KuromiStarwind
KuromiStarwind
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@thrawn3054 said:
Why is the retort always about a killer being bullied? OoO was a high risk, high reward kind of perk. You took the risk of giving the killer perfect information in exchange for perfect information on them. Which is not to say that toxic people didn't use it. They absolutely did. But it wasn't like the killer was left helpless. As for the new iteration, just disable it when a killer is in stealth.
It's not a high risk perk when most people use it in SWF, and generally a really good survivor is the one using it. At that point, barring a Spirit or something, it's simply a reward perk with 0 counter to it, which gives full information for a squad that's communicating.
Sorry if you're not bright enough to see the power in that. Obviously it has very little power for one random survivor using it by themselves.
If a killers whole idea is invisibility, and you're whining that you can't see a killer who is undectable because you rolled the dice and the killer happened to be a rare killer who is invisible and counters your perk, then grow a pair, you whining babies, as a power trumps a perk.
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Bro, I've been playing this game for over 2 years. They've never known what they were doing lol. For all their good decisions and work, they've done nothing but stumble and fall in the dirt for years when it came to a game they simply got lucky with in a niche market that still has no competition.
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@PoisonN said:
I feel bad for Nurse. Omegablink was the only problem in my opinion. But now she's just the type of killer that requires only and only PERFECT blinks
If you miss, she's just the slowest killer in the game. I can't even laugh. Is just annoying
I mean most people who played Nurse weren't god tier Nurses', they were just really good at her. It wasn't that difficult to toy with her long enough so that you can still do quite well as a survivor. The touch to her base kit really just made her very awkward to play, it's just not fun at all.
Unless you're a god tier Nurse that never misses blinks, reality is no one will play Nurse except those people. A lot of people don't understand just how massive of a change something like that is, and they did nothing to compensate for it at all.
Not only do you have your basekit working against you, but you also can get thrown off by the bug where her charge looks/sounds weird, by the terrain, by latency. The fact the recharge is so subtle you come out of fatigue to stare at the ground, stare at the survivor as you float along, then pay attention to your charges, since you need 2, then you have to consider where you're going. It's too much, really. There's already a ton of things that can hurt you when you blink. Before you could double blink to bridge the gap, but now if you do not get a hit within that double blink, the survivor will bridge the exact same gap. That sounds fair in theory but the reality is much different.
If you were decent as a survivor before with juking using LoS and a bit of distance, or manipulating loops that have difficult to blink through objects, you'll have no issue playing against a Nurse anymore, which is nice I suppose.
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It's hard to listen to one person
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You remind me of the people who say someone like MM or Ghostface are OP because noob survivors have 0 awareness.
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It wasn't so bad prior to the hooks on the maps being balanced out. They can be in really awkward spots sometimes - though gens can be too sometimes.
Honestly I just wish they'd stop introducing events that makes survivors sit on gens and take toolboxes so the game is over in 5 minutes.
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I end it as quickly as I can, while hooking and having people save/heal each other as much as they can.
I mean I walk out of 3 player games super quick where everyone gets 20k+ bp most of the time. But if you think I'm going to waste my time drawing a boring game out, and farming, then I have better things to do. Sometimes if it's a really bad map or I'm not in the mood, I'll just leave
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She's just awkward and unfun to play as now. You can't play as aggressive, you spend a lot of your time not blinking where you normally would because if you mess up, which you can for a number of reasons, it's punishing. It's super, super punishing. But you move so slow you have to take that chance, but because you are, LoS and distance can be given to the survviors so easily. Hell, it also kills the map pressure of THE SLOWEST KILLER IN THE GAME because she can't travel as frequently.
Do you know lame it is to enter a fatigue, and have to look and watch as the survivor creates a ton of distance and LoS, until you get your second charge. Then you do it again, but you have to perfectly predict long distance blinks to make up for it. EXCEPT YOU CAN'T! Unless you somehow land 2 perfect blinks in the distance + los they created, you'll be in the exact same position you were before. No killer is this punishing in the entire game, even if I only played two games so far.
This has all just been one big lazy change because they're too half-assed to balance anything in this game. Just because you nerf everything doesn't mean you shouldn't sit back and go "Is this fine?" or "Should we buff anything to compensate"?
I don't play her much to begin with since I prefer the fun of Huntress, but jeez, you guys really know how to kill things.
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poggers my doggers
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For those who keep saying it, I completely disagree about Huntress being further. People have this idea that she's better than she is because if you watch some streamers play her, they make her look like an A tier killer. You can even see when the best of the best Huntress' play her, one mistake ends their entire game sometimes.
Reality is she isn't. She's slow, one bad chase and you lose your pressure so quick. She has so many bad maps, and if you snag her Ruin, which a slow killer like her will have, she loses a ton in the start.
She's not really that great at all.
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I just would have preferred they did anything else but make her awkward to play due to an overly aggressive killer now having
a - a fatigue + wait time before blinking, which causes insane survivor distance + LoS
b - her power having a charge, which goes against her as a killer and simply makes her awkward to play, and if you accidentally charge your blink when you don't have 2 blinks, you can't recharge til you re-enter fatigue, which means you will completely lose your chase.
That doesn't sound like a big deal, but it's a -huge- deal. The ability to gain LoS + distance is what counters the Nurse, and it's just been made real easy.
The game isn't supposed to be balanced around the few killers who can destroy people based on some outliers who are god tier Nurse's. Your average Nurse wasn't really all that difficult to play against - and you often got a ton of points for playing against Nurse's who play fairly.
At the end of the day I guess I guess I should just be surprised they didn't make her completely useless
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Trapper because I walk in the obvious ones and it is my downfall
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I just hope that the bugs aren't too bad and they said that it's important to just get the patch out and patch it later, but thanks for getting it to us at least!
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Because it's easy to do and you receive no punishment for it. If you do it early enough, there's really no downside, aside from never becoming a man
Often it's always for a pathetic, or a petty reason - some sad excuse for why they do what they do, when the reality is much sillier. Do you know how many times I got a BS hit through a window from a killer, and I didn't disconnect? Yeah. Because unlike a lot of people, some of us aren't like that, nor do we sit around and defend it by making up excuses, so we can sit here and say "There should be no punishment because x good reason, even though there's 20 bad ones! What if my house is on fire!"
If you defend punishments for disconnecting, you're most likely part of the problem and you like it that way.
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@InnCognito said:
Instead of punishing DC'ers how about they just go back to the revisions of the game where players didn't want to DC.
- Nerf BBQ
- Remove Hatch closing.
- Extend pallet loops
- Stop spawning the killer right on top of a Survivor
- Come up with some sort of mechanic that gets rid of Slugging.
- If a player get mori'd Give them something awesome for it.
- Revert Exhaustion status perks and Decisive.
Except all of those changes only favor the survivor and cause a severe imbalance in the game, specifically to areas of the game that the killer already struggles in. Are you rank 20 or something? Or do you just miss the good ole days of being so broken that a killer was a 0 on the threat meter
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@Chatkovski said:
This is unfair because survivors have a lot of incentive to risky behavior if they want BPs. It may be a mechanic assumed for the dynamics of the game, but it is rather unfair.
A game where the survivors are never chased by the killer, where they do not have to heal, where they have no one to unhook... it is objectively a good game, but that will offer very few points.
I think some changes are planned for the next update, but I do not think that's enough.
It is quite possible to imagine a category rewarding the game of hide and seek without abuse. When the survivor is near the killer while the killer is not chasing another survivor. It could also be interesting to increase the gain per second with proximity. Few if the survivor stays 30 meters away from him, a lot if the killer walks in front of the locker where the survivor is hidden...
And of course, rethink We're Gonna Live Forever. It gives no real advantage, it encourages to go unhook while survivors are already running after all these BPs, and encourages to take hits instead of another, which is interesting but not the easiest thing to do.
I mean at the end of the day a lot of those choices are survivor choices. Healing is meant to be something you do in the game, as a way to slow the game down, and it also gives you points. But due to the state of the game it's also beneficial to simply not heal yourself. That alone says there's a problem, when the game goes fast enough and you're so unthreatened you don't need to heal, or the killer can't hook enough people, or whatever it may be.
It really wouldn't be difficult for them to increase the points of destroying a totem by a lot more, for healing yourself, or just increasing the gains you obtain from doing objectives that are normally ignored for the sake of speeding up gen progress. I personally think that they should adjust the things that make healing yourself so tedious, to the point it may also be avoided and hinder the killer themselves - like running Sloppy Butcher. But eh, my suggestions are endless for how to improve the basics.
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It makes me less angry than Call of Duty.
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You will always be remembered, Sally, as that killer that somehow was the most OP killer in the game, yet it took them 3 years to nerf you into oblivion and make you Legion, while everyone tries to say you're still "totally not #########" because you can blink through stuff.
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It's not my job to be nice to a survivor because their teammate totally screwed them over. If I were in that situation my anger would be fixated on my teammate and what the killer decides to do is their own choice.
Often survivors get away with this type of thing, or assume they will, because they assume the survivor will have BT and not even waste a swing on them, but sometimes you will, or sometimes you'll get the 2 hits you need.
Me personally? I'll just slug the survivor that was farmed on the ground, hook the other guy, and go and find one of the other two survivors. That at least is as fair as I can be and it spares them a death hook. Again, that isn't in my best interest - what's in my best interest is hooking both survivors and proxying them both.
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It's 1v4 and it's far more stressful to play a killer than it is to play survivor, unless you're in the pleb ranks (which ironically the people who often complain about this stuff, and how killer is easy, tend to be located). Killers are also in the match the entire time. You have a lot more to deal with as a killer and therefore you are rewarded more. You have to play different killers, different powers, and so on. Depending on how you as a survivor play and the killer, you can walk out with 20k BP in your games as well, even if you die.
If you want to suggest a fix for this "problem" I suggest buffing the amount of BP both the survivor and the killer gain per match. This doesn't seem like a bad thing considering how many perks flood the game.
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Congrats. No one cares, you little manchild :)
Write it in your livejournal next time.
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Probably because when they reworked him they didn't realize that it's completely unnecessary, due to how you never re-enter your frenzy after you get the first hit - sometimes that's most likely guaranteed, and that you can see a heartbeat after the first hit, so not seeing scratchmarks is also irrelevant. Whereas before you could and would and his power would actually down survivors, even though it didn't have a massive impact then. The only time it has any impact is if you use it too early and just happen to lose track of a survivor, which is rare.
Basically, it's just a design decision that's completely pointless most of the time.
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Sometimes you have good games with good teammates, sometimes you have bad games with bad teammates. Guess what? That's the reality of most online games, and in most of those games guess what? People suck it up, deal with it, and move on when the game is over. If they don't they generally get punished with penalties - the incentive for not disconnecting. THIS GAME DOESN'T PUNISH YOU SO WHY WOULD YOU CARE?
Penalties for disconnecting. You know, that thing that games do to punish people for being scumbags, that people in this community, that is full of scumbags, continue to justify?
You guys keep telling yourselves and making up justifications for your petty behavior all you want, it doesn't make you any less of what you are. You want a legitimate reason?
Huntress with insta-downs is probably a situation that is 100% unfair and frustrating enough to make people DC. But do you know what? THAT'S THE DEVS FAULT! This long that Huntress has been out, this long that they've done -nothing- to fix how broken those are. Like, devs? Wake up. But situations like that, they're far and few between.
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Imagine thinking Legion post-nerf, one of the worst killers in the game, is the current most annoying killer to play against at red ranks, and even thinking he's strong.
Nice bait, but it's pretty obvious you're pulling a reverse-Spirit haha post. Very funny! Because if you're not, I'm wondering how you got to red ranks? I suppose a lot of terrible players get there pretty passively due to how rank reset works.
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Due to how hook generation was changed and how many hooks are on the map, changes like this would simply make sabo more broken than it previously was. Add ontop of the fact that slugging would become meta as would slugging perks, which makes for an equally unfun game aspect, and that slugged survivors recover more quickly? I'd say that's not an aspect of the game you want to bring back. It gets even worse if you start throwing in less hook addons, and how the devs aren't really the best at balancing something so easily difficult to balance when they can hardly handle balancing perks and killers sometimes.
The last game this game needs is more things that make it unfun for people. It should be made to help make the current unfun things more tolerable, not adding to the pile of ######### survivors or killers have to deal with.
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@SteveyTheExEevee said:
No. Because you can't force someone to play against something they don't like. The unreasonable things that make most people DC in the first place (overpowered killers, one hit down addons etc) need to be addressed and fixed first to drastically reduce DCs.
Even if you ignore all them and double down on DC punishments (Which you cant even accurately calculate every secnario anyway) people will just find aw ay around it, they'll refuse to play, Suicide on hook and ruin the game anyway and no, you cant punish suiciding on first hook because you cant judge if people are struggling on hook to get the 3% or not, nor is that a reasonable solution to punish people for.
If you want peopel to stop DCing, stop doing things that make people DC in the first place. You cant do anything about "first down" DCers.
No one is forcing anyone to do anything they don't like. But if you sign up to play a match, and you ruin that experience for 4 other people, you should be punished despite "not liking" something about said match.
I can understand SOME situations, like insta-hatchets. But the fact is people use the extremes like that to justify them quitting for any trivial thing, when the reality is they usually quit because of some made up reason that excuses them from having to deal with any situation. Don't like Huntress? Quit. Don't like Doc? Just quit. Killer is camping? Just quit. Who cares, it's not about anyone else's fun but yours. Got hit through a window? Just quit. Downed for the very first time? Just quit dude, who cares, right? What are they gonna do besides nothing?
I'm glad the support for being scumbags on these forums is at such a high, it is honestly perfectly reflective of the in-game community as a whole :)
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@Elegant said:
It's the exact same and it should 100% be there. It's also the reason they shouldn't punish disconnects. You can't force people to be good teammates. If you force someone to stay in a game they don't want to play, they won't just magically be a better teammate. They will troll/just let the killer hook them a 2nd time by running to them/do nothing until the game ends. The only thing that punishing disconnects or removing 1st hook suicides will do is negatively impact the game with unnoticeable benefits. Look at league of legends for example. They have a punishment for leaving games early. So people don't often rage quit. But, "soft inting" is extremely common and is when someone goes around refusing to play the game out normally or try to win. They just farm jungle or shove side waves until they lose the game. The punishment for quitting doesn't make these people better teammates than if they were just gone from the game. It's impossible for Behavior to figure out if someone is playing badly or soft inting. There are A LOT of people who are terrible at DBD. There is no way to distinguish those bad players from someone who is purposely soft inting or honestly even hard inting in this game's case. You will always have these kinds of bad teammates and there's nothing they can do about it without punishing people for doing badly.
Ah, of course. So your solution to people being terrible teammates and ruining everyone else's game and experience is to not punish them. Sometimes people have bad games, sometimes you suck at the game, so regardless of the massive amount of reasons for why someone should be punished, you make excuses for why they shouldn't and are part of the problem.
If there was actual punishment for people, they wouldn't do it. If we sat here and said "We can't do that, people would 100% leave our game!" or whatever reason you wanna place here to justify disconnecting, then not only are you absolutely wrong, but you're absolutely rewarding that behavior and not putting any effort in to discourage it.
And then people like you come along who think it's fine and attempt to justify it. "It's okay because I don't do it all the time, but if (x situation here) arises I shouldn't be forced to play the game if I don't want to!" Yes. You should. They should.
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@PGJSF said:
No you are not using a loophole to avoid punishment. You are accepting punishment and moving on to the next game. It may be annoying for the survivors but it’s allowed by the game mechanics and shouldn’t be considered a disconnection.
Except it isn't your "punishment" at all. It's you chickening out of the match like a little baby, just with slightly more dignity than someone who straight up disconnects, and you screw over your entire team in doing so. It's you punishing your team, it's not you accepting punishment at all.
Punishment implies something negative happens, and there is no negative to disconnecting just like there is none for killing yourself on first hook, which is the equivalent to a disconnect, minus the fact it doesn't punish the killer, just the survivors.
I'm really astonished at the amount of people who make excuses for people who disconnect or even people who do this, and it really isn't surprising given this community as a whole is pretty toxic and garbage. There's no shortage of people like that, evidently. It's just a bunch of shitheads who all have the same terrible mentality, and they have 0 consequences so why stop? Why not enforce those ideals on forums lol
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@ColonGlock said:
Survivors should be able to suicide on the hook: AKA trying to kobe, without punishment.
That being said, there should be a blood point incentive for staying in a full match to the end.
There should be an incentive for literally playing the game like a normal human being? And there shouldn't be a punishment for... "trying to kobe"...? When you screw over everyone else in the game? Are you really that dense? lol
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Because without dedicated servers they have no way to effectively grant the killer the full bonus effects of a survivor disconnecting.
Wait...
I don't really care about pips in a game where I end up at red ranks pretty quickly anyway, so it makes no difference to me other than the fact I don't get a lot of BP. But then neither will the survivors I suppose.
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Pretty much, yeah. You're not screwing the killer over but you're screwing your teammates over.
And again, the only way to fix it is to actually. punish. people. If reporting people who did this and they got enough reports actually got them a punishment, then people may stop. But instead people just sit around making up BS excuses for why we can't punish people.
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I think a lot of people are a bit angrier than they should be, but this isn't just a one time thing. The devs have messed up like this again and again and again over the years, never learning from their mistakes. If we sat around not saying anything then we'd just be like other companies whos players make excuses for the devs. Support isn't just a one way street for anybody. It's very...inconsistent of them.
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Imagine telling someone the counter to something is to "use a stopwatch" or to "count in your head, while you enter into a totally different chase, down them and still have time to chase, down, and get DS'd by someone else"
Dude. Your argument for how to deal with 4 DS is the equivalent of someone saying DS is balanced because "The skillcheck is still kinda hard and can be missed tbh" or "Most survivors who use it suck and you can still catch them"
My god. People use DS as a "Run at the killer" perk instead of an anti-tunneling perk. That's a design and balance flaw, not a "lol git gud just watch your 2 stop watches and slug appropriately"
Not to mention you can't even know for 100% certain if someone even has DS, so you as a killer are being forced into a situation where you have to put in extra effort for something someone may not even have!
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You also realize that her addons don't bring her back to her basekit, right? You won't have the best addons every game to make a killer viable, and her double green addons still do not make her "base" Nurse at all. Go watch some videos, you can literally see that she will have to come out of her fatigue and wait a few seconds before she can reblink - it simply doesn't look as bad if you only blink once, or if your fatigue is longer because you swung. You can't even travel the map the same which affects map pressure because those charges, again, do not make her base Nurse at all, and you can go look at PTR footage to see it.
Imagine this scenario: You blink once, you get messed up a bit by latency, the survivor can see your placed after image and adjusts, you blink again. Maybe you hit, maybe you miss, either way the survivor gains a lot, or an enormous amount of distance. You stare at the ground, you come out of fatigue, you have 1 charge but the survivor gained incredible distance. You stare some more as they run away, waiting for charge 2 .You're about to get your second charge, you use it accidentally when it's at 95% because of muscle memory, or perhaps you simply weren't listening to the "dings". You now have 1 blink charge, and you cannot regen that 95% blink charge until you re-enter fatigue. You now cannot catch up to the survivor due to 1 mistake because your kit does not allow you to catch someone running in a straight line. One mistake now forces you to traverse the map more slowly to find another survivor to pressure. Does that sound fun? That sounds very "anti-aggressive, do nothing"esque to me. You really just succeeded in making her power awkward and completely against what she as a killer has always been.
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What was the point in reworking Legion into total garbage? Overly nerfing a killer that people complain about without an actual understanding of how to balance them, basically. They attack the things that people whine about the most on forums and tear it apart. Nurse's changes look like they were straight out of a forum post, not a devs head, but at least you could excuse all of the "These new addons look cool, whacky and fun! Too bad they're total garbage" type changes to her if you had left her base kit untouched, but of course BHVR went that step further.
I dunno, after playing and going along this journey with these amazing decisions, and absolutely terrible decisions, the devs have made for over 2 years that I've played this game, I guess I'm just finally getting tired of it all, and that extends far beyond just speaking of Nurse
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I think the devs need to sit back and ask themselves a very important question now that they have dedicated servers: Do we want to sit here and justify people disconnecting all the time and say that we can't implement it because it might have been a loadscreen bug, or a crash, or their internet went out, or a this or a that? Or do we want to say that we have to do something about it, regardless.
The fact you can sit here and read a bunch of people doing just that, justifying disconnecting for lag or for this or for that, proves that people think it's okay because there is no punishment - and they believe there shouldn't be. They'll find any reason they can think of other than something that was even out of their control to justify them leaving the game.
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Until the devs understand the fundamental issues with their game at red ranks, and the reasoning for why most killers who want to win end up playing the same 2-3 killers, then you're simply going to make an already bad problem even worse by removing the killers best suited to going toe to toe with really good survivors.
If you do not play a killer that can apply map pressure, or end chases quickly, then you better either not care if you win or that you simply play for fun - and it's very difficult to have fun as a mid-tier killer at rank 1. It's the same reason why people think Huntress is a top tier killer, yet the only reason you'd think that is due to the amount of Huntress' that stream being some of the best. One extended chase or one or two mistakes and that is game over for a slow killer like Huntress.
I personally think nerfing Nurse's base toolkit was not needed, and definitely not the way to nerf her. The other combination of changes coupled with that make her unfun to play and quite a lot weaker now, to the point I think no one will really be playing her at any single rank.
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@djsponge10 said:
https://forum.deadbydaylight.com/en/discussion/comment/780861#Comment_780861
People who are bad against spirits say she’s boring or whoever they die to the most in general
"I can't easily loop or counter this killer, so they're pretty boring"
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Voice chat might be "fun" when you're looping the killer or running from them and you're both talking to each other, like in F13. But in the general sense, communication more or less breaks the game and makes it much, much easier for survivors. Knowing where the killer is, when to save, when to sit on gens, when to try and get the killer to target you and not your friend because you still have DS active, and having so much more information that is for you to learn yourself in game makes the game much more trivial. This isn't F13, where if you get caught, you get 1 shot dead. Take a look at how frustrating this game can be from a solo survivor's experience to understand how much easier it becomes when you're talking with teammates.
In most cases I honestly believe that the majority of people would not use voice chat even if it was implemented, and the only people who would use it are people who use discord, and would simply complain that it sucks so they stick to discord, so why bother?
Let me ask you all a very simple question: With how toxic and "me vs them" mentality both survivors and killers have in this community, do you honestly think you'd WANT to be on voice chat in a game like this, knowing the utter scumbags that will use it?
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On Halloween week/Halloween? The weekend/days before Halloween? A spooky game with killers, many of which are centered and had movie releases on Halloween? Expecting them to actually do something because their event got delayed? Uh, surely you must be joking, the double BP button isn't just a switch you can flip. The real gift is the gift of being given a Q&A doofus, it's not their fault their major update made for release for a Halloween event was delayed.
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I guess that depends on if you're in the green ranks every month, then there's plenty of room to improve. You wouldn't have much idea of what he game is really like at the high end, though, where there's not much to improve. But shh
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What's this game coming to?
Ruin destroyed in 20 seconds next to a gen, survivors genrushing while looping a Trapper on a large map, 0 gens in 5 minutes. REALLY..?
I can make non-existent ######### arguments too :)
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Sometimes doing gens is more important, or not wasting your Sprint Burst as a braindead Meg slowly walks across the map and makes you hit struggle while the killer is in a chase with someone halfway across the map :)
I will tell you now if you ever, ever play solo survivor, put that perk on that allows teammates to see you and your teammates auras on. It'll show them everything and also show which gens have been worked on, and where the killer may be. That's not really necessary the higher in ranks you go, as the higher in ranks you go the more likely you'll run into people that put priority on saving quite often.
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Here's why Nurse, Spirit and Hillbilly are getting nerfed: They're getting nerfed because these devs seem to be under the impression that the solution to the fundamental issues of red ranks is to nerf the only killers capable of applying enough mobility/chase potential and map pressure.
Guess what? If you had a single clue about game balance you'd understand that's no the solution. The solution is to buff other killers and to balance the reliance of importance on time management + map pressure, thus increasing the viability of all killers, and then nerfing the best killers that take advantage of it.
But god forbid these devs have a clue. Clearly they understand what I'm saying given the fact that all of their reworks and newer killers have often had some way that allows them to apply map pressure due to some form of movement (Freddy, Demo)
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It's not even just about gens going too fast, which is a massive problem currently. The problem gets even bigger when you add in SWF for example, when they can call out where the killer is and do gens incredibly effectively by communicating. Something as simple as 1 survivor getting the killers attention while the other 2 bumrush the last 2 gens + adren = gg
It's made worse again by the fact that this game is all about time management and map pressure - your job as a killer and your number one priority is to slow. the. game. down. Yet this is a very difficult task for many reasons, one lesser talked about reason is that survivors will sit injured on gens, and due to the amount of second chance perks in the game, they don't even feel threatened. If you again, add in SWF, you can end a game in under 5 minutes flat. That isn't going to be every game but the reality is that there are some fundamental flaws at the heart of this game and I'm afraid they'll never get addressed.
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Of course, technically you could just have 1 survivor sitting on the regressing gate while the other goes out if that should happen. I guess my point if anything is that I think something should be done about it.
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The problem I have with these changes is that you hit her base kit, which makes what is labelled as an aggressive killer somewhat awkward to play. If you're just traversing the map and you expend 2 blinks, then you have to walk at her super slow movespeed until you wait for her 2 blinks to recharge. That's counter opposite to the type of killer she even is, for one.
Second, it makes chases really awkward, because you're tracking survivors, you're predicting blinks, you enter fatigue and stare at the ground which gives survivors time to break LoS/create distance, then you have to track your blink charges, track the survivor and it's just too much. Then you expend 2 charges, and have to wait for the recharge. What's awkward about it is that when you hit your fatigue the survivors are going to gain distance, which means you'll have to wait for 2 charges.
If you begin to charge a blink, for whatever reason, too early, you cannot regain blink charges until you re-enter fatigue, which again is just terrible design and yet another thing you have to micromanage.
If survivors change their mentality against the Nurse and you break it down into two simple things: Maintain distance, break LoS when possible, then the Nurse will eventually catch you, but if you do those 2 easy things, it's going to take a much, much longer time to do so, and you better hope you're one of those godlike Nurse's, because if you mess your blinks up now, you will be 100% destroyed due to your powers nerf and it's ability to quickly apply map pressure.
Honestly, I think the whole "Give every killer in the game charges" or making killer powers all have recharges where they can't use it is simply getting out of hand. It's unfun and uncreative. How long until Hillbilly is picking up oil cans around the map, and if he wasnt paying attention he'll have to go abandon a chase to get some because he doesn't have gas for downing a survivor in a loop? It's just ridiculous and I honestly think that giving her blinks charges was a really idiotic design decision.