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LlamaArmour

LlamaArmour

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LlamaArmour
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  • Can you please increase the controller sensitivity? It's way too slow to be practical and there's no good reason to have it this low.

    Note that I said controller and not console because I play on PC with a controller and everyone has a huge advantage over me (especially when I play killer).

  • @FearedbytheGods said:

    https://forum.deadbydaylight.com/en/discussion/comment/896741#Comment_896741

    What I love about this story is that it requires SO MANY preconditions to be in place for it to bear fruition.

    I like my story better:

    Nurse has survivor, survivor hits 'E' nothing happens so gets hooked. Nurse has BBQ and sees 2nd survivor coming to unhook and blinks to them and immediately gets a hit. A small chase ensures but is over relatively quickly and the 2nd survivor is hooked. The 3rd survivor who had been running around the entire time trying to find the hex:ruin is now in a chase with the nurse. With 5 gennies still up the 4th survivor leaves his gennie to unhook the first survivor. The first survivor whose now in struggle state, seeing the direction of the game gives up and dies. The second survivor seeing the first survivor give up decides to suicide on hook. The third survivor who is downed now, has no points so leaves the game accepting their time out because there is no point to stay.

    Hatch spawns next to nurse who promptly closes it and the 2 doors are adjacent to each other so with the high mobility nurse whose hitting all their blinks its inevitable the 4th survivor will die. The 4th survivor, whose actually smart, realises this, so decides to farm totems and get 3k+ points before end game finishes listening to the nurse blink between the 2 adjacent doors the entire time.

    Lmaooo you pretty much summarised exactly what I was about to say in response. Thank you, I appreciate it.

    @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/896602#Comment_896602

    Your reward for finally and successfully landing a hit is negated when the survivor presses E. The entire chase resets, you have entered your fatigue again with a super long and annoying 6 sec recharge. In the meantime, 3 survivors are humping a gen and the survivor that should have been down is half way across the map. Because they gained so much distance, they jump in a locker out of your sight and magically heal because of Inner Strength. After the nurse finally hits the survivor twice again, the nurse has lost because 3 gens are popping now and nobody hooked. With how optimal survivors can potentially play, nurse needs zero downtime.

    You can't use hypothetical scenarios to prove your point here (it can supplement it though) however, even if we do, Feared's scenario is waaaay more likely than yours. The only part of yours that I can see happening on a regular basis was the dead hard, but even then old nurse was right on top of you as soon as she caught her breath so it was pretty irrelevant. There was literally no way you could run outside of her max 2 blink range while she was in fatigue from missing a swing.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/896353#Comment_896353

    Ok I will just throw this one out there since it's really basic and it encapsulates this idea pretty well.

    A power bar that is drained from while charging blinks. It holds enough for almost infite 1 blinks, but double blinks draw from it and cap at like ~3 double blinks in a row max. This gives control over your power and rewards you for using it effeciently. Currently Nurse doesn't reward you for using your power wisely, it just doesn't punish you as hard for using it when you really should be (moving around, etc...)

    Another one: Give her 3~4 blinks in reserve that recharge slower so there is more upfront but less overtime. This still awards smart blinks but still lets you use them for everything like they were intended to be.

    Current Nurse changes do not reward smart blinks or using them effciently it just doesn't punish you as much for walking around like an m1 killer.

    Your reward for using a blink correctly is hitting/gaining an advantageous position vs the survivor. What more do you want than that?

    Everything you're suggesting gives her silly mobility on top of her power that is already a trump card to literally every defence a survivor has.

    Like I said in my previous post; due to how much potential her power has, she needs to have downtime in between her blinks, otherwise she's just always all over you as long as you're in 2 blink range (which is pretty far).

    Nurse is a high risk, high reward killer. However, due to how large the reward is, she needs a large risk. There's no logical for her to have a crutch in the form of permanent 2 blinks in case she misses the first one.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/896055#Comment_896055

    Yes you could catch up quickly but it took skill to do. There is no amount of random blinking and charging of those blinks you can do that will get you free hits. You have to plan and execute them with thought. Now you're punished for using them in any other way except for trying to get a direct hit.

    When I was playing it felt like I was just a slightly better Demogorgon. The shred and her teleport are essentially the same now. You have to m1 walk around until a good oppurtunity shows itself then use your lunge power to get a hit. Nurse just has a much better version of it. This is not like old Nurse, where your power was in every aspect of your kit and you were rewarded for using it wisely. Now you're almost forced to save 1 blink just in case and wait until you have a perfect blink to attack oterhwise you waste your time trying to catch up way more than you used to. It just feels off, it feels jnaky, it feels unfun and unrewarding, all around bad.

    I think the whole point of the changes were to control having such an over powered character, that's limitless in where she can go (except for a max range) by giving her an increased cool down. Which makes perfect sense, it was either that or kill her power by doing something silly like reducing the max range or maybe reducing her lunge after a teleport.

    Ultimately what it comes down to is the fact that her power by it's very design, is literally gamebreaking so it's very hard to balance and more importantly to keep balanced as the game progresses.

  • @snozer said:

    What are you guys talking about? it is "FUN" waiting for your blink to charge as you watch the survivor reach the wall of jungle gyms, where every blink is a 50/50 shot in the dark that is survivor favored as they will see your landing spot before you finish blinking...

    The 50/50 part in the oppositions favour making the game "FUN" reminds me of another certain killer. Any guesses who? 😂


  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/895657#Comment_895657

    It's almost like eventually they would have to add a new mechanic on a killer that bypasses the normal interactions of the game. They just happened to do it really early on.

    All her power did was change the way in which survivors must play to have an optimal chance at escaping. All it required you to do was learn how to fake running back or around corners and learning how to weave through the map instead of just running around in circles around pallets ad infinitum.

    But my biggest point is that eventually they will release another killer like Nurse that ignores pallets/walls and it will just cement the fact that you can't expect to run the same way against every killer. That kills the variety in gameplay and who enjoys running around L-walls 8 times for the juicy pallet. Now the changes to Nurse turned her unique survivor gameplay into THE MOST GENERIC possible version of running in a straight line across the map. That is so braindead easy and simple it honestly boggles my mind that BHVR thinks this is acceptable counterplay for a killer.

    Yeah I agree, no doubt that she requires you to play differently.

    However, it wasn't like spirit where you have to loop differently but there are safe areas i.e. behind a wall, above her etc. There was no safe area with nurse (still isn't tbh), hence why the nerf was definitely justified.

    Nurse is basically the same killer at base, you will eventually catch up to a survivor if all they are doing is running straight (tried and tested), the only difference is that you can't do it instantly like you once could? I don't see how you can say she's generic now and wasn't before when her core fundamentals haven't changed at all lol


    EDIT: nevermind, I just saw the nurse profile picture now it makes sense why you think the changes are unjustified.


  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/895657#Comment_895657

    You realize that she can’t see through objects, right? Blinking through floors and ceilings still requires Nurse to guess where you are exactly.

    She has ears though, and all you need is a headset to hear an injured survivor through a wall/above you (and also footsteps when sound isn't bugged).

  • Nurse was stupid before the nerf, this just brought her back down to reality tbh.

    How can people complain about her having a cooldown on a power that allows her to literally bypass any defence the survivor has? Doesn't matter if you're on another floor, behind a wall, behind a pallet, she can still reach you... And people think that she was okay?

    People say things like "she's less fun", and "her base kit didn't need changing"... Well obviously she isn't as fun because now she's not as broken, and I disagree that her base kit didn't need changing. It was too easy to play her considering how powerful she was.

    The only reason people cry now is because it got harder to excel with her (rightfully so with how powerful she is); but she's still easily the best killer in the game.

  • Devs pls don't listen to these guys and get rid of end game chat.

    I've made so many friends just from that alone/had some really funny chats.

    I understand their point, but just make it so that they can permanently disable it (although I'm pretty sure you already can).

    I have it on console and on PC and console is pretty boring post game without the opportunity to potentially make friends with the nice survivor that body blocked for me when I was on last hook (just an example).

  • I could probably count on 1 hand the number of times I've used NOED, but by no means is it broken. In fact it's one of the more balanced perks.

    It's the only perk that counters gen rush (that I can think of), AND it can be countered by just doing totems... In other words, it doesn't reward the killer for failing, it punishes the survivors for rushing gens and not cleansing totems.

    Also, a totem counter is a terrible idea, it would both kill NOED and also slow down gen speed considerably as people would actively look for totems instead of doing gens.

    I'm a survivor main btw (although I have a lot of time in killer also)

  • @vampire_toothy said:

    https://forum.deadbydaylight.com/en/discussion/comment/863335#Comment_863335

    Sorry for the late response. I wasn't exactly too sure how many times I wanted the phase to allow her to flicker in and out. You do give a good point, but it's hard to say without any real method of testing this. I do however agree with doing something about the sounds, but rather than decrease the volume I believe her whooshing sounds should be louder.

    https://forum.deadbydaylight.com/en/discussion/comment/863339#Comment_863339

    I thought increasing her speed rather than her duration and the reason why I went for duration instead is because it allows her to cover more distance especially with the fact that both parties would be able to see the position of each other, allowing for more time to confuse the other player or to further assist with mobility. With 10% extra speed you only cover 37.2 meters, with 1 second of extra duration you cover 42.24 meters and it's slightly easier to react to considering that she isn't moving as quickly. Either option could work though.

    The only reason I'm an advocate of lower survivor sounds is because as things stand right now all she has to do is phase to the last place she saw the survivor and she either

    1) Sees scratches and can follow them till she hears the survivor.

    2) Doesn't see scratches thus meaning the survivor is close and she can search she area till she hears them

    3) If there is a vault nearby and you can neither hear or see the survivor then just leave phase to see where they are and get your power back in approximately 5 or so seconds.


    The problem with louder whooshing sounds is that if the survivor is injured its still gg unless you have iron will, and it also means that stridor would still make it very easy to triangulate the survivors position.

    People say she's fun and unique but coming from someone who has put a fair amount of time into her it's just process of elimination to figure out where the survivor is, which is not a guess for her as people seem to think it is (or if so its an educated guess).


    I definitely disagree with her having increased movement speed or longer duration though as I feel she is plenty fast as it is, unless the intermittent blink happens fairly frequently (in which case would be too much of a nerf for her in my opinion). Also, if you made her faster/phase last longer you would be buffing her because irrespective of the survivor knowing roughly where she is, there is still very little you can do about it with her being so much faster than you.

    Very interesting thread so far though, I would also agree that I don't want her to be gutted and I want her to remain as a top 3 killer, but just to give survivors a little more of a chance, (particularly when injured)

  • This is pretty much the same idea I had, except I think the spirit/survivor should only appear to each other twice at base and maybe be breakable with addons.

    The reasoning for only once or twice is that too much information on where she is will just kill her power but a glimpse into where she is will make the mind game even stronger because you can fake running in a particular direction.


    Something to note though is that her own tracking needs to be lessened, maybe if survivor sounds were 50% more quiet OR scratch marks appear slower (both exclusively while in phase), otherwise it would be a buff to her (she could just phase to where she last saw you and follow the scratchmarks/sounds).

    What do you think about these slight tweaks?

  • Plague seems very balanced in my opinion, if not on the stronger side. I wonder why people think she needs any changes at all.

    Her power is twofold: either have super mega ultra puke, or have permanent exposed on survivors and built in stridor/ability to see you from really far away. To me this makes her pretty dynamic as each game is played slightly different depending on the survivor actions (bear in mind there are addons to get corrupt purge without them cleansing).

    The only thing I'd say needs to be changed is the way emblems work in conjunction with her power.

  • To be fair, balanced went from arguably the best exhaustion perk to the worst (considering you can't even use it on every map like other exhaustion perks).

    They really should have just taken the speed boost away and left the reduced stagger imo (obviously it would have been best if they just fixed the maps lol), because now if you fall from a height while exhausted it's a pretty much guaranteed hit for the killer no matter what.

    At least with the stagger reduction, whilst you will probably take a hit, there is a chance you may not.

  • Tell them again brother!

    As a young Jamaican man (and an Adam main), it annoys me that the only character that represents me is lacking in good cosmetics.

    P.s. I enjoy that hardly anyone plays him because it makes me feel different from the sea of overused characters e.g. Meg and Claudette to name a few.

  • @SnakeSound222 said:

    I'm really confused by the add-on nerfs (minus Prayer Beads).

    The Amulet and Phase Activation add-ons seemed fine for their rarity. Hell, I don't think I ever saw anyone complain about them.

    I really haven't seen anything to show that reappearance add-ons were actually OP and deserved the nerf. The video Peanits showed had a David running out in the open. Unless he had Dead Hard, DS, or something to give him Endurance, he was #########. He couldn't have reached a pallet or vault before the Spirit would've been able to hit him. The add-ons didn't really do anything super special.

    The problem is that she didn't even need to track well because she can just lunge and reach him regardless of him being 5 or so meters away (maybe more at max range).

    Imagine if he was at a mind game-able loop on the opposite side to her; with those addons she could have reached the other side and hit him while coming out of phase, in other words she didn't even need to track well.

    Watch pain relievers latest video on spirit and you can see an example of her going from one side of the loop to the other. Combine this with the survivor not having a clue where she is and you can't really be confused as to why those add ons were a bit silly (note that this is without even considering collision, 50/50s, stand still mind games etc).

  • @Lucama said:

    https://forum.deadbydaylight.com/en/discussion/comment/838753#Comment_838753

    Which isn't balanced because rn 60s is enough time for the rest of the team to complete 3 out of 5 gens. Any chase longer than 30s is detrimental to a killer, if your first chase is 60s the game will be hard to salvage against a competent team.

    Yep so they should balance the killers to an even playing field and then look into gen times (or the other way round is fine). Gen times are a separate issue, for which a killer that can down survivors quickly is most definitely not the answer to.

    I'm not condoning gen times at all btw I'm just saying as far as killer balance goes they're making steps in the right direction.

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/838609#Comment_838609

    Lol, you need 2 hits to down survivors without perks, you know.. so the time you need is at least double or more, because good survivors can make her miss her blink.

    So when it gets extended to 40 - 50 sec, and plus bringing survivors to hooks, 50 - 60 sec is already gone, and this is still not include the time nurse finds survivors at the start. If all things are calculated, by the time you find and chase another survivors, 3 gens are done

    60 seconds is probably around the same time, if not quicker than any other killer could accomplish the same feat (except spirit) due to pallet loops. So with that in mind she is pretty balanced, especially considering you can't run in a straight line forever, AND considering that video proof is based off of the survivor running when nurse is 32 meters away which is definitely not always the case.

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