
- Agreed.
- Half true. Can't fix bad teammates but you can fix a lack of information.
- Not sure I'd go that far, but I don't agree with the idea that playing with friends is somehow a bad thing. Yes, coordinated teams are frustrating at times. At the end of the day, punishing teams is punishing people for wanting to play with their friends.
- I mean, Old DS/UB/DH meta lasted for ages, so I don't know if "come and go" is really an apt description. People definitely don't like change though.
- Geez, didn't need to say it so directly.
- Elaborate. And was the game better or was the community better?
- Yeah, I agree. They also made some stumbles in some areas but yeah, overall, good changes.
- Glad to see you have self-confidence.
- Depends on what I'm eating. If I'm eating fries, I'd rather they be salty.
-
@C3Tooth said:
Trapper, Pig, Pinhead, Nemesis. Killers that not lethal in chase, but the Gens dont fly as they have their own unique way giving survivors 2nd objective.
Some definitely need buff though.
I'm confused by your mention of Nemesis.
Isn't Nemesis all about chase though? Vaccines aren't meant to be slowdown, they're there to provide a means of recovering your third health state. Wesker's infection, on the other hand, is meant to be slowdown.
Could you perhaps elaborate? Maybe there's something I'm missing.
