Kebek
Kebek
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- Kebek
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@DaKnight said:
https://forum.deadbydaylight.com/en/discussion/comment/1753873#Comment_1753873
Get ready for what, exactly? There is literally nothing to do in DBD besides gens, totems, chests, and kills/rescues. Your "getting ready" should be done at the loading screen.
Exactly and that's why early game sucks.
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You should wait for "early game collapse" reworking DBD's early game then. That might change the pacing of matches so that you have more time to get ready insted of instantly rushing gens and same for killer.
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I'd hate if killers were shrinked, the tall killers feel more imposing. Imagine small Myers stalking you, that would be amusing but definetly not menacing or thematic. Also the carrying animation would look so weird if the models of survivors and killers were equall in size.
I much prefer having higher killers.
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MMR system isn't up right now as far as I know so it's just basic rank matchmaking. You've probably waited a little while so game decided to increase the rank range of players to give you a faster game resulting in having red/purple ranks in your lobby.
It sucks but nothing anyone can really do right now, MMR test was one of the worst times I had in DBD (constant spam of new players with less then 50h each game, it was horrible and reverse for newer/mid ranks players getting really high rank opponents) so enabling it early is a bad idea. You just need to stick up with it for now.
It would certainly help if devs finally added practise range, even just beiing albe to start custom game would be a step in a right direction.
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I have decent ping (around 40ms) and I know what you're talking about that some shots can miss by the tiniest amount but generally I think all shots done with slinger that miss by even a little are deserved misses.
As you've shown in your clip, not to badmouth but you've missed. Adam didn't run into direction of your shot and you've aimed a little too much to the right, unfortunate but that's how slimger works. Yes yes, people with horrble ping get hits for free without beiing accurate but bad ping is another issue by itself, not just slinger's.
It's a killer with requirement on precision aiming, ping messes that up but that doesn't change the core that you really need to be really on point every time.
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I don't want to make light of your issue, I'm just curious, why should they turn if off ? Is it because playing againt other platforms is unfair or something similiar.
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I've been using surge for ages and as long as you play killer who downs with M1 it's imao equally good as pop as long as you play into it, applying pressure around gens you've surged. Even better, paired together they synergise quite well either full active time of pop in gen regression if survivors don't touch gens you surged and if they do you get pop on top.
CD is warranted as it's actually pretty strong, only buff I would give it is to trigger from all downs (like infectious fright), not just M1 so that killers with dowing power can use it as well.
It's not meta worthy perk but it does what it does really well and that's consitently applying gen regression so that you can focus on chases without wasting time kicking gens, kind of like mini-ruin.
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Take self care and all other healing perks (botany etc) + best healing speed medint or pink instaheal (or both together) hope for M1 killer without instadown potencil etc who has to use M1 to hit you so you (clown, wraith etc) just stand on top of the pallet and when they hit you you throw it on them trading it.
Do that 3 times either after getting hooked or in same chase if you can squzee time to heal mid or or uses instaheal.
That's at least how I plan to do it, it's going to be one of the last challenges I do as it's annoying one.
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I second this.
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I don't think even that much is needed. As fellow deathslinger main I'd say the biggest mistake survivors do that gives me the game is they group up allowing me to have several fast chases in a row.
Spreadinig out on multiple gens and beiing at least decent at chases vs slinger (meaing you know when to abandon a loop or how to use LOS blockers etc) is good enough to beat even some great slingers, depends on a map quite a bit.
Also I'd rather take my chances and enjoy the chase vs slinger then hide all game evading him. I can do that sometimes if I feel like playing stealthy build but generally it's far more enjoyable to attempt to outplay him at what he does best.
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@gibblywibblywoo said:
Slow enough that you can run around tyre pile and he literally cannont ever hit you.
It needs to speed up a notch. Its already got a big penalty for missing.
I know, I've been hearing that but during PTB nobody did that to me to the point where I couldn't get them. My guess is they were just bad so I want the official numbers to form better opinion on it.
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I love facing slinger as doing my best to make him miss with different ways to predict his thinking is one of the most fun things in DBD for me.
It's just about different taste in killers you face, if you hate facing him you'll keep on hate facing him. I for example can't stand or have almost any fun from chases when facing trapper and hag. I despise both but I play out my games against them and sometimes they are a few bright moments among all the despair I get from facing them.
Argument that you can't do anything vs him is so dumb, you can't beat any killer if they use their power 100% correctly without making any wrong prediction or mindgame. Bad killers plague DBD so finding godly slinger is as rare as finding godly nurse who is far more uncounterable then slinger is.
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@sulaiman said:
Well, the map reworks removed a lot of looping opportunities for survivors, keeping chases shorter than they used to be.
However, to balance that out, you need to buff the stealth option for survivors. And thats what the brightness does.
Would you prefer survivors can neither run nor hide?
The thing is, you can freely use filter to brighten the game up as you can see in the video posted in this thread.
https://www.youtube.com/watch?v=93Kdv2cqjAMBrightness has nothing to do with balance of the game since it's something we can adjust ourselfs if we want and use outer programs to do so. I just hate that devs keep messing with it when it didn't need any changes.
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Right now on PTB if faced with actually good survivors probably like C tier.
Once all the things wrong with them get adressed possibly even A tier but probably slightly more probable is high B tier imo.
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I'm much happier with rather cheap chapters and more expensive cosmetics. If you play enough DBD you can earn decent amout of cosmeticsw for free via IS.
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@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1746242#Comment_1746242
If you guys ever wonder why there's only one designer who interacts with the forums...
Ahh, we appreciate you beiing here with us Almo and keeping up with us. It must be rough a lot of the time with how people can be here.
@Almo said:
https://forum.deadbydaylight.com/en/discussion/comment/1746220#Comment_1746220
Nurse is a special case because her skill cap is so high. The very best Nurse players perform on par with the very best players of other top-tier Killers.
There's always a reason why each killer is where they are. Pig for example isn't that different from wraith gameplay wise but they're pretty far away from each other. Having high or low kill rate doesn't mean much as there are too many variables to use it as ground for balancing killer (not that you would I hope at least).
For kill rates difficulty to preform well is what it shows, not effectivness of the killer or their strenght. DBD community as a whole is full of players who aren't that great at playing really optimally, especially survivros who enjoy all kinds of self destructive actions. Kill rates do offer some amout of information about killer's overall strenght but not even remotely enough to show how good they are againt opponets of equll skill.
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1746220#Comment_1746220
Makes me wonder just how much they use stats like this to determine their changes. If we took all the stats into account and nothing else we would come to the conclusion that Nurse is the worst killer in the game but that is objectively not true in the slightest.
I really hope they stop this "from the data gathered we did this..." Because changing almost all things in the game primarily based on data is just not good for the future of this game at all.
Remember according to them, people who run object have a low escape rate so the perk "really isn't that bad"...
I'm pretty sure they give it decent amount of credit but it's not all there is for balancing. They may not be the brightest in certain aspects of figuring out DBD's balance but they aren't that daft to balance solely on kill rate (which isn't even representative of ranking)
That's why imao feedback is so important, we need to tell them what's wrong with the game so that they can start figuring out if our concerns are valid and adjust them.
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@OrangeJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1746189#Comment_1746189
Who's the worst killer on that list then?
Nurse
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@Saitamfed said:
https://forum.deadbydaylight.com/en/discussion/comment/1746121#Comment_1746121
Well, you're considering this is a game right? If I am playing a table game and I want to leave, I will leave. After all the idea is to enjoy, of course with the time of doing this no one would want to play with me anymore so I get the point but at the same time, this is a game, so instead of doing something to prevent survivors suiciding they need to promote healthier playstyles as you have said "t-bagging a killer", if we talk about unsportmanship, bragging is unsportmanship and clearly unhealthy. If a killer is doing their best but the survivors are an SWF that goes from 2 to follow the killer and 2 doing gens or what happended to a user here, 4 people just trolling the kiler and refusing to do gens because said killer is unexperienced, that's a pretty unhealthy gameplay as well. I for one don't blame the killer if that happens because doing your best is something that shouldn't be laughed at, just because gameplay wise, running tiles is so easy (I went all way to red rank so I know that running tiles it's easy) for survivors doesn't mean they should mock the killer.
I know I know, I'm just saying that people don't like quitters so that's why they complain about hook suiciders. You can't always enjoy your match for whatever reason but suddently not having fun doesn't mean you should instantly quite. Should I quit via hook suicide insantly each time I face hag and trapper ? I hate facing them, a lot and it's not fun to play vs them for me but I don't quite vs them either.
We all have stuff we hate about DBD but hating something isn't good enough reason to quite. Getting stuck due to bug or having your game held hostage is. That's why hook suicides need more work to be less detrimental to healthy gameplay since they ruin it far more then most other BMs or annoying strategies.
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@Saitamfed said:
If I can play devil's advocate here. What's the problem with being selfish? No one will repay me in someway for the time I lost in the match. Right? Time is something that never comes, when it goes, it goes forever and no one can ever point a finger to you for being selfish. Talking about selfishness. You want them to stay on-hook with a camping killer so others and YOU can escape. Isn't that being selfish as well? Because YOU want, they need to sacrifice themselves for you and that's selfish as well.
Nothing wrong with beiing selfish if you're doing it to win. Like not saving your last slugged teammate when killer is obviously camping his slugged body to lure you out. But if you're selfish in a way, I'm getting camped so I'm not having fun so I hook suicide imagine if all survivors played like that. We basically wouldn't need hooks and all killers would have instant mori the moment you get downed.
It's the same as saying why can't killer AFK whole match if he's not having fun. For example survivors at the start of the match tbagged him and he doesn't like that so he goes afk for the whole game because of that forcing survivors to hold M1 and leave with no interesting gameplay. That's why excessive afking is bannable as is excessive dcing. Hook suiciding is a loophole for dcing, that's why so many consider it problematic and want something to do about it. It's very unhealthy for normal gameplay.
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Tbh I agree, twins are amazing. Yes right now on the PTB they have a few really big issues but those won't make it to live servers (locker counterplay and stealing victor) other then that, they're actually pretty strong killer. Not top tier but I'd wager they might even be decently placed at A tier.
I might be overestimating them but their potencial is really high imao. The power requires quite a bit of planning and a lot of precision, simmiliar to hag for example.
What is most important for me is that they're extremely unique, unlike many last killers who's concepts are fine but nowhere near as amazing as twins in terms of originality of their power. I hope for more killers like this to be added in next chapters, they're exactly what DBD needs.
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This feels like a new acount of someone who doesn't play much freddy if any. Like, his lunge is the same as all other lunges and you other changes are equally bad.
Only thing he might need are some small number nerfs to see how they affect him but nothing as major as your changes.
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@Aven_Fallen said:
From what I have seen, Victor stays the same. Which is understandable, since he is a secondary weapon/ability.
I expected so but one can still hope. They brought first ever double mori animation so possibility of making victor customisable was there. Pity
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@ZerLukas said:
Never really had a problem with brightness on new maps but even if there is shouldn't it be like really easy to set the brightness higher on your monitor/TV?
I know there are work arounds but that doesn't change the problem that devs changed lightning in a negative way and that they should revert it back the way it was before.
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@Aven_Fallen said:
I would not call this Dark:
https://us.v-cdn.net/6030815/uploads/ZD7B33RW8Y5L/20201110204731-1.jpg
https://us.v-cdn.net/6030815/uploads/IZ3SIBBMLW35/20201110222212-1.jpg
IMO Ormond is still way too bright.
(Thats on Ultra, btw)
Yeah ormond is not what I'm complaining about. Badham, yamaoka, new autoheavens etc are.
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@kylerabdcgamer10 said:
https://forum.deadbydaylight.com/en/discussion/204958/i-wont-stop-complaining-about-the-brightness
are all you guys blind or something? because I can see clearly, in fact it looks bright. playing on ultra btw babs
If you don't have a problem that great for you.
I've been playing since launch and never had problmes with brightness until now. So something has changed and not for the better.
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I enjoy calling him either his name or a demon baby. I'll stick with those. Overall if talking about both then twins.
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Yeah that's extremely bright. I just want to make the maps visible but insted need to put up with darkness that almost prevents me from seiing where I'm even going.
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@gibblywibblywoo said:
https://forum.deadbydaylight.com/en/discussion/204958/i-wont-stop-complaining-about-the-brightness
I just had a game on the Autohaven map with the mechanic shop. Someone used a purple mist thickener (mist is black on that map now for some reason) and I literally could not see two feet in front of me. It's awful. Same with Yamaoka and Badham
I really really hope devs will do something about it. It feels even worse then back in the day with dark moom flowers that made map super dark. I just want to see the damm map and not sumble in the darkness geez.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1740829#Comment_1740829
it does stop hatch? damn better than i thought then
I'd say underwheling but whatever suits you. It'd be a miracle to actually stop someone from escaping with it, that's at least my view on it.
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1740804#Comment_1740804
oh i meant just the gates, it doesn't stop hatch. it just blocks them leaving like you have blood warden, so i can see this killer having some decent synergy with blood warden. worth noting though this killer is bugged rn so it doesnt even do this yet
Actually it does block the hatch, I was fortunate to test that and you can't use hatch if you have victor on. The problem was that my og body was too far away to stop the hatch escape before they removed him anyway so kind of lame.
Also the exit gates seems like they won't work since if you down survivor you remove victor so they'll just fall out of them and escape no matter if you've hit them with victor before.
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@GoodBoyKaru said:
Let's not forget that it also prevents a survivor from leaving the game like a Pig trap.
Does it, if so how much ? What happens when you down survivor who's directly touching the entity blocker at the exit gates. Can you just pick them up without them getting out if you down them. If not it's worthless as preventing hatch escape with it is much more unlikely then even the exit gates scenario which is already rare.
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I love the idea of the killer but he needs some serious tweaks like removing of the locker counterplay (you can already kick the demon baby if he mises or crush him with pallet) and also make victorr be able to climb walls and not instantly die.
Those are my main 2 things for now that really need to be changed.
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I've never really needed DS and I don't mind the extra attention from the killer so I'll pass. Although my teammates going down every 30s each could definetly use it, they seem like it could be of great benefit to them.
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I've experienced the same thing recently, it forced me to play on low graphics since that was the fastest way to lower that horrible darkness. Still I would appreciate if devs reverted back to the way it was.
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1st - Chains of hate. Obviously as deathslinger main, I love him above anything else in the game so it's my favourite chapter
2nd - Of flesh and mud. Mainly due to adding of Ace my only reason to ever play or even a few times main survivor.
3rd - Halloween. Michael was my favourite killer to be ever added (until slinger was released) due to his really cool design, various amount of playstyles created by his amazing addons (mirrors, tombstones) and overall how enjoyable and thematic his power is.
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Glad to see more players giving slinger a chance. If you're new to him and it's difficult to adapt to his power I would strongly advice to not play to win early on but learn the ropes first. Otherwise you just might get too frustrated due to loses since he's not as simple to play as many may claim and it might take a while to really get used to him.
Just play to learn as much about his power each match as you can. Don't feel pressured to defend gens etc or risky shots that you think would be hard to hit but rather think as much as you can about how to properly use your power, go for easier shots first and then progress to harder ones. Once you get used to using him and get better as him you should start doing well even versus really good survivors.
I'll link my steam guide on slinger in case you would find it usefull.
I'm Kebek and as Deathslinger main I've noticed that there there is severe lack of DS guides that explain how to propely use him in chases. As of making this guide I'm top 12 Deathslinger with the mosI hope you'll enjoy your time playing him.
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It's there to not be forced to shut down the game if you get stuck due to bugs or other problems game might face that would result in getting stuck or unable to finish the match.
What it's not there for is to be abused to leave every time you don't like map/killer/perk other side is using.
Just because a buttom to leave a match exists doesn't mean devs want to leave matches whenever you want. DC penalties exist to punish those who abuse it to quit extensively.
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You can win with any killer, that still doesn't make them strong. It usually signs that survivors you face are weak.
People can win games with not blinking nurse moving slower then survivors, that doesn't prove that nurse without blinking it good.
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@iRoy said:
https://forum.deadbydaylight.com/en/discussion/comment/1728738#Comment_1728738
Then maybe let's go back to the times when we haven't any penalties for dc?
I don't miss times with first 30s double insta DC because killer is spirit. I'm much happier with those specific players beiing forced to at least die on a hook if they want to evade the penalty and ruin the match for others.
Random crash punishment (which I pretty much never had) once every once in a while isn't worth going back to those days. Penalties for DCing are needed, either these or some other kind because people enjoying ruining the matches with quitting far too much.
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First off, I love facing both spirit and nurse and I don't want any changes/nerfs to come to either as I enjoy their chase mechanics as they are now.
So, the main reason why is (generally speaking) because nurse is overall considered much harder to play & master and also has lowest movement speed in the game depending purely on her power to even have a chance to catch up.
Spirit is considered to be much easier to use as long as one is using headphones as she gets a lot of feedback to finish injured survivors thanks to the grunts of pain and other cues to land hits during her power.
Other then that, people complain a lot for spirit's lack of visual (or any other) feedback, you can see and hear nurse blinking on you but you don't really know what was spirit's pathing to land a hit on you during her phase walk. Most would probably want spirit to have something that at least partially showed them what is she doing during the phasing to let them know what they did wrong.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1725427#Comment_1725427
Okay, first of all, with other killers, the counterplay is a lot more even and about genuine competition, which is what makes it fun. Second of all, don't bring skill level into this in such a manner. Why would you ever assume that the player isn't good? That makes no sense. At all. All of these sorts of things should be assuming that both sides are decent players, because otherwise that argument fits every single killer. All of them.
Edit: and my point is that you DONT PREDICT. Scenario: survivor goes behind a wall. You blink to the edge of the wall where you last saw them. They double back, they get hit. The keep going, your second blink gets them. They vault or drop a a pallet, your second blink gets them. No big brain required, just know-how and muscle memory.
I won't go deeper into this since we would be here forever arguing about our different opinions reaching no solid conclusion. You're free to see nurse in that way, I find her to have more then enough chase counterplay as she is.
Still it makes me wonder if your gameplay of nurse is as straightforward as you claim it is. It sounds like you never get outplayed by any survivor you've chased ever while also never predicting meaning you never miss a blink by survivor's imput.
Would it be too much of a bother to play a few matches with me in custom game ? I love facing good nurses so I'd love to see your gameplay if I can ever juke you. I'm definetly not the best survivor but if you wouldn't mind I'd like to see how you play her to understand your point a bit better.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1725378#Comment_1725378
You seem to be under the assumption that Nurse should do anything other than blink to the place she lost LoS and either hit the survivor or float around a little too she can once more.
Not really effective counterplay. Good survivors don't do that, they run while their team slams gens. If they do try to mindgame me, I kill them.
First blink is usually to close the gap and the second one is either safe or unsafe for a hit. If you're blinking only on safe blinks then your chase time will suffer, especially on maps with lot of walls as almost all maps have enough LOS blockers to force decent amount of predictions most of the time.
Not a single killer has effective counterplay if we're assuming that he can somehow 100% of the time win mindgames. You're forced to predict even in normal M1 chases and the outcome is never certain. With nurse it's the same, only the mindgames don't happen around pallets/windows but around LOS blockers. You sound like you're taking mindgames as granted hits so it makes me wonder what kind of survivors do you face if it's so easy to predict them.
Or maybe you're just god nurse which still doesn't change the fact that 90% of nurses aren't as 90% of SWFs aren't tournament level squads. Last I heard we weren't balancing DBD around those.
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@MadLordJack said:
https://forum.deadbydaylight.com/en/discussion/comment/1725319#Comment_1725319
Nurse doesn't really focus on predicting anything. You can, but predicting as opposed to reacting is making the game harder and opening up counterplay that doesn't need to exist, which is why so many people (myself included) don't like her. A good Nurse just uses her first blink to close the gap and her second to hit, and if she has good blinks then you can't mindgame her due to physical limitations of movement speed.
Long story short, it opens up new gameplay for the killer. For survivors, it's the good old forced-stealth-then-hold-W section.
You seem to be under the assumption that you always see survivors during your chases which couldn't be further from trurth. Good survivors will always get at least some LOS cover or another obstacle that forces nurse to predict what they'll do next. If you get close enough and have LOS, yes you don't need to predict anything (as long as your blink accuracy is good) and can reactionary blink hit survivors for free but no good survivor will loop nurse in a place where that's possible.
I've faced really good nurses and main difference between them and bad nurses is that they were able to predict survivor pathing far better then the bad ones.
I completely love to face good nurses, there isn't a single killer who's chase mechanics I enjoy more. You're free to dislike her but she definetly creates new chase gameplay even versus a good one, you have a lot of stuff you can do to beat her without relying on stealth.
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I disagree, we need more killers with design philosophy of a nurse. Big disadvantage (slowest movement speed in the game) compensated by extremely unique and strong power (blinks creating new gameplay that mostly ignores pallets/windows and focuses on LOS breaking and predictions).
Maybe not more killers who's power can fully phase through walls and stuff but I would definetly love to see another killer with movement speed slower then survivors who has uniquely strong power to compensate.
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@LowSpecGamersMatter said:
https://forum.deadbydaylight.com/en/discussion/comment/1722378#Comment_1722378
Wrong, its 99% of the time a bad perk. Im yet to find a situation where I was saying "damn if only I had self care now".
Feel free to have an opinion but nobody really cares. Facts are that perk itself is usefull and spares you time for gens if used correctly.
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Self care is a really good usefull perk. People's stupidity is what makes it seem like a bad one, that's not the perk's fault.


