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GrimReaperJr1232

GrimReaperJr1232

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  • Hmm, tough one. I'm not gonna list them in any particular order.

    1. Blight - ADD-ONS AND BUGS ASIDE, I think Blight is a pretty well-made killer. He's strong, fun to play, and fun to go against (again, when he works and isn't using his nuclear add-ons).
    2. Demo - What's not to love about him? He's adorable. He's strong in the chase and potentially oppressive but not unstoppable. He has a few add-ons that make no sense but aside from that, he's almost perfect.
    3. Plague - I tried really hard to get into her and haven't succeeded so far, but I can't deny she's pretty well put together. She's strong but difficult to play/master. Multiple ways you can play a match as killer or the survivor, choosing how often and where to cleanse, and then dealing with the consequences of each, while having strong but not nuclear add-ons.
    4. Wesker - What's there to say? I mean, when the biggest grievance most people have with a killer is that they keep seeing him all the time, you're doing something right.
    5. Huntress - I'm going to be perfectly honest, I hate Huntress. I hate playing her and I hate versing her. But still, you can't deny she is very strong and most seem to enjoy going against her. Outside of bugfixes, her basekit has remained largely unchanged since release because there's little wrong with her. Now, if they can just address latency/hitboxes....
  • @Peanits said:

    While time is definitely something that Killers need to manage more closely than Survivors, I would really hesitate to boil it down to an equation. There's simply far too much nuance in any given match to possibly put a single number on it. While yes, there are four Survivors in a match, if only one Survivor is free to work on a totem (e.g. one is hooked, one is being chased, and one is going for the save), they're still ultimately spending 14 seconds blessing that totem, and those are 14 seconds that could have been put into a generator. In a case like this where the Killer's got a lot of pressure, the Survivors' time becomes far more valuable.

    It's also borderline impossible to put a time on how long it takes to find and kick a boon. If you're chasing someone and they happen to run right by it, it takes practically no time at all. If you don't pass by it and instead have to go out of your way for it, it would instead take much longer.

    Numbers are neat and can tell you a lot sometimes, but in this case, I don't think it accurately captures what's going on in a match.

    With all due respect, I don't feel the chase analogy is very apt.

    If you're chasing a survivor and snuff a boon, that's time the survivor is running away from you, prolonging the chase and giving more time to the survivors. The only time this would not be the case is if the survivor is downed literally next to the boon, something the survivor is fully capable of avoiding as they all see the aura/location of the perk.

  • Jolt is meant to be able to hit blocked gens.

    Blocked gens cannot lose progress, but they can be put into the regressing state. So, Jolt won't do its 8% but will kick the gen for you, so it'll start regressing immediately when it's unblocked.

  • @C3Tooth said:

    We receive:

    • Self care pre nerf
    • Botany pre nerf
    • Pharmacy pre nerf

    You receive:

    • Coh further nerf

    They literally nerf the whole healing perks set while buffing Haemorrhage.

    I dont use Coh so I feel unjustified when other healing perks get nerfed.

    I'd agree to this in a heartbeat.

  • Uh... yeah?

    Mette of Man, Object, PTB Blood Favor, DS, Boil Over, Balanced Landing, and Dead Hard. That's just off the top of my head.

  • Do you need the full run down on why her attacks are Basic? Cuz I've asked was told why.

  • Basic attacks. More specifically, what is/isn't considered a basic attack?

    Okay, Nurse's blinks are basic while Pig's dash was changed from Basic to Special. Alright, Nurse can grab and Pig can't and a 0.3-speed burst vs a 1.8-sec speed burst, so maybe I can see an argument about why they did that.

    But, Oni tapping M2 in his power isn't a basic attack. I don't mean the lunge, I mean merely tapping m1 which does both a grab and only 1 health state of damage. Okay, maybe that's too complicated to code, but then we have Slinger's reel into M1 counting as Basic when it literally inflicts Deep Wound, just like Legion's Basic-turned-Special attack?

    W-What are the rules, man? What are the rules?!

  • Because Billy moves at the exact same speed as him...? Sure, Billy needs to charge but he also insta-downs unlike Blight.

  • 75%? That's literally as efficient as current CoH self heals. So... no. No thank you.

  • @the_honey_badger said:

    With all due respect this is seemingly more of a rant on spirit, so let's break this down.

    - Yes spirit has strong add ons that need nerfs

    - Spirit has alot more counterplay than nurse due to the fact that you can literally hear her exact position (at least i don't find it hard to pin point her) whereas nurse is just run, break line of sight and hope she isn't amazing at blinks.

    - Awakened awareness and starstruck is much much stronger on nurse due to the fact that she teleports through walls with her power, nurse literally breaks the core of dead by daylight. So having her attacks count as special attacks makes alot more sense than it does for spirit. She can't phase through walls or go to the 2nd floor in a second like the nurse can.

    - Making spirits normal attacks count as special wouldn't make sense whatsoever, as of right now spirit is in a really good position as she is arguably the 4th best killer without add ons, you can even make the argument she is the 3rd best with certain add ons. It would be a hugely unnecessary nerf to spirit.

    - I honestly can't agree with spirit having more map mobility than the nurse when she even has range add ons and she can travel to an entirely different floor in just a second. She can literally catch a survivor after hitting them in seconds, at least the spirit has a cool down on her power whereas nurse with a single blink is alot more lethal.

    - So to your main point, starstruck. I think as a perk its fine, im not sure how they would nerf it or if it even needs a nerf. I barley encounter the perk, in my games at least.

    Overall I wish to be respectful of your points, but I entityly disagree. It seemed more of a rant towards spirit using starstruck and she is stronger using it than nurse essentially. I think its very untrue, if I'm on midwich and see a survivor above me I can't just phase on their position in an instant, I can't phase through walls in an instant.

    You're not wrong. I was a bit tilted writing this.

    Something I want to make clear: I wasn't saying her mobility is better than Nurse's. I was trying to say Spirit has better add-ons that improve her mobility compared to what I was currently running. Better mobility than a ranged Nurse? I was tilted, not stupid lol.

  • @InvadeGames said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295356#Comment_3295356

    nurse has a pick rate of around 1%. DH is around 50-60%.

    try again.

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

    Nurse's pickrate was last stated to be 5.36% (all MMR levels) and 6.12% (top 5% mmr). Even if we use Nightlight, it's 4.96%.

    As for DH, we have no official stats on its usage. Only thing we have is Nightlight displaying a 30.03% pickrate.

  • 6.4.0 patch later, this is still a thing. Still curious if there's some philosophy behind it that I cannot understand.

  • @Laurie268 said:

    As long as nurse is in the game, no one has the right to complain about DH. It’s the only thing stopping her from downing you in 10 secs. I’m okay with deleting DH if they remove nurse and nerf alchemist ring

    Think DH is fine all you want, that's your right. But please, don't defend BS because the other side has BS.

  • There's no confirmation if basekit UB will ever hit live. We tested a prototype. We've tested things in the past that never hit live. Example: Legion's DW timer was reduced to 15 seconds (from 30) if the surv was already injured. Never hit live.

    The devs never said it would hit live soon. They echo my words; it was a test, and there's no telling when or if it'll ever hit live.

  • I can only speak for myself, but... what other perks are there to use? What is there that is reliable and consistently helpful?

    Chase perks? Hardly. A lot of killers don't even need them since their power is chase-centric. Even still, their effect is mainly marginal and their absence isn't too apparent.

    Info perks? Like what? BBQ? Aura reading perks, perks that have become increasingly unreliable with the popularity of Off the Record and Distortion (which gains tokens in chase cuz... why?)

    Hex perks as a whole are pretty much dead. Disregarding that most are terrible, CoH is extremely popular, meaning survs are more likely to seek totems on top of the bad rng, so why bother?

    Anti-Healing perks? We have... Sloppy Butcher! Uh... um... Gift of Pain? Coulrophobia...? Yeah, moving on.

  • @MoNosEmpire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3292632#Comment_3292632

    Well considering i've had JUST the nurse alone in 1/3 games out of ALL games played today it's very justifiable. And yes, it actually would help because pre-nerf I did stand a chance against the nurse.

    What do you mean "I don't have the spine to be honest"? Have you SEEN the state of the game right now?? It's kill fest season with hardly any counters against killers. How can a killer camp a hook and get 4 +2's yet for a survivor they have to shead an arm and a limb just to get +2 in all categories?

    Against PC killers Boil Over has 0 effect at all and unless you've got at least 1 survivor helping you get off the grasp of the killer (even with boil over) you still have no chance at all. It feels like it has the same chance of getting off the hook without using deliverance, which again makes it a useless perk in its current state.

    I'm going to stop you right there for a moment.

    You explicitly said, "for PC killers." The whole reason Boil Over's staffing effect got nerfed was because it was extremely difficult for console players, especially on indoor maps. There are other platforms.

  • @Xord said:

    Dead hard is a difficult case, while it is a completely useless perk against good killers, it's really strong in average and below average MMR, it shouldn't be buffed, maybe reworked again.

    Boil over is another complex case, while it deserves to be buffed on PC, it would be overpowered on console. I'm not sure if it is something that could be fixed.

    DS, however, shouldn't just be made at 5 seconds, it also needs to be baseline. It's ridiculous how the state of the game right now is that any killer car revert a game they're clearly getting stomped to an easy win just by tunneling one survivor. It can't just be a perk, we need the basis of the game to be that a killer should vary their hook stages, and win a game through actually getting hook stages, rather than winning with a total of 5/6 hooks.

    It isn't possible to design an asymetric game without any built in mechanic preventing tunneling, as tunneling will always be the natural best way to win.

    However, DS should stay deactivated in the end game. Taking the only kill you can take is not tunneling.

    I'm going to disagree on some accounts.

    DH is absolutely good against good killers. It's one of the best perks in the game, period, if you're against a Nurse or a Blight. The ability to tank a hit and essentially have an extra health state is invaluable. Even against a standard M1, the time they're staring at your back is time the chase is being prolonged. If DH into a pallet, there's literally nothing they can do.

    Boil Over is just annoying. The strafing, I mean. I hope we're on the same page that reverting the wiggle on a drop nerf would be horrible.

    5 sec DS at base would just be ridiculous. Trapper would be SoL because you can disarm his traps with impunity, and you can't make it a conspicuous action because of basement Trapper. You could solve Cenobite's box and avoid any possible repercussions. You can swarm a surv with a flashlight because, again, safety. You can also bodyblock for your teammates, especially if you're also using OtR meaning you have double protection.

  • @Mockingjay_S451 said:

    If I was a killer that tunnelled, I would disable messages also.

    Why would you accept a friend request from somebody you don’t know?

    I didn't accept the request. I just read their name.

  • I can only speak for myself, but when I play Legion, I only Frenzy if the survivor is healthy.

    If the survivor is healthy, they healed.

    If they didn't heal, I would have no power.

    So, the solution is literally not to heal. Or at least, only heal when necessary (ex; you're on death hook or need to go for a rescue)

  • DS? If you mean pre 6.1.0, then maybe.

    DH? Absolutely not.

    Boil Over? Under no circumstances should that abomination of god return.

  • Friend, I'm going to be real with you; hate the game, not the player.

    If you enjoy Blight, play him. If you wanna play with your friends, all running medkits, DH, Map Offerings etc, then go ahead.

    Regardless of whether or not you believe these things are fair, they are in the game to be used if someone wants. It's ultimately up to the devs to balance the game.

  • This is certainly going to take some getting used to...

  • Let's go at it one at a time...

    BBQ - Pointless. I'm all for encouraging spreading hooks but actively punishing tunneling like that? No.

    Beast of Prey - Not much to say considering how awful it's current state is, anything is an improvement.

    Blood Echo - This... actually feels more like a nerf. Exhaustion is shorter (30 vs 45), needs to be a Scourge Hook, still requires them to be injured, and the only killers that can keep a team injured (Legion and Plague) don't care much for Hemorrhage.

    Claustrophobia - same as Beast of Prey, although I imagine this can be pretty nasty on Legion, especially with Blood Favor.

    Deathbound - Eh, still has a major problem of only working on altruistic heals in a self heal meta so there's very little that can make this perk work.

    Dragon's Grip - I'm already having nightmares about a Nurse or Spirit with this and Overcharge. Touch it? You scream with Exposed and possibly miss an Overcharge skillcheck. Don't touch it? Dragon's and Overcharge nuke it.

    Eruption - How much hindered? Because Hindered ranges from 3% to a brutal 20%.

    Fire Up - Not sure how to feel about this. I feel the mechanics of Fire Up are fine but the percentages are too low.

    Grim Embrace - Sounds a bit overly complicated with percentages to keep track of when you'll only see an icon on the bottom right of your screen..

    Hanged Man's - Sounds like a combo of current and previous iteration of the perk, which is pretty nice.

    Maiden - I think Maiden is fine. It's a niche perk but it does its niche well enough.

    Monitor - I don't like the idea of having something that adds movement speed during a chase. It's number isn't huge but the lack of risk or conditions makes me dislike it, especially when it's already a decent perk.

    Predator - I'd rather just rework the perk entirely....

    Shadowborn - Add an FOV Slider!

    Territorial - So, still only good if you're a MYC Demo/Dredge...

    Trail - 1% of regression? 1% of a gen is 0.9 seconds and gens regress at 0.25c/s. So, to get 1 extra second, you'd need to wait 3.6 seconds. So... it's not really extending the timer.

  • Blight's fatigue both is and isn't 2.5 seconds. If you miss, run out of tokens, or don't bump/rush, then it's 2.5 seconds. This can be decreased with add-ons, except the miss cooldown that remains 2.5. If you land a lethal rush, the cooldown is always 3 seconds.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281932#Comment_3281932

    With that change it would be another perk that only SWF can get real value of as for soloQ it would be really hard to coordinate heals.

    That's why i suggested the aura reading, to help solos coordinate heals.

    If nothing else, keeping the ability to heal at old self care speeds guarantees at least a singular method of reliable healing. (Obligatory self care didn't deserve to be gutted here)

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/3281887#Comment_3281887

    How would you nerf the perk to bump it out of being incredibly good while retaining the core aspects and effects of the perk and not creating yet another useless survivor perk, further limiting the already slim meta?

    Revert the speed to 100%

    Make it only apply to altruistic heals

    Injured survs within the boon's radius have their aura revealed to all other survivors in/ out the radius.

    That's what I'd do. (You can keep the 50% heal speed/old self care, if you're so keen)

  • Run into the guard. Yes, seriously.

    They'll go where they first detected you, so you can go straight through them. The second you attempt an unhook, their hunt is cancelled.

    The only time they're remotely threatening is if knight is camping alongside them. On their own, they're pretty bad.

  • You have some neat ideas.

    I don't see the point in reducing Eruptions regression from 10% to 9%. That's just a few deciseconds of difference. I'd also have it apply to people within 4m of the gen, so people on coms can't avoid the Incapacitated while Solos suffer.

    I don't think Beast of Prey needs any cooldown. Hiding a red stain is nice but it's not a game changer, and can be emulated by moonwalks, so a cooldown feels gratuitous.

    Furtive chase, I don't think needs its tokens up to 6. At 24m reduction max, you can have a Spirit with Furin that makes her phase omnidirectional, or an 8m TR Deathslinger...

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279799#Comment_3279799

    Thanks buddy, that's interesting... I thought the lunge range and speed was basically the same for every killer? (except myers in t1 or t3?)

    Yes and no.

    Okay, Lunge speed was formerly calculated as base speed x 1.5. This resulted in Nurse and 4.4 killers getting a shorter lunge.

    This was adjusted. When you do a default lunge, every killer becomes 4.6 for the duration of their lunge so they all have the same range. If you're faster than 4.6, then that value is multiplied by 1.5. That's why Wraith has an extended lunge; he's temporarily moving at 6.9 after uncloaking, so it's 6.9 x 1.5 for 10.35m/s.

    Nurse's normal lunge follows this rule as well. Her blink attacks, however, do not. They have the same range/speed now as they did in 2016.

    Myers is a weird case. A lunge works in 3 phases, opening, speed burst, and closing. The duration of these phases are 0.1, 0.3, and 0.1 seconds respectively. In T1, the speed burst portion is removed entirely, so you only get the opening/closing phases (the same as tapping M1). T3 extends the speed burst to 0.4 seconds.

    @Archol123 said:

    For the 3rd reason I would not want to rob nurse of using perks that rely on basic attacks in general but only exposed because I think they are the major issue... Otherwise you would kind of limit her in the perks she can use more than necessarily needed ^^

    Personally, I don't care for Exposed. I care for Starstruck specifically.

    My idea that's gained some traction? Make her TR small, say, 16m, but give her a 40m Lullaby. You can even make the lullaby directional, similar to Sadako/Trickster.

  • @Archol123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3279734#Comment_3279734

    Seems interesting, why are they basic attacks? Because Nurse basically cannot hit people when chasing normally?

    It's one of the reasons, yes, but not the only reason.

    First off, there are three types of attacks: Basic, Sub-Basic, and Special. Sub-Basic attacks are Basic attacks with additional/modified properties, while Special Attacks are completely unique and tailored made for the individual killer. Perks only acknowledge Basic and Special attacks.

    Nurse's attack is a sub-basic attack. Uniquely, she also predates the actual perk distinction of basic/special attacks for perks, so she's an example of an attack being retroactively categorized. Thought that was worth mentioning.

    Now, what makes her attack unique? Almost nothing. The attack itself almost completely emulates a standard basic attack except in two areas I can find. 1. during the calculation formula, she's 3.85 instead of 4.6. 2. Her modifier is 1.6 instead of 1.5. This means, her lunge speed is calculated as 3.85 x 1.6, for a lunge speed of 6.16m/s. So her unique property is her lunge is shorter and slower. Otherwise, completely normal attack. That's reason 1: Very little difference between it and a basic attack.

    Reason 2: If you say, "any difference means it's not basic" then we'd need to say Myers' T3 lunge is special because his lunge is longer. A better example is Slinger who inflicts Deep Wound as well. This opens up the can of worms of "what is/isn't a basic attack?" Sub-Basic attacks are on the line and it gets hard to categorize them. Legion's Frenzy and Pig's ambush, for example, are sub-basic attacks and were once Basic Attacks because of it. But as you can see with Nurse/Slinger, not all Sub-Basic attacks are special.

    Reason 3: What you mentioned. She's slow. She physically cannot chase normally. You don't see Basic attack perks on Huntress, true, but she has the choice. Nurse does not. She is the only killer that is entirely reliant on their power to land hits.

    I'll do you one better and now I'll source it! This is from McLean, who was one of the dev's behind Nurse's creation on the subject when I asked him.

    https://clips.twitch.tv/BreakableCharmingSmoothieMVGame-JcPXoLCSXDvC8Xtu


  • "- Make Blink attacks Special like it used to be." Uh... what? They were never Special. Due to a bug, Old MoM considered them to be special, but that was a bug. If you want to know WHY they're basic, I'll gladly explain because I've asked the devs and was given detailed explanation as to why.

    "After being stunned you lose all blink charges." I don't think this is as impactful as people think. Okay, you DS'd the Nurse. AWESOME! It's still 3 seconds. Oh, but she's slower? She's 0.15m/s slower. Unless you're on Lery's or something that can break LoS immediately, she's going to get a blink back, and you'll die. She won't even need to wait for a second one.

    "Make Plaid Flannel addon effect visible for survivors." I don't like this. If she herself cannot see it, why should survivors? But let's ignore that. The entire counterplay (besides breaking LoS) to Nurse relies on predicting if she'll commit to a far blink or cut it short. I don't like the idea of physically seeing it, just like you wouldn't see the arc of a Huntress hatchet.

    " While charging blink nurse suffers from slowed camera movement like piramid head or deathslinger." That sounds awful to play. It wouldn't even be much of a nerf. It'd just feel terrible.

    "While being burned by a flashlight u slowly lose charges no matter if you are charging blink or not." The counterplay to killers should not be dependent on an item. Likewise, an item shouldn't harm a killer that severely.

  • Killer Instinct was created for the explicit purpose of being a mechanic that a survivor couldn't counter due to it being tied to the killer's power.

    They USED to use auras but began making aura blocking perks. You can see this on Trapper or footage of Old Freddy where they used auras instead.

  • Survivors are guilty of the exact same

    Dead hard and CoH are in every single game I'm in. Ironic since DH was one of the nerfed perks.

    But let's address this, hmm?

    Alright, why is this meta? The meta still seems geared towards regression.

    Are the perks op? Do games still feel too fast without them DESPITE the increased gen time? Do they need to touch base regression?

    If the perks are going to be changed, how do we change them? Are they too appealing, other perks not appealing enough, or both?

    It's a very complicated process that can't just be done in a week. Or a month, even. Hold your horses.

  • Err... which Nemesis? And how do you know?

  • Friend, she's 3.85m/s. If she can't go through walls, she can't function.

    If you think about making her 4.4m, then she can play like a bot, force you to get locked in an animation, and then you get hit.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/3276633#Comment_3276633

    ... Devour Hope?

    Really, though, this seems a weird build to complain about. Zero regression, all information is relying on the chain hunt. It's just slowdown and a particular desire to get the box.

    Ah, Devour. Makes sense. Thank you.

  • DH? Explain because my brain defaults to "Dead Hard" after all these years.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3275977#Comment_3275977

    Because its not game breaking

    something thats game breaking would be on the lines of holding the game hostage (such as a spot that cant be accessed to Killers but can for Survivors) or doing something that can crash the game. Your example with RPD back when Resident Evil first got added was game breaking, since old gen consoles were regularly crashing and having major performance issues on the map. This here is more along the lines of Oni spawning 3x more Blood Orbs. Is it an issue that needs to be fixed? Yes. Is it urgent? No.

    Lets just take this as a step back, and remember that this is how the average map used to be like back in the "good ol' days".

    Yeah, I also distinctly remember those days having insta saw, Omega Blink, original Ruin, and hostage basements.

    If the criteria of gamebreaking something that creates a hostage scenario or crash, then why was Object killswitched when it gave wallhacks?

  • I genuinely need an explanation for this one. For those unaware, it has been acknowledged that the new map is bugged and spawns far more pallets than intended. As in, 3 pallets directly next to each other. Combined with the map's large size, you get 37 pallets. Not hyperbole, it's been counted. 37. How much is that? Gideon spawns around 25.

    In response, the devs lowered the pick rate of the map to "normal" levels. Why have it in the map rotation at all? The map is bugged to an extent it's causing balance issues. Why even have it available?

    But let's say it's because of what happened with RPD. Despite the map being atrocious, it was new. People wanted to see it, so they complained that it was killswitched. Fine.

    But why not, at the very least, killswitch the map offering that guarantees that the killer/survs get sent there unless another map offering conflicts? The odds of getting the map by RNG were lowered but there's still the option to send everyone there with the intent to exploit the massive pallet count. Why?

    I-I just don't get it.

  • A couple reasons...

    1. Healing is a joke in the current meta due to medkits and CoH. Injuring the body blocker isn't worth it.

    2. Hits break Bloodlust. Walking around doesn't.

    3. Hitting the blocker gives the killer's intended target time to make distance while they're stuck in the cooldown.

    Obviously, there are situations where it's better to just hit the blocker. It's a case by case basis that you learn to judge with experience.

  • "Here's my solution to a problem!"

    "What's the problem?"

    "Can't tell you or it might get worse!"

  • @PB_TORCHer said:

    DH hits should apply Deep wound. This would make it more realistic to taking a hit.

    ‘The burst from taking a DH hit is annoying that they get a bunch of distance. Before it was a short distance and everyone complained “dead-hard for distance” but no one mentions the distance they get now…….

    Devs - add Deep wound to DH and I’ll never complain about it again. At least this would give some effect from taking that hit instead of continuing like nothing happened and you got a ton of distance to the next safe spot. Now your vision is being messed up making continuing being chased more difficult.

    Er... they do? DH gives you Endurance. Tanking a hit with Endurance applies Deep Wound. That's why it doesn't work if you already have DW.

    @Kirarozu said:

    Dead Hard is a you problem. Its on you to remember who has it. It's on you to bait it out. You're not gonna kill every survivor.

    DH has pretty much no counterplay if you DH into a pallet. If you swing, you eat a DH. If you don't, you eat a pallet stun. It's the same lose-lose scenario that DH originally created, but in a different way. Whether you think it's fine or not, you have to acknowledge that's very frustrating to go against.

    Furthermore, sitting at someone's back, waiting for them to DH is extremely annoying. Wraith can bait it out with his bell, but other killers don't have that option. They sit at your back playing a game of, "Do they have DH? Are they going to DH? What's going to happen?" Which, again, is frustrating.

  • Idk how to change DH, but I know how I'd change CoH.

    1. Revert the heal speed bonus to 100% BUT make it only apply to altruistic heals.

    2. Injured survivor within the boon's radius are revealed to all other survivors (this is to help coordinate heals in solo queue).

    3. Remove the ability to self heal at 50% speed.

    And done.

  • I have a different suggestion.

    When a survivor is injured, they get a 4% debuff + 3% per injured survivor.

    7, 10, 13, and caps at 16, the same as current Gift of Pain.

  • Survivors: Circle of Healing. I hate that perk with a passion.

    Killer: Probably Starstruck. I absolutely abhor this perk. No, I don't mean Starstruck Nurse. I have been on both sides of it on Spirit, Slinger, and Wesker. This perk is absolutely disgusting.

  • It's called server validation.

    Your side said you DH'd. Killer's side said they hit you first. Server acts as a middle man and determines which is true.

    Server sided with the killer.

  • All killers have the same hitbox.

    I believe the only exception is Blight. His is a bit wonky from the time they changed his height.

  • White Comb basekit?

    Speaking as a console player, PLEASE NO! She's already handicapped; that would make her full on unplayable.

  • @deifi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3267125#Comment_3267125

    Of course you can play devil's advocate and argue any point with personal case studies. However the very fact that this thread exists and those like it exists more often than nearly every killer (for example you will seldom or if at all a "nerf thread" about TWINS); reinforces that a nerf should more likely than not occur. However, yes for this to be healthy conversation there needs to be fair recommendations on what changes should be made. I actually have a few more that came to mind that I personally think would level her out. Here's a potential list of options (not all should be applied, may be cherry pick 1 or 2).

    • Further reduce her base movement speed
    • Her lunge attack post 1st and/or 2nd blink should have a range reduction similar to Tier 1 Michael Meyers
    • Reduce her max blink range
    • Greater delay between being able to chain a second blink
    • Remove second chain blink option completely or require a burnable item to enable it
    • Increase the cooldown or reduce the recharge speed for blink (its wicked fast; I can 2x blink against after wounding a survivor within a couple seconds).
    • Audio deafness during blink charge up or post blink for X seconds
    • Extend nurse sickness post blink or post-wounding a survivor by an additional 1.5 - 2 seconds. A Survivor getting hit by nurse should be able to effectively buy as much time equivalent to being chased by a 4.6 m/s killer without blink. The allotted time that a regular killer that needs to catch back up to the survivor should be calculated in the Blink time and distance the nurse should be allowed to follow-up in the chase.

    1. She's already slower than survivors. Any slower and it'll be a nightmare getting LoS on maps such as Lery's.

    2. It IS reduced. Max range of 1.84m compared to the base 2.07. T1 Myers flat out doesn't have a lunge at al

    3. We can experience this with the dull bracelet. She struggles catching up to survivors that just W key, and using blinks for mobility (her main method of transportation due to her extremely slow speed) is pretty much pointless.

    4. That'd just be annoying. Not even that helpful. Just annoying.

    5. And THAT would make her borderline unplayable. Seriously, use Matchbox. You're 4.2 but have 1 blink. It's painful.

    6. Let's do some math. After a hit from 2 blinks, Nurse fatgues for 3.5 seconds, her recharge is 6, and survivors get a speed boost. Survivors get roughly 14.6m of distance. That's enough to juke a Nurse. If you say, "I shouldn't have to prepare myself immediately after getting hit," I will refer you to Huntress.

    7. Again. Annoying.

    8. The equivalent of a 4.6 killer? 24 seconds of catch up after a hit? No. Her entire gimmick is her ability to rapidly teleport short distances. Not to mention, as shown with Legion and Twins, 4 ~ 5 seconds of cooldown is absolutely AWFUL to play. Hate her all you want, but making a killer feel terrible to play is an absolute failure of game design. We're trying to make her more fair while keeping her enjoyable for *both* sides.

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