MadLordJack
MadLordJack
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- MadLordJack
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I never, ever use her add-ons. Ever. I have no drive or reason to. And I very rarely lose even as a mediocre Nurse. I actually find her to be quite boring and repetitive. The only thing that gives me trouble is indoor maps, but map offerrings are so rare that I get bored trying to practice my indoor Nurse gameplay because of all the boring regular nap gameplay.
In short, Nurse doesn't need add-ons. Just practice. And once you have that practice she's extremely dull.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2156889#Comment_2156889
Rank 3 and that's because I dont play often I just know what to.do to pip get a save or 2 a heal a totem like a gen and a half and survive 2 min in chase
Normally I'm rank 1 but I've been burnt put after the last 6 months so I been playing other games recently edit rank 2, 3 pips started today at rank 4
I dunno, it's sound alike maybe you're like me and just don't care about escaping? That or you're winning the lottery with teammates/opponents. Usually at high ranks solo que is just an automatic sacrifice so you either get super frustrated or you make your own fun
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@Ethelwulf said:
https://forum.deadbydaylight.com/en/discussion/comment/2157016#Comment_2157016
- because Exhaustion perks aren't even needed.
Haven't seen a single survivor that managed to stay alive without either sprint burst, balanced landing or dead hard. Exhaust perks are a must have in any chase.
That is so incredibly untrue. Just bring Mindbreaker or Blood Echo against any decent team and see what happens.
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She is one of the strongest killers. She's some where around Huntress/Oni levels, though I wouldn't bother with either Thana or Blood Echo. Thana doesn't do much, if they're going to stay infected then they will stay infected through Thana. And all anti-Exhaustion perks are just bad. Even a perk that permanently gave survivors Exhaustion from the start of the trial would be bad, because Exhaustion perks aren't even needed.
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I know this is going to sound like I'm being a douchebag, but genuinely, what rank are you? Most people talking about how awful solo que is are in the purples/reds area of opponents and teammates. I got kicked back to brown ranks twice last year because the depip bug was a thing and found it to be very.... Different.
Edit: I should clarify, I love solo que, but also I'm the kind of person that runs around with No Mither/MoM.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2156750#Comment_2156750
So sorta like phasing but she glows has no sound or scratch Mark's and you have to try and confuse her with killer instinct while getting out of her terror radius and you can hear her?
I do that would make her weaker at loops where you can see her otherwise they would stand behind a wall but the tr requirement seems odd
If it wasn't tied to something, she would see where everyone on the map is and basically be a better info killer than Doctor.
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@SeannyD115 said:
https://forum.deadbydaylight.com/en/discussion/comment/2155678#Comment_2155678
Los blockers and unpredictable movement counter her
In the same way that camping pallets counters Spirit, sure.
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@onemind said:
https://forum.deadbydaylight.com/en/discussion/comment/2155716#Comment_2155716
Thia sounds interesting but I'm confused can you explain more?
Spirit has a passive phasing ability that makes her randomly turn invisible for half a second every few seconds. I'd rework it so that it's an alternate stance mode like Old Doctor, but instead of changing her movement speed it changes the recovery rate of her Phase Walk power. To compensate I'd buff the frequency and duration of the invisibility while it's active.
Her main problem with her power isn't that it's strong, it's that it makes survivors dumb without really impacting the Spirit. It also screws over people that don't use good sounds. Removing the audio component, and the scratchmarks, and replacing them with Killer Instinct would remove her reliance on sound. Killer Instinct is a strong info effect, so tie it to her TR. It's not extremely precise, however, so survivors really can just move like insane people and a mediocre Spirit will not know what's going on. Because the Killer I stinct is tied to her TR survivors can escape her by leaving it. To stop survivors from just holding W and leaving her TR, Spirit would have to go into her power quicker. To compensate for that, her movement speed while phasewalking would need reduced. Overall, this power is stronger than her current power, so it should have a longer cooldown time.
And then we come to the most annoying aspect of her power, her complete lack of information given. Making her husk glow while she's phasewalking tells survivors she's phasewalking. Giving her Wraith's shimmer effect shows where she is, though I'd make it a lot weaker than Wraiths shimmer, more of a faint haze than a cloaked Predator. Letting survivors hear her breathing was a bug from a while ago that I really liked because it was fun to use it to mindgame survivors, and it gave survivors a little info.
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Spirit.
Remove the basic Passive Phasing and replace if with Active Phasing, a secondary movement mode that makes her Pase Walk recharge slower but gives you the benefits of Passive Phasing.
Phase walk has its speed reduced as well as quicker activation speed, shows the killer a Killer Instinct reveal of all survivors within her TR but has no sound or scratchmarks, survivors see her entire Husk glow and see Spirit herself as a Wraith shimmer while also hearing her breathing.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2155678#Comment_2155678
“Just break LOS bro”
I mean, I hate to say it, but... Dead Hard really does hard counter her.
I'm cringing just typing that. Gods, I hate "counterplay" being perks.
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Wait, Nurse has counterplay? That's news to me. Normally you just have to luck out and get a bad Nurse that falls for mindgames.
But yeah, Spirit needs to give survivors more info. I don't think that her being strong is a problem, like it or not the game needs strong killers as much as it needs mediocre ones, but Spirit is strong because she makes all survivors really dumb.
One of her most effective plays is to let go of your keyboard/controller. I feel like that sums her up quite nicely.
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This would actually be a buff to killer thanks to the ridiculous grab mechanics that somehow cancel grabs that went through even on the survivors screen.
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@lagosta said:
May I ask you why keep playing a game when you're not having an average fun experience?
Because I'm having a slightly above average fun experience and would like an accurate rating system to represent that.
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Lol, does this mean I can call survivors that predrop-and-W toxic? Because if that's the case, nearly every survivor I go agasint is extremely toxic.
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I don't see how Wraith is comparable to Freddy. Freddy was genuinely, ridiculously easy. His counteprlay consisted of predropping pallets and really hoping your teammates were doing gens. He could spam snares and fake teleports, synergised ridiculously with every slowdown perk, for free anti stealth, and put survivors to sleep passively.
Wraith is quick and has a pig-dash lunge. Woo. Can't do much about maze tiles, path pallets, larger loops, main buildings, etc. Has decent synergy with slowdown perks but actually has to give something up to use them since his basekit lacks tracking and only has a mediocre chase power. Is he easy? Yeah. But in a good way, like Blight. But without Blight's skill cap.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2155381#Comment_2155381
Generic eu r1 matches, nothing specific. No mories, no lobby dodging, no rq's, etc. Iirc only 1 out of those 50 matches was against a tier2 comp team.
I have no context for that. I play rank 1 in the evenings on AU servers. It is nothing but people trying to be sweaty and embracing the hold W meta to the point where they actually do it agasint Spirit, Nurse and Blight.
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It could use some work. Longer timer, double use, tweaks to the deactivation, that sort of thing.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2155212#Comment_2155212
Nurse is not heavily bugged there since 2 months after map release, which was quite a long time ago.
I have 96.5% killrate on Midwich over the last 50 matches on this map (hatch escapes excluded), which is about 7% above my average killrate across all maps. I'm not playing any specific killer more (or better) than others, so it is a statistically representitive number for killer characters as a whole.
Midwich is, on average, the best killer map for pub matches.
Are you just going against complete potatoes? Any decent team will just hold W and do gens without any input from you whatsoever because you physically cannot stop them. It's literally the map that popularised that playstyle, also known as the current meta, because of how stupidly effective it is.
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@TripleSteal said:
https://forum.deadbydaylight.com/en/discussion/comment/2155156#Comment_2155156
This map is quite literally nurse's heaven; it's her best map by a huuuge margin.
Demo is nice there, freddy is very decent (also best map possible for him), spirit is ok.
Unless you are playing against 5k+ average hours swf, it's overall one of the best killer maps.
There's this thing called the W key and these other things called "impassable walls". They kind of completely wreck every killer except Hag. And Nurse is bugged on that map so it's certainly not good for her. I actually don't think I've lost to a Nurse on Midwich.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2155083#Comment_2155083
Midwich is kinda killer dependant. Have you ever fought a hag on midwich? It’s miserable
You have pointed out the single killer that is okay in Midwich, who is also the killer that decimates on every other survivor sided map, or just on any map in general that isn't big and open.
I honestly cannot think of any killer that wants to play on Midwich against decent survivors. Not one. Not even Ghostface, the king of indoor maps.
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There's a lot, actually. Haddonfield, The Game, Fractured Cowshed, every Badham, Lery's, Midwich...
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I take it as the survivor/s cutting off the end of the game for 5k BP. Not really a win, not really a loss. Kinda just sucks that it's even a thing.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2154968#Comment_2154968
You mean it stopped working to dodge hits so now it's used differently but gives the same affect, survivors will gain just as much distance if they were able to use it to dodge a hit as they are now by using it before it gets wasted by them being exhausted on the ground.
It was never really used for distance, so it was easy to bait out unless you were playing one of the killers that cannot bait it. Now, with the shift towards using it for distance and the increased amount of killers that it hurts either way (Oni, Deathslinger, PH, Blight, Twins, even reworked Wraith) have changed the perception of Dead Hard.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/2154934#Comment_2154934
How do you get better at something that takes no skill?
By not wasting it to dodge an m1 hit.
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Legion has a nice, simple skillfloor, they're easy to pick up, they have a decent amount of depth and things to learn thanks to the information aspect of their power and how Feral Frenzy interacts with certain things, and playing them will help you be a better m1 killer.
Deathslinger is rather unique, he is quite difficult to learn and doesnt have a lot of transferable skills, you need to be a very good shot to be effective with him (which means that if you use a controller you're at an inherent disadvantage), but he is extremely strong and a good Slinger's only counterplay is actual genrushing.
Edit: Personally, Legion is a lot more fun for me, but I prefer outsmarting survivors, off-meta builds, and basic m1 gameplay, which Legion excells at.
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@Seanzu said:
Crazy how nobody complained about this perk for like 2/3 years and now it's talked about daily as being an issue.
It's funny how things change when the community gets better at using something.
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Ruin/Undying/Devour Hope/Thrill Of The Hunt. Sounds like a gimmicky Hex build, but because Undying is guaranteed to go first it's really, really consistent and really, really strong. Thrill tells you exactly where they are and lets you contest the totems, Undying means you can give one totem up for the sake of map pressure, Devour Hope is a massive powerspike, Ruin is arguably Spirit's best slowdown.
Or, if you want a tried and tested build, Sloppy/Corrupt/Pop/Stridor. More of a learning build than a playing build. It's the basic, strong Spirit build. Nothing special, just phase on top of people with Stridor and slow the game down massively with everything else.
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It's a bug. One that will hopefully soon be fixed.
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They're all free (Feng is free on console), and female survivors are better for stealth purposes.
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2154705#Comment_2154705
I've definetely seen people complaining about Deathslinger being able to hit through walls/corners
True. But not nearly as much as people complain about Huntress' beachballs or Plague's overtly broken puke.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2154705#Comment_2154705
Their projectiles are significantly faster so it pseudo compensates for the ping desync.
I also do think a lot of people complain about DS hit boxes though. Trickster you don't notice it as much because it just lots of spamming.
Actually, faster projectiles would be more prone to desync issues because they spend less "connecting" with the survivors hitbox. Essentially, the window of opportunity is smaller and thus more prone to failure. Making Huntress have proper discs that simulate a spinning hatchet (including width) would mean her hitbox still has the same chance of connecting if it actually touches the survivors hitbox.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/comment/2154592#Comment_2154592
I mean I'm honestly pretty fine with her hatchets just how they are currently on either side. Most people even rank Huntress as one of if not their favorite killer to face even with the supposed hatchet hit boxes a lot of people dislike. The hit boxes kind of have to be larger to compensate for bad dedicated server ping is and desync. If you made them smaller you'd essentially get the issue Plague has right now where vomit never lands even though it looks like it should have. Plagues vomit honestly needs larger hit boxes to compensate for the ping and desync issues as well.
No-one complains about Slinger or Tricksters hitboxes.
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@Blueberry said:
https://forum.deadbydaylight.com/en/discussion/246686/why-circles
They tried rectangles that fit the actually hatchet shape long, long ago. It was terrible and scrapped. You got a lot of your hatchets clipped on things and it was very clunky.
It's sad that they haven't tried discs.
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Circles are easier to work with. Not that that's an excuse for current DbD, that's just why her hatchets were circles on release.
Edit: Spheres.
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@Ferrari334 said:
https://forum.deadbydaylight.com/en/discussion/comment/2153376#Comment_2153376
That is never how this game worked. I play both sides and i can tell you that the difference between Killer and Survivor is plainly obvious. 90% of killers seriously underpowered compared to survivors playing at the same skill level.
The devs just have never addressed the issue of SWF games vs non-SWF games. They balance the game around complete potato survivors who are probably whacking it during a match.
All they have had to do was add in-game comms or some type of LFG system like Overwatch, and balance around a 4 man team with communication. But the issue has just been ignored and never once taken into consideration which is why 90% of these forum posts are about "Game is Imbalanced".
Theres a difference between one side being easier than the other and one side being stronger than the other. I bet you steamroll full parties without even realising it.
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@Zixology said:
When you learn to make use of all the dead ends in that map, you'll learn to love the map as I have.
That's not really a thing. Those dead ends have at least one, likely more than one, god pallet in them and take ages to walk around because, well, it's only a dead end if you don't break the wall that would make map traversal significantly easier. They also don't do anything about the general gameplay of the map because killers have no way of zoning survivors into them. And even if they do run I to a dead end after wasting so much of your precious time holding W and predropping pallets, it's nothing more than a single hit which they can then use to start the pallet chain all over again.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2153626#Comment_2153626
All you have to do is play the game, killers almost always win. It's not hard to see how overpowered killers are. Perks, maps, everything is in the killer's favor.
I do, and I don't see it.
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There's a single frame at the beginning of Blights Lethal Rush attack that PC players can exploit to avoid the very deliberately placed turning cap and essentially flick around 180° corners. It's called a "flick" because it's instant, unlike Blight's regular Lethal Rush.
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Bond/Prove Thyself/Iron Will/Resiliance.
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I like Ruin/Undying.
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@PsyQuil77 said:
https://forum.deadbydaylight.com/en/discussion/comment/2153626#Comment_2153626
Sluzzy is our Holy Troll on these forums, please respect the Bait Posts . . . lol
The evidence some of us forum members have gathered would suggest they are completely serious. 39k+ Blink attacks. Suiciding on hook because one little thing happens that they don't like. Only ever playing solo survibor. That sort of thing.
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In general, her biggest problem is being matched with survivors that can't deal with her. She's effective because she makes good survivors dumb, but at the same time she's one of the few killers that can counter the ever-growing predrop-and-W meta, so...
All I'll say is that I, as well as many other people, don't like going against her because her base power has no tells. I'd be happy if they fixed that.
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@glitchboi said:
Sadly it'd only be possible for 3.0.0 killers and under.
For 3.0.0 killers, I'd choose Billy and Trapper. If a survivor gets trapped, Billy can speed up to it!
If I could use any killer combo, I'd probably choose... Legion + Freddy, Freddy places snares in loops, pressures gens, and Legion injures everyone and gets downs with the support of Freddy's snares.
Now if I were to be going for fun, of course... Trapper + Trickster! Odd choice, I agree.
What do you mean by 3.0.0?
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Legion and Oni. Or two Bubba's. There's not a chance in hell anything but an instadown combo could even think about killing half the survivors.
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@Sluzzy said:
Killers already win effortlessly and most get their free wins already. The balancing needs to change to make killers feel like they are actually winning and not having the game give them free wins.
I love how you keep saying these things but never provide any real evidence to back up your claims.
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Otz's recent comparison vids aren't the greatest. His Bubba Vs Billy one had him crowing about how Billy couldn't do what Bubba was doing... Facecamp a hill hook that's right next to his totem.
He could at least bring builds that are genuinely strong instead of... Whatever his Trapper one was. Bloody Coil Spring? Thanatophobia? That's a casual/solo stomping combo, not a co-ordinated SWF combo.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/2153574#Comment_2153574
"Pretty balanced" doesn't mean we should stop any further balancing. And how does buffing either side make them OP? The demogorgon's buff isn't making him OP.
I'm not talking about minor changes. OP is suggesting an overall buff, not specific ones.
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The problem is matchmaking. Solo survivor teams are going against good killers with strong builds and getting demolished, casual swf buddies are getting wrecked by sweaty killers, m1 are getting predrop-and-W'd by teams that would rather be facing a Nurse, etc.
Killers aren't OP. Matchmaking can certainly make it feel that way, though.
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@BSVben said:
https://forum.deadbydaylight.com/en/discussion/comment/2153547#Comment_2153547
That's one way to look at it. Another way is that the killer is looking to potentially secure more kills/hooks by punishing altruistic survivors.
The amount of potatoes I see who turn a 1k into a 2 or 3k is unreal.
Did you see any of the rest of the conversation?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2153574#Comment_2153574
I think you need a few buffs and nerfs here and there on both sides, both to fix current problems and problems that will inevitably appear when you start trying to fix the current issues.
OP said nothing about minor buffs. The implication definitely seems to be buffing the side of the game that is "Killer".