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Kind_Lemon

Kind_Lemon

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  • @ProveKa said:

    https://forum.deadbydaylight.com/en/discussion/comment/1516596#Comment_1516596

    Deals damage during animation, not after animation ends.And that's not what I'm talking about.The animation I mentioned is over and the killer pulls his gun towards himself and I take damage.

    https://youtu.be/5S1GcTVO_O8?t=23

    As seen in the 25th second of this video, the killer looks more delayed as well.The game operations that I understand from here do not work on their servers, but on the killer's computer, they do this work.This puts the killer in a very advantageous position and explains the reason for the lagged hits.Transmitting the survivor's information to the killer and processing it means 2 times the delay and disrupt the game's operation

    two things:

    1. For m1 hits, the damage is dealt simultaneously/after the lunge animation finishes. The reason it's simultaneously/after and not during is because then multiple survivors could get hit by the same attack with enough lag (case in point even though it's not an M1 were Huntress' hatchets on the first dedicated server PTBs, and you should go see those). This effect can cause lunges to end early, however, and not deal damage if aim dressing moves the lunge in a way to no longer be able to secure a hit.
    2. In the clip you show, the hitbox is just as bad on both sides. With Hillbilly, his hitbox is unnecessarily large due to the devs not being able to stop the side effects of the thing described above (i.e. "ghost" chainsaws where the sprint ends without letting go of the power button and without hitting anything). The ONLY reason it looks okay on Otz's screen is that Hillbilly's camera is around a solid meter in front of his body when sprinting as of the time of that clip. Otz unfortunately turns away from the survivor as he is downed and doesn't show how the camera moves back during the cooldown animation. It's the reason Hillbilly can see through walls when he starts his chainsaw cooldown.

    Also, I am supporting you in that this shouldn't be the state of things, and I would love an update as to how hits are calculated rather than just adding server verification for hits.

  • @Bowls_of_Chili said:

    https://forum.deadbydaylight.com/en/discussion/comment/1515661#Comment_1515661

    I understand the need for something that breaks the chases for a second. It's just a very unecessary way to do it. Just make a more thematic animation that accomplishes the same job, without it just being a massive screen-shaking seizure. Have her flicker into the spirit world where she can't see survivors for a second, anything is better than the current animation in my opinion.

    I quite enjoy the effect, personally, and have the same feeling about the Minecraft nausea effect (that I would suspect you also have issues with). That's why I'm very supportive of accessibility options (eg. black out) but not supportive of removing the effect.

  • yes, it's ugly and unwanted, much like several of Billy's new sounds.

  • @batmanscar said:

    ok if the devs want to increase the font/size of the charges gage they will . they took your feedback and will decide if it is more important then other things or not .

    They don't take feedback like this into consideration at all. 0 cares are given, as far as is apparent from years of surveying and knowledge gathering.

  • I mean, you're still working on the assumption that the EGC is a good idea. The best solution would be to have a 15 second hatch opening animation (like the doors) while not having the hatch open automatically, and this animation would also make a loud (creaking of steel?) sound just before the end of the animation just as the doors' animation does.

    The killer can close the hatch when it is open. The killer can perform hatch interruptions, both on the opening animation and the jumping-in animation. The killer can see the aura of the hatch when it is unlock-able.

    I think that solves most if not all of the problems.

  • Well, you do have a point about how DbD deals with damage. Damage is dealt after the lunge animation ends.

    Preferably, I would like an animation be designed specifically for successful hits through windows, but I realize this post is more about the issue of how health states are dealt with in DbD, and that isn't going to be dealt with any time soon.


  • @ProveKa said:

    Basement is strong for every killer, is the infinite loop used by killers against survivors.But while those who play killer cry for endless loops of survivors, they argue that it is their right for the basement.They convinced themselves that they have the right to camp without doing anything, and dbd devs does nothing about it.The basement should definitely be removed from the game

    @MusicNerd_TC said:

    I think we're at a point where the basement can be removed. It's an outdated mechanic, and it isn't very fun on either side.

    The basement is a death zone. Once you go in, you should rarely expect to come out. It's an important part of the tatters of atmosphere left in this game. What should be changed is just how easy it is to bring survivors into the basement when a killer sets his/her mind to it.

  • the point is to prevent you from being able to look around. I would support an option to just make the entire screen black to help people avoid vertigo, but I won't support the removal of the only feature that can prevent a Nurse from knowing where your buns are whenever she has her next blink ready.

  • for all practical purposes, the overheat mechanic only serves to limit the amount of fun players who knowingly play inefficiently can have.

    In essence: it was useless, and now Billy sounds ridiculous (to the point where I just find it funny to play against him, and even if the Billy was good, there's no way I would ever feel scared again of him XD). Leatherface is now very powerful, to the point of saying, "maybe this is too much?", but other than the good parts about Leatherface's changes, the entire update was atrocious. It was pushed out (apparently) by the marketing team who wanted to release cosmetics on a tight schedule, and the developers had already invested so much pointless time into changing something that wasn't requested before showing it to the playerbase, so they had no chance at trying something different to solve the issues people had with him (of which mine are still not solved cough animations cough).

    I would much rather not be laughing at Billy and running loops to his silly music like it's a field day, but that's I guess what the devs want from me, and there's not much of anything I can do about that.

  • it was already possible before, but this update makes it easier by far.

  • oh, dear. I thought this post was going to be about how the pallet hitbox is too large and many kits that should connect just don't for reasons.

    As killer, the instant a pallet is dropped, a giant wall of force (implemented at least within a year and a half of now) pushes the killer backward immediately and then initiates the stun. Even if my weapon is on top of a survivor and I am practically inside his/her body, the hit won't register. However, if my swing ends (the part that deals damage) just as the survivor drops the pallet, I will get hits I probably shouldn't get.

    Additionally, there's the issue of latency.

    https://youtu.be/O0qKM8qVkf0


    This is what is used to look like. Killers are now pushed back much more quickly, and it often gives the illusion that the survivor is farther away than he/she actually is.

    Edit: clip is after vacuum but before the current pallet mechanics.

  • which is what I've been suggesting ever since the mods were like "switching killers will break everything!" or something like that.

  • @Milo said:

    How was the game?

    The game (atleast) shouldn't take ranks into matchmaking anymore.

    it doesn't; instead, the better you do, the worse your opponents will be. I'm convinced they've set the algorithm to treat the rankings inversely.

  • @batmanscar said:

    https://forum.deadbydaylight.com/en/discussion/comment/1512936#Comment_1512936

    https://forum.deadbydaylight.com/en/discussion/comment/1514175#Comment_1514175

    you just need to look at the bottom of the screen for 1 second if that is an issue for you then put your monitor higher ? I do not see the issue with your complaints so I think this forum is either a troll or bait forum post and replies so yeah I think it should just be closed

    you're missing the point of my post. It has nothing to do with how long or short the time is; it has to do with the fact that it exists. Do you think it's a difficult thing to learn how to do? Obviously not, and whether it is or it isn't doesn't matter. I'm criticizing the design decision to rely on numbers and gauges on the screen that aren't innovative, creative, or have much to do with the flow of playing the killer.

    I'm not arguing that everyone needs it or would use it if the sounds were changed to something else entirely, but some people would appreciate it. There are no negatives and only positives.

  • @batmanscar said:

    there are plenty of add-ons to make his dash longer so you need to use those and look at the bottom of your screen to see how many dashes you have so you don't run out , a sound to tell you when you are about to run out of gas isn't needed . if you lower your desktop resolution the game hud will look bigger .

    but you shouldn't really be having to stare at a small part of the screen just to be able to use your power effectively. Nurse's "ice" effect exists for a reason, and that reason is not not interrupt the tracking the survivor aspect of the chase.

  • @Ebisek said:

    Current insta heals are BS. This is the problem.

    7000BP for red one. Heals you one state after 16s and you have to stay at same status for this time? When use it? In chase? LOL.

    Its useful maybe when you want to repair gen and heal yourself at same time. But guys, for 7000BP and "very rare"? Its the same delay like when someone healing you.

    And the borrowed time (purple) :)))))

    You can use it in chase and in meantime you get the hit because killer run over the loop. It should be for 30s at least.

    this is a result of the developers still having perk leveling tied to the bloodweb; it causes add-on acquisiton to increase significantly, which means that the add-ons are less powerful to compensate for the de facto lower rarity. It shouldn't be this way.

  • I would like to know how the bulk of the MMR is calculated, mainly because I want to offer constructive criticism, but the developers often don't take any of that into consideration, so it might be worthless in the end.

  • I've played a significant number of matches as Huntress, and I've felt like the survivors I'm facing are getting worse and worse even as my rank is increasing due to the number of 4ks. So, while there is merit to not immediately jumping on the bandwagon of "It's broken!!!" (because preliminary fluctuations will be inevitable if the MMR system was built correctly), you should keep in mind what kind of trend you see from match to match. Remember that you will probably end up facing/playing with a number of survivors who have NOT completed their ten matches and are still being moved around by the MMR system, so even if you're all set, the survivors you face or with whom you cooperate might not be.

  • I disagree with the main post for reasons that pertain to the atmosphere of the game and the tension built from not knowing what is going down, still, but this comment is also meant to notify @siren_sorceress that I've edited my comment and await (perhaps indefinitely) for her reply.

    Adding communications is not welcomed by this forum user.

  • But you haven't talked about the problem. You're only identified the results of the unspoken problem. Titling the discussion "This is the problem..." is misleading and, frankly, wrong.

    Talking about the problem would be:

    Survivors have nothing to do other than start on gens. There is no prerequisite to starting a chase because all the resources are handed out for free without needing any set up time (as opposed to killers). There is also not enough incentive to search chests, cleanse totems, or scout the map due to the fear of the killer's abilities to stop gen progress in its tracks, from Pop to Ruin to the entire mechanic of generator regression.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/961534#Comment_961534

    I think people like you just read this crap on the forum and parrot it back, because she really isn't the strongest killer in the game. No lunge, no move speed, no map pressure. How many nurses have you gone against since the nerf? How have you fared against them? How many streamers play her at high ranks on a regular basis? How do they do with her?

    I've gone against two nurses and I easily escaped both times. Like she got one or two hooks the entire game.

    she can still be oppressively devastating, which is an issue, and even though the majority of Nurses aren't (most are extremely ineffective and boring to play against), and she's unfun to play now to boot, which is also an issue.

    @[Deleted User] said:

    She’s fine as she is now. She’s still the strongest Killer in the game. Theses changes would make her even stronger than she was pre-rework.

    To you, I'd say the same. How do the above reasons not merit attention?

  • I agree with a number of people here. Asking for punishments is not going to work out as long as the issues causing the desires to just not be playing anymore still exist. It's like how a significant amount of medicine serves only to alleviate symptoms without addressing root causes.

  • I mean, you should feel entitled to ask for changes or at least express your dissatisfaction, but suggesting actual solutions is not helpful.

  • I don't d/c, but I will go stand in corners or find a hook to put myself on ASAP because I'm playing this game for a very specific reason: tension, atmosphere, and some amount of horror, and when that's all gone and replaced by frustration, sighs, and raised eyebrows, there's no reason for me to be playing that trial. The game is currently built to tease players into thinking that the next match will be the match where the best of everything comes true (as an extreme), but there is nothing significant enough during the trial to keep people playing who are disillusioned. The only thing that stops me is knowing that it would be rude to everyone to just d/c, so I try to quietly disappear and let others get points.

  • I'm facing red ranks mostly (With the occasional brown mixed in), and I don't know if this is because of MMR, but the players with whom I now find myself in-game seem much less competent than their rank suggests.

  • @xTalon32 said:

    Quoted from @MandyTalk in another thread:

    "Nothing to do with being survivor sided at all!

    It's locked in because when you search for a match that's when the matchmaking happens, so if you queue with your strongest killer for example and then decide to change to another killer whilst in the lobby you are going to struggle...that would also be abused the other way around - you'd queue on your weaker killer and be matched with survivors of that skill level, then switch up to one of your stronger killers in the lobby.

    The difference for survivors that there's no difference between characters in the same way there is for killers."

    And this quote doesn't address the possibility of allowing killers to switch between killers of similar MMR (eg. Wraith and Ghostface, if you're just as good with both). Spreading around a quote that A. doesn't address the query and issue presented in the original post and B. is specific and shortsighted isn't contributing anything of value to discussions like these.

    @Desh I use the lobby time often to coordinate with other survivors via the in-game chat (asking for offerings, requesting that others not use a looting build if I'm running one, etc.), and that often will require another survivor (or myself) to switch characters and/or amend the loadout. By locking survivors in before lobbies, you prevent that sort of intended coordination from happening.

    In a perfect world, I would actually support giving survivors more information about which killer they'll be facing. (eg. survivors get a notification in chat that the killer uses traps, and this could refer to Trapper, Hag, or Freddy, or the notification would say that the killer can teleport, and this could refer to Hag, Freddy, Nurse, Spirit (?). The aim of this change would be to encourage survivors to have more investment in planning their tactics to escape rather than relying on the current meta, and this would hopefully bring some more Small Game users or Sole Survivor users to the table if a survivor knew the perk would be useful to some degree.)

  • I want them back with the stipulation that makes them only useable outside of chase.

    I don't like the insta-heals now, mainly because more people use them in chase, and I don't know if I'm meant to hit them ASAP or not hit them when their med-kits disappear. It's bad game design to force killers to guess at that choice.

  • I want verticality in all new tiles. I don't really care much for them otherwise.

  • play normally but remind myself that I have to start slugging like a maniac if there are three survivors alive and only two gens left; wouldn't want the hatch to spawn for the last two.

  • @ABannedCat said:

    I loved playing Nuse until her rework came around.

    Even if I disagree with the cooldown (its a funbuster at times), I learned to accept it because balance arguments in favour for it make sense. However her bugs are what really irk me. Having my blink cancelled sometimes, having my blink being undercharged by dedicated servers (even if I am playing on wired connection), my post-blink lunge being basically gamble, and then various unblinkable areas around maps (Midwich being the most recent example) .... those are all really unfuritating at times. And all of this bullcrap hasn't even being acknowledged by the developers at all in over 9 months now. Really sometimes makes me think the developers wanted to delete Nurse but without physically doing it.

    The cooldown is an immense funbuster, and it doesn't even "balance" the killer (which is what I assume the devs were aiming for); all that is does is make Nurse not fun in many circumstances to play while leaving in her potential to be efficient and deadly to an absurd degree. I still haven't accepted it as a good idea because it only serves to make Nurse less fun while keeping her deadly. The only reason I believe we've seen less posts about nerf Nurse is because players just don't enjoy playing (compared to before) and not because the problems with here were fixed.

    But, yes, bugs are extremely irksome, and you're not alone in feeling like the devs wanted to effectively delete the killer without actually doing so (*cough* what would have happened to Billy if he wasn't so avidly defended).

  • it completely depends on where the loop is in relation to objectives like generators and things like injured, hooked, or dying teammates. You have to make judgments on whether it's worth your time to chase someone down right then and there or force them to come back to where you and the objectives are so you have an easier time dealing with the survivor later on.

  • @Trash2 said:

    The overheating is to prevent face-camping and IMO to not have infinite tries with their chainsaw. I have a few times encountered a hillbilly that I could mindgame around a loop without dropping a pallet while at the same time dodging his chainsaw. It didn't matter that I could juke him for 5-6 times, he would just rev'ed his chainsaw over and over again and if I left that loop I'm guaranteed down and if I drop the pallet I am still not guaranteed to get to another one safely. it was a lose-lose for a survivor with no drawbacks for the killer.

    rather than punishing the killer in that scenario, it would have been far better to give survivors in that situation more options.

    I tend to be that kind of killer, but I mostly used to go for those chainsaws at jungle gyms, which was CRAZY because I'd rarely hit them. That was what was fun about playing Hillbilly for me. The kind of circumstance you're talking about is most commonly found at short loops (which I think are bad design imo; requires looping and punishes dropping the pallet just to gain a small amount of distance which was the original use.), and that's more of a problem with the obstacle placement than with the killer's ability.

  • Better counter suggestion: moris apply to survivors who have wiggled off of your shoulder at least once previously in the match.

    This could be in addition to the current requirement or in replacement, and while I suggest replacement, there are some kinks that should probably be worked out first (eg. dropping a survivor repeatedly invalidates the wiggle out, etc.)

  • Infinite Tier III Myers with Tombstone and Whispers. There were two Neas, a Steve, and a Dwight.

    Edit: Haddonfield.

  • @kosmi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1493278#Comment_1493278

    But 25 min game? Maybe even more if we didn't use diversion for getting his attention.

    ...were you the group I faced? They used diversion too...

    The 25 minute game sounds like you were playing against a killer not meant for your rank(s), and that's a problem with matchmaking than game balance. Don't get me wrong, though. There are huge gameplay issues currently, and the devs seem enamored by everything but them.

  • sounds just like a pallet but in a different plane (y instead of z). I might be wrong, but I think a main reason for the implementation of the stun mechanic was (alongside giving survivors who are in extreme peril a little extra help) to prevent sliding of killers and animations looking strange when a pallet replaces the spot where a killer once was. Your door idea brings that issue back; what would you do to solve that?

  • I spend most of my time in lobbies either leveling up other killers or watching YouTube videos.

  • Pure satisfaction was Jenner's Last Breath and Anxious Gasp combo on old Nurse and landing all the hits.

  • No. It is not holding the game hostage. As long as the survivors have a goal of survival (or are trying to just hide nearby you without you noticing) in mind and are not in it just for extending the match needlessly, it is not taking the game hostage (eg. a 4 man SWF that all have keys and their goal is to see who dies last without doing gens. I faced this group as an Evil Incarnate Myers because they scared me in the lobby by all being Meg).

    In theory, finding survivors is much less stressful once you know they're not doing generators.

  • @timetokill said:

    it's not a nerf, it's a bug, bait

    Are you arguing that bugs can't create unintentional nerfs or buffs? If you are, that logic is faulty, because nerf and bug are not mutually exclusive terms.

  • They have the "comic book" style of auras, which is a choice.

    I can't see most of the things I should be able to see. Just because your high-end settings makes the auras visible doesn't mean that the developers shouldn't worry about the players that can't distinguish scratch marks from the choppy aura of a gen or can't see traps or totems because the auras are smaller than a piece of lint on my screen.

  • But why is being effective at downing people the only way of using the chainsaw "right"? Is there no room for just having fun and trying crazy things with the power? That's what the overheat mechanic is aimed at eliminating: non-competitive players. The same goes with Nurse. If the devs had succeeded with their desires, Billy would have been a killer that could still do extremely well in certain hands and be extremely unfun to play for the majority. Why would that be a good thing?

  • Just fyi, what you probably were talking about is what happens when a survivor doesn't jump in in time or jumps out too early. Chainsawing people that were still in lockers was never a feature.

    My suggestions on what to do: start a rev near a locker and keep the bar near the start. When a survivor jumps in, end the chainsaw and grab the survivor out of the locker. This works usually all the time for me as Hillbilly. The other option may or may not be a thing, but I'm 25% certain that your tantrum is longer if you use up all of your charges before hitting a locker, and if the survivor doesn't have Head On (which Enduring should affect *cough*), the survivor will most likely be thrown off by the length and possibly jump out too early.

  • it should be a challenge, but it shouldn't be frustrating, and it certainly shouldn't limit the viable builds a killer can bring. I shouldn't be punished without recompense for bringing Third Seal and Insidious just because the survivors are using a third party program to communicate and "cheat" around the game's intended mechanics. I don't know how how to solve that, but that's my position regardless.

  • The system should allow for players fully in lobbies to switch between different killers within a small range of the MMR used to find the lobby.

  • @ClickyClicky said:

    With how few charges he uses and how fast that cooldown is, was there even a point to adding an overheat mechanic? You have to actually put in effort to make it overheat. It never happens in normal gameplay.

    Is that the message you’re sending out to players? That if they cry, stamp their feet and spam the forums and social media then they can get whatever they want?

    The point was to eliminate harmless abilities from the killer (starting a rev repeatedly to taunt) and ensuring that people who don't play just for kills/efficiency will enjoy the experience less. That's what the cooldown does. It's the same deal with Nurse.

    And to your second paragraph, ignoring the ad hominem logical fallacy, the cooldown existing was not what most people wanted, but due to the fact that Behavior was gung ho about a stupid idea and decided to devote resources and time without finding out if A. it would make a beneficial difference and B. if players wanted it/thought it was a good idea, the developers couldn't just scrap their work. Instead, they forced on us a compromise that effectively eliminated what they'd done (other than atrocious sound changes) by making sure the downsides only affected killers who aren't as deadly. It also educates killers who used to camp with their chainsaws revved that there's a more efficient way to camp, so hooray for that.

  • ....

    it's sarcasm.

    Why are you going out of your way just to suggest to make things un-enjoyable for killer players? It's not like effective Nurses utilize holding their blinks for a long time; that only happens with Nurse players who aren't oppressively deadly, and those are the players that we should be seeking to assist not knock down any further than they were by the Nurse fun-nerf.

    Edit: Who said anything about destroying? I'm merely talking about the fun aspect of it. Effectiveness has hardly been altered.

  • @EuphoricBliss35 said:

    Knockout is more a niche killer build anyways. Whatever they do, stop the tone deafening nonsense that happens when you get hit. I don’t know about anybody else, but I almost want to DC it’s very uncomfortable with headphones on

    didn't know this was added. You would think the devs would have learned from the feedback on Hag's disfigured ear...but, then again, I wouldn't expect that much from the balance team given the head's comment about Clown.

    Edit: it's probably the sound design team, but regardless of who decided it was a good idea, all the developers are in on not catching it before it went live, no offense.

  • This is from another thread, but I think my comment applies here too (some of the beginning is odd out of context)

    "I can tap the power button repeatedly and get it to overheat in a little over 11 seconds. That's not fast, and that's a huge penalty for something as little as what is effectively a taunt.

    While you may love the roar (for comedy?), I think it's far too silly. I stop and laugh at it as survivor, and that gets me dead. As a killer, it can be annoying and repetitive, given that I love going for chainsaws even if I know I can't hit them. It's the same deal with Nurse. The changes make players who just enjoy using his power for fun and not effectiveness are punished far beyond just missing an attack. I don't play Hillbilly to be as effective as I can be; I play just to enjoy the experience of going for bonkers chainsaws that work out 1/100 of the time, and then the survivors say, "oh, I wasn't expecting that." I am the kind of killer that is perfectly happy seeing the exit gates get powered as long as I've had ample opportunity to use my power for my pleasure, whether that results in downs or not.

    So, to me at the very least, what the devs did to Hillbilly was the worst thing they could have done. Instead of addressing backrevs, strange hitbox connections, and the speed of his chainsaw cooldown or even his movement speed during that, the devs went and just said, "NOPE! Our game is not for people who just want to have fun. Be competitive (we don't mind you having a little fun if you're competitive) like this is an E-sports tournament, or get lost!" And that's just disappointing..."

    The developers seem to always be making balance changes that weed out players who happen to do well while having fun, and they do this by preventing players from having fun and failing. For all perk changes in this patch, the developers taken their design yet again in the direction of "action, action, all the time!" at the expense of any killer or survivor playing more passively. This game does so well (in part) because of how many different styles of gameplay can all be sustained at the same time. Stealth lovers and chase lovers can both find their place in this game (with some exceptions of players directly conflicting in playstyes), but the devs are constantly trying to force players into a mold of how they think their game should be played rather than allowing for emergent techniques and styles. The Billy changes and Nurse changes are great examples of how no new tech was generated, and the old techniques were hindered to at least some extent while the add-ons now are very specific and are only functional in very specific ways the devs decided.

    Everything in terms of gameplay feels increasingly artificial and makes me less and less excited to play in a way that will surprise my opponents or teammates, because increasingly, I can't.

  • @PassarinoT said:

    Call me crazy, but I LOVE her new add-ons. They don't mess with your muscle memory too hard, and they can create an entirely different playstyle. She's challenging with them! I love to bring the addon that makes her instantly chain-blink after a fully charged blink and also brink the tremendous range increase. That crossmap potential in one blink is insane.

    I don't mind her charge to the power now, oddly, but I do wish that if she didn't fully get a charge back, the charge left would be kept rather than burnt.

    But overall, I like her this way. Gives survivors a bit of time to think a way away from me while I wait for my charges so I can get that chain blink if needed.

    Interesting; I haven't seen anyone use those add-ons outside of when the devs tried to make the community more interested in them (the showcase was honestly a little embarrassing imo). Doesn't it mess up your ability to target survivors with your chain blink, or is it offset by the fact that you can just automatically shorten your blink by looking down? (I don't think that should be how The Nurse's blinks work in terms of balance, but my thoughts aren't shared by the developers).

    If I'm being honest, I think you might have really liked some of her old add-on combos, and this is specifically the Jenner's Last Breath and Anxious Gasp combo which gave immense speed at the cost of charge time and a chain blink.

    https://youtu.be/rZslszo9-cU?t=129

    I'm not the best Nurse player, and I'm kind of blind at times, but I had fun especially with add-on combos like this (umm...ignore the NOED...I had a bad couple of matches when I recorded this last).

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