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  • The cooldown change is a nerf for sure, but obviously it's a necessary nerf because nurse is simply overbearing in the right hands.

    What you are asking for (removing fatigue) is what's unreasonable.

    Without the fatigue she basically has no drawback to blinking -- she can blink with abandon and never miss a beat. She can still look exactly where survivors are going and track them with ruthless efficiently. Sure, she has to wait until she can blink again, but so what? She knows where the survivor is. She can easily catch up next blink.

    The fatigue is the only thing that keeps nurse from being outright "I Win."

    It is the only thing that allows for any kind of counterplay.

    Without the fatigue, she would be too powerful. Cooldown or not. All killers move faster than any survivor, and she basically has a more powerful version of Spirit's phasewalk. If you remove her fatigue, her power now basically reads:

    "You now have Spirit's Yamaoka's Haunting, except it has a 6 second cooldown instead of a 15 second cooldown, you can walk through walls, and you can see survivors while doing it, and it is instant instead of moving faster for 5 seconds."

    Tell me how that isn't a broken power?

    Sorry, what you are asking for is actually a gigantic buff to nurse.


    Adding more time to fatigue makes more sense, along with removing extra blinks. To be honest I'd be okay with that change. It's a nerf, but a reasonable one and doesn't fundamentally change how Nurse plays.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/741837#Comment_741837

    I'm more looking at what the biggest issues in the game right now are.

    Nurses power level while possibly too high isn't anywhere near the top of the list for main issues in the game right now.

    Where in contrast a vast majority of the killer roster being too weak is an actually larger issue the game is facing right now.

    I'm just referencing the order of doing things should be different.

    See, this is the unreasonable thing with killers.

    When you have a nail that sticks out... you have it down. You don't add more nails that stick out.

    If one killer is OP compared to the rest of the killers...t he more reasonable thing any sane person would do is nerf the OP killer, instead of buffing all the underpowered killers.

    From an unbiased developer's point of view, this makes absolutely more sense.

    Buffing all other killers is just an unreasonable position only a biased killer main could have.

    Once the nails that stick out have been hammered in, then the devs can finally make any necessary adjustments to nerfing survivors -- like adjusting gen speeds, one of the killer's favorite wishlist items.


    The problem with a lot of killer mains is that they don't realize how everything needs to work in a balance. It makes a lot more sense to nerf a few powerful killers like Nurse and Spirit (than to buff everyone else). Then when the dust settles see how the results compare with the survivor power level. Then it's easier to nerf survivors or make adjustments to keep the game in line with the ideal state of 2:2 kill/escape.

    This kind of balancing also helps avoid power creep -- which is a valid design tenet.

    Everything the devs do is based on their design goals and the stats they have available to them that tells them how well they are adhering to their design goals.

    A lot of what players point out isn't acted upon because they don't bring the game closer to the design goals. That is for both sides.

  • @Rin_is_my_waifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/741846#Comment_741846

    Only nurse spirit and sometimes Billy are viable against toxic competitive SWF

    The opposite is true as well.

    Only SWF is competitive against a sweaty nurse, spirit or Billy.

    Let's not pretend this is a one-sided argument.


  • @SpacingLlamas said:

    https://forum.deadbydaylight.com/en/discussion/comment/741814#Comment_741814

    Every thing that happened with legion was mostly because of survivors.

    And all their changes were survivor sided and didn't improve legion in anyway, made him worse if not the worse killer depending on who you ask

    This is not entirely true.

    The Devs were pretty clear about their vision for how Legion was supposed to be played. Legion was designed to be the anti-tunneling killer. He/She/They was supposed to be played as a stabfest killer finding all survivors easily with his power, denying loops with vaults, and delaying the game with deep wounds.

    Killers were just abusing mechanics of how Legion worked to turn him into the ultimate tunneler, which was contrary to the design goal.

    You can't lay all the blame on survivors for pointing out that killers were abusing his deep wounds and stab mechanics to tunnel a survivor and cause an uncounterable down. That was contrary to the design. So the devs simply corrected the course.

    If you want to blame anyone for Legion's nerfs you can blame the killers who abused him.

  • Eh, Myers is one of the best killers in the game. Voted by the community as one of the most fun killers to play and one of the most fun killers to play against.

    If Myers is shrugging off pallets and DS he is probably running Enduring. Though as I recall Enduring was nerfed to not work on DS? No-Stun anti Pallet Myers is still a popular build though (Enduring/Spirit Fury/Brutal Strength/Bamboozle). It's no big deal. Learn to avoid Myers in other ways than just looping him around and DS'ing him.

  • If you're a Rank 1 killer surely it shouldn't be too big a problem letting DS proc and just whacking the survivor again a few seconds later.

    I mean that's what I do and I'm not a Rank 1 killer.

    Sometimes you are outplayed, sometimes you outplay them. No biggie. You say you don't want to play sweaty but you're being awfully sweaty about this.

    If you are downing people fast enough that DS can still proc after you hook someone else, surely there are better things to do than see the glass half empty. Why not pat yourself on the back for being able to down and hook two survivors and find another one to whack in under a minute. Sounds like a win to me.

    Next thing I know you'll be complaining that Borrowed Time let a survivor out of the basement.

  • @BenZ0 said:

    Its always easy to point on Killers call them tunneler and camper but I am pretty sure this Killer had a reason to tunnel the guy from the hook or camp, as a single survivor you NEVER see the view of a Killer what he is seeing or doing.

    For an example when I hook someone, I dont see anyone with bbq and then I see scratch marks next to the hook, so obviously I am gonna stick around and trying to find the other survivor that camps the hook. Obvously it takes some time until I find him but leaving without any new target from bbq would be only a lose of pressure and the hooked guy will instantly get unhooked. And after I found the guy sticking to the hook and killed him, the survivors called me in endgame chat a camper and i should go ######### my mother.

    See? This is why BBQ needs a change or nerf.

    It just does too much and gives too much information to the killer on top of a gallon of blood points.

    Meanwhile WGLF is a wasted perk slot....

  • @Ark_the_Bonsai said:

    I hate that most obsession perks are "Leave the obsession alone" perks. That's the opposite of an obsession gosh dangit. Why. Why?!

    It's actually not.

    The point of the Obsession is to "save the best for last" -- which is exactly how it plays out in slasher flicks.


  • @PolarBear said:

    No. It has always worked like this.

    Actually you used to be able to use them in dying state. It was changed some time back.

    I used to be able to escape with key while dying.

    Or maybe those were just bugs? Hahhaha! But I definitely used to be able to.

  • Impossible in two years. Maybe in around 10 years.

  • There are plenty of immature killers who will accuse anyone of being SWF if they "lose."

    There are just people who can't take an objective look at themselves and blame their shortcomings on anything to preserve their fragile but over-inflated egos.

    Shut the chat off and move on.

  • @mmain said:

    https://forum.deadbydaylight.com/en/discussion/comment/740191#Comment_740191

    Ironically stealth is my preferred method to play. That is why I posted though. I figured there had to be something I was missing, and it appears the things I was missing about it just might be beneficial to my style of play.

    While you are correct in saying that some of the benefits aren't really needed against inexperienced killer and don't really work against good killers, it is absolutely true that this perk is great for stealth.

    And if you prefer to stealth, you can do some interesting things with it.

    Someone already mentioned using it in jukes against the Spirit. If only it worked injured and we had a perk that stopped blood dripping Spirit would no longer be a problem.

    You can also use the perk in jungle gyms. It's crazy how good you can juke even good killers by using running tactics then stopping to walk and juke while in a jungle gym. Most killers aren't used to these tactics and misjudge your movements because of the extra 20% speed, so they can trick themselves into thinking you couldn't have possible gone there when you in fact did.

    It doesn't only work on gyms, it works good in many spots with lots of LOS blockers and corners. The perk creates all sorts of new safe spots on the map which traditionally aren't by looping standards. It doesn't last long though because if you get injured you lose the benefit, but just focus on juking for a while and you'll suddenly see how good this perk is.

    For best results use it in conjunction with Urban Evasion, and be sure to pack Inner Strength and/or a medkit so you can heal up after getting injured.

  • Stop taking this post seriously, is obviously a Killer trash talking survivors.

  • If you are a looper the perk is useless.

    If you actually know how to stealth and how to juke the perk is amazing, at least until you get hit.


    Learn how to stealth and you will realize how amazing this perk is.

  • @ahandfulofrain said:

    https://forum.deadbydaylight.com/en/discussion/comment/739647#Comment_739647

    Ruin and/or Corrupt for an early down or two

    Enduring and Spirit Fury for chase

    Save the Beat for chase

    Play with Your Food if you wanna be fast as f--- boiii

    Pop Goes the Weasel for obvious reasons

    But most importantly...

    Brutal Strength. I do Brutal, Save the Best, Pop and I switch the last perk. Sometimes Nurse's, sometimes Haunted Grounds, sometimes Franklin's, etc.

    He asking as Survivor, not as Killer.

  • If you only want to play Spirit I could say the same to you. Maybe you should play a different game.


    LOL imagine thinking that you need to work for your kills as spirit and finding it difficult.

  • They're not wrong.

    It's no fun being at the business end of a Tombstone, Iri Hatchet, Ebony Mori, etc.

  • If only I could camp and tunnel a killer with Ebony Mori....

  • And as you play the game more you learn where the totem spots are, and you can find them without these perks or maps. It's all a learning process.


  • @Volfawott said:

    https://forum.deadbydaylight.com/en/discussion/comment/738438#Comment_738438

    They don't, the timer pauses when mending and in the terror radius

    And because nine times out of ten Legion immediately try to find someone else I've had situations when I'm playing the Legion that survivors have literally just started mending right after I hit them and turn my back.

    They are still wasting their time mending instead of doing gens. Missions accomplished.

    Survivors who will mend the moment you turn your back are the same people who go back to the gen once you chase someone else.

  • Oblivious is useless against Mending.

    The survivor just needs to look a their mending bar, if it is not draining the killer is near.

    Unless you mean that the survivor keeps draining forever while in Deep Wound status.

    In which case that's broken as #########. There is a reason why Legion's Deep Wounds was changed to how it is today.

  • @arslaN said:

    https://forum.deadbydaylight.com/en/discussion/comment/736187#Comment_736187

    Chases are the only enjoyable part of playing survivor. If chases get very short, no one will play survivor.

    Personally I disagree. I enjoy sneaking around avoiding the killer.

    I actually hate chases. Would like to see chases nerfed a little in favor of killer but see some buffs and love given to stealthing.


  • @[Deleted User] said:

    You're completely overstating its frequency usefulness. It doesn't need a nerf or rework. The killer plays the entire game with 3 perks to gain a benefit that survivors can preemptively negate and cleanse after if goes off. I'm a rank 4 survivor and I can count on one hand the amount of times I've died to NOED in the last week.

    Actually what happens is players play the game without three perks... and get their benefits anyway.

    These are: NoEd, BBQ, and Nurse's.

    Every survivor plays as if these three are in play, so they cleanse all totems, waste time going into lockers or closer on hook, and never heal near the killer. (Well exceptions exist some survivors don't give a damn and just loop).

    Similar to how killers now will always leave you lying around on the ground instead of going for the hook, because they assume you have DS.

  • NoEd is fine.

    A little overused, but you can always cleanse the totems if you are really afraid.

    Sometimes you win some, sometimes you get killed by it. No big deal. Move on to the next game.

  • @FrenziedRoach said:

    You are wrong in your statement of "absolutely nothing" has been done.

    UI changes have been made and are contiunally being made to help bridge the information gap.

    For example

    • You know who the obsession is now (you didn't know this previously till they were dead.)
    • You know when the obsession is being chased now by the moving talons.
    • You get icons now when a Hex is discovered to be in play explaining which Hex it is (again, previously was not given this information)

    All these UI changes they continue to make are mostly for the solo player - so they have this information on hand.

    Can more be done? ABSOLUTELY!

    But so say nothing has been done is misleading.

    They also hid the Results Screen killer build.

    This is a massive step to closing the gap between Solo Queue and SWF.

  • Punishing DCs solves nothing.

    Survivors will kill themselves, go AFK, run up to you to die, suicide on hook, etc. if they don't want to play.

    Killers like to pretend that they are the "weak role" in this game and that Survivors hold all the power. That's non-sense. There is a direct correlation between power and helplessness and the DC epidemic.

    It's hilarious how killers easily notice and point out how often Survivors DC, then complain how Survivors are the Power Role.

    Does not compute, sorry.


    To fix the DC epidemic, BHVR needs to take a good long look at game balance and mechanics. There are a lot of broken and bad mechanics in this game that result in incredibly stressful experiences for survivors. Far more stressful than anything a killer has to put up with.

    Or not. The game is doing fine as it is, I mean 3 years and still going strong despite a ton of bugs, man gamebreaking. There is a charm to this game in its current form, but it does come with many caveats, including the DC problem.

  • The counters give you a 20% chance to win the chase at best. Without them the chance is closer to 1%.

    Unless you're fighting a bad spirit, getting into a chase usually means a down in thirty seconds.

    Stealth is the most reliable way to fight spirit, but Stealth doesn't work anymore, especially at high ranks.

    Spirit is altogether fine I guess, but really annoying to go against and usually results in 4Ks. There's a reason she was the most hated killer in the last unofficial poll someone conducted here on the forum.

  • I can find the totem (I don't pack Small Game), don't tell me how to play.

    If I'm in the mood I'll hit the skill checks.

    If I just had my coffee I probably can't hit them so I'll run around looking for the totem. And sometimes I'm just not in the mood to R1 for two minutes so I go around running for some fresh air.

    It's nonsense like this which makes me want to derank and stay in the green ranks where people won't judge me for playing for fun.


    @CrowFoxy said:

    I'm not a god, but I don't always hit greats either. But you still do gens through ruin, if all 4 is running around looking for totem killer wins.

    If all four are looking for the totem everyone is evading and it's harder for killer to find you. You won't lose if the survivors know what they're doing.

    But hey, go ahead and do totems while I look ideally one or two people do gens while the others look for the totem. There's room for everyone's playstyle.

  • I don't see any differences in totem placement. They all spawn in the same places I've been breaking them in for the past year.

    I've already learned Hawkins totem placement. So the only map I really have trouble finding totems on is Lery's

  • Killers can be really toxic and entitled to, lots of killers DC when ruin blows up before they get a hook or when they get looped around a bit or if someone goes sabo. And if they don't DC they punish the survivor who dares make fun of him by face camping him on hook.

    I don't want to hear about complaints on DC'ing survivors when killers act just as immaturely.

    Especially if you're just running Nurse, Spirit or Billy.

  • Myers may be slow in T1 but you can Stealth Myers. I purposefully stay in Tier 1 just to goof around doing gen grabs.

    It's also hilarious seeing survivors run willy nilly when you surprise them with a stab out of nowhere. There is an add-on which makes this even easier (Scratched Mirror).

    Myers is great. Don't worry about his speed, and there are so many ways you an play him. Classic Myers just stalks around at first and snowballs when he hits level 3. He can end chases pretty quickly without mindgames just by vaulting windows. Give him Bamboozle and you're good.

    You can also go Stealth Myers, which has built in add-on support.

    Then you can do all sorts of other dumb stuff like the ultimate snowball build, Tombstone Myers.

    He is one of the most versatile and fun killers in the game and is great to play as and against. In the recent poll conducted Myers was voted as the most fun killer to play against. He is just awesome.

  • This is nonsense.

    Lots of Blendettes are really good at stealth, and I'm not talking immersion.

    I've also juked and stealthed a lot of killers using Feng Min, Kate, Dwight, Jake and recently Steve.

    Claudette's built-in stealth is much overrated and blown out of proportion, especially since the lighting changes and the clothing nerfs.

  • Happens all the time ever since the Stranger Things patch.

  • Don't care about the pip. I'm more concerned over losing my item.

  • Such double standards. So hiding the entire match to prevent the kill from killing you is bannable, but camping three gens to prevent the survivors from escaping is fine?

    Laughable.

  • I feel like all the options are herding me towards one answer....

  • The real problem is that you can stare at him in the middle of a chase in an open field and he won't get broken out of stalk.

  • 3-Gen works against scrubs but if the team knows what they're doing you'll eventually lose.

  • They need to adjust the wiggle a bit though in my opinion. It's actually too easy to get to the basement on many maps. I have had killers bring me to the basement from two tiles away even though I was wiggling the heck out of it. And that's without Iron Grasp and Agitation.

    Killer who actually abuse these two perks will get basement games every game.

    Given how close hooks are to everywhere in this game the wiggle needs a little adjustment.

  • She looks a little sci-fi here, like she came from Bill and Ted's Excellent Adventure. I dig it.

    image.png


  • They specifically changed that because it was a problem. You can't go back to a problematic mechanic that was proven problematic.

  • It, it all makes sense now! F-Tier (Fun-Tier) is the best, that's why Myers is down there. We all know Leather Face and Hag are in S-Tier (Suck-Tier).

    Spirit is in A-Tier (Annoying-Tier)

    Plague is in B-Tier (Barf-Tier)

    Legion is in C-Tier (Class Clown-Tier)

    Demogorgon is in D-Tier (Demogorgon-Tier)

  • Ghost Face's stalk is definitely one of the most inconsistent mechanics in the game. The only thing consistent about it is how consistently frustrating it is for both killer and survivor.

  • How dare you put Myers in F-Tier.

  • Second Wind a meta perk? LOL I don't see it happening. That perk is trash.

  • Had a similar problem. There's something wonky with the Party Management feature that causes all manner of DC problems. It's actually benign when it's just in the lobby. It's worse when it happens at the end of a match.

    Just escaped the match and was about to enter the Match Results screen. Then boom! You have been network disconnected or some such.

    Lost my rainbow map, all the BP, and even got a de-pip for my efforts. Basically I was treated like I was a dirty, rotten DC'er.

    This nonsense seriously needs to get fixed, it's gamebreaking.


  • @Blueberry said:

    The game definitely gets less fun the higher you get with it peaking in the red ranks. This is partly because of how the survivors treat you, but also because you can no longer reliably play the weak killers even if you find them more fun and you get forced to play more viable ones.This is strictly on killer however.

    Oddly enough the games get more and more fun the higher you get on survivor. This is because your main limiting factor is your bad teammates and the higher you get the more reliable your team gets.

    Killer gets harder the higher you get while survivor gets easier. Quite odd.

    I tend to disagree. At red ranks games tend to devolve into complete stomps for either side. Either it genrushes or killrushes. Either way games don't last more than 5 minutes or so.

    It's not fun either way. I don't enjoy games where the survivor is just genrushing -- and I'm talking as a survivor.

  • I have never hit killer red ranks, but the game is not fun as survivor in the red ranks. Game is better at lower ranks where people aren't playing too serious.

  • Oh look! You put the right answer up there in the first spot to make it easier for all of us.

  • @LordGlint said:

    At first I read the title and just thought...no kidding. Next you'll tell me about a Nurse that teleported around.

    It hurts me pride that you think so little of my game knowledge!

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