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MrPenguin

MrPenguin

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MrPenguin
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  • I don't usually suicide unless its to give someone the hatch. But the number of times I've seen someone suicide and thought "yeah, I don't blame them" is pretty high.

    I get over it and move on. Unless this becomes a real team game with in game voice chat or something, I don't expect anything from anyone. Unless this becomes a real skill game where rank actually measures skill more appropriately, I don't expect people to stay. Unless they add a quick play option for people who just want to have fun without worrying about rank instead of forcing then to be with the people who do, I don't expect them to stay. If they're not having fun then they can leave and I'll survive the same way everyone should be able to.

    Furthermore unless the game becomes actually balanced (lol), I don't believe we should be forcing people to go through dealing with the likes of Spirit and ridiculous add-ons if they really don't want to. People will just get annoyed and leave the game for good.

    If you really want, give the killer the option to open the gates at anytime like "yeah I don't wanna deal with this 4-man swf, a gen got popped before I even crossed the map, and ruin got popped in the first 20 seconds, I'm out" the same way survivors can.

  • @GoatyTCO

    I get around 500-550 xp almost all my matches, my friends too. That's around 8 or 9 minuets. Match xp is determined by how long the match last with a tiny bit more determined by emblems. I don't know whats going on in your matches to make them last so long. 800 xp would be around a 13/14 minuet game and gens do not take that long to pop. I also heard it slows down at some point in the match, but that's unconfirmed as far as I know.

    @anarchy753

    The problem is not mainly the challenges, is that some players don't have certain perks because of x or y reason (sorry plunderer's didn't show up in my rng bloodweb) or if they do they may need to play a character they have no experience or BP in. The challenges themselves are ok for the most part, except in the case of like "chase a survivor with distressing" a perk that has nothing to do with chasing, Trapper, or Claud.

    What if we get a plague chapter and someone doesn't have plague. Does that mean they have to buy the battlepass, and plague dlc, and then play the killer with 2 perks or spend tons of BP on her?

    We need the perks to be either unlocked for everyone or removed from the challenges. The shrine is not a good enough alternative as is.

    Furthermore, I would prefer just "play normally" if they're going to tie the tome to the rift. I'm not going to pay to play a way I don't want to just to get the stuff that I already paid for. Separate it from the rift and there's not a problem.

  • This was already debunked here https://forum.deadbydaylight.com/en/discussion/104811/finally-debunking-spirit-myths-shards-glowing-animation-resets-hair-etc

    She does technically have a tell (glow) if she's not wearing a skin. But you have to be so close to her it's useless as that's just a free hit or it will never realistically happen in game.

    So technically yes, realistically no.

  • @RakimSockem

    As a Killer main who doesn't want weak killers or killers that take no work to use well, she needs more changes. She doesn't need to be weak, but she needs to be tweaked.

    @Lucama

    Old rule, whoever tries to derail the conversation and makes someone else with valid point be ignored because they don't agree with them should be ignored :)

    A lot of people thought she was too strong and they just confirmed that they also think so. Stats would be nice, but not required in this case because she was generally accepted to be very strong, possibly too much. Either way, changes need to be made for the sake of health gameplay the same way old legion needed changes. Not the ones he got, but something needed to change. We don't want her to be Legioned, but she needs to be changed. I just used overpreforming because that was the word used recently. You can sub it for whatever word you want, the point remains the same.


  • @derperson said:

    https://forum.deadbydaylight.com/en/discussion/comment/836913#Comment_836913

    Uncertainty makes people stressed out; you might feel genuinely anxious by the fact you can't predict her with 100% accuracy. Although, it's not like her standing still is a guaranteed hit, survivors can still outsmart her in these moments, it's just less reliable than vs other killers. It's not unfair, it's just different. She can actually strike fear into people.

    As a side note, the advantage she gains at stand offs is more or less balanced by her slower movement speed. Consider how long it takes to chase survivors and land a hit as a faster killer, and then consider how long it takes the spirit to do the same. They're about the same; the spirit just reduces the effectiveness of looping, or rather, she's strong where other killers are weak.

    You might feel anxious, others, including myself, just feel like "well guess its time to flip the coin". It is unfair, you don't get sound, grass, scratchmarks, or get a massive speed boost on the survivor side. It is, by definition, unfair. The problem is it's too unfair. She doesn't strike fear, she strikes frustration with her gamble like play style you need to take as a survivor, that's weighed heavily against you. Standing still is not a guaranteed hit, don't know who said that. But everything she does put together will net you a hit most of the time much faster than other killers.

    She is not balanced by her movement speed. 5% speed loss is not enough to make up for her multitude of strengths. You're acting like her power doesn't exist, which is a disingenuous argument. Those chases are not going to last nearly as long as a chase with Clown or Wraith. They are over much, much faster, otherwise she wouldn't be "over-preforming". She's strong everywhere. In the open, at loops, at pallets, at windows, at the shack, on hook, everywhere. So yeah she's strong where other killers are weak, but she's too strong in her current state and these nerfs are not doing much to address the actual issues, so she will probably be nerfed again as she will still probably be over-preforming. It's something, but it's not enough.

  • @GoatyTCO said:

    https://forum.deadbydaylight.com/en/discussion/comment/829838#Comment_829838

    I'd like to say, that you get around 800 xp per game, so that would only be 5 games. Also, from my own experiences, I have gotten far more tiers from actually playing during the first time, compared to from the challenges, (which by the way only give like 7 or 8 tiers).

    Also, on the note of their being random challenges that you are confused about as to why the are there.... They are filler challenges.

    First off I'm not confused, I was making a point about the challenges in general. Secondly you only get 800 xp on your first game of the day for each side, after that its around 500 per match. You're looking at 1 shard roughly every 2 games, so 5 shards is about 10 matches give or take.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/837735#Comment_837735

    You can't tell exactly where a survivor is if you hear footsteps. If you're running from Spirit, she phases, and you walk in the opposite direction for a bit, she might know you're in the general area, but without collision she could attack with you behind her, with you a decent distance away from her, or she could keep going thinking you're running in the other direction. She has a specific time limit she's invisible, she doesn't usually have enough time to determine precise location before her phasing wears off. Even better, you also have the option of running, stop running, and then walk in the direction you were running, leading her to think that you turned around, which will make her lose even more distance. This gives survivors a way to mind game the Spirit back imo.

    She hears your footsteps, turns in that general direction, unphases, sees you,and uses the speed boost after she can see you to hit you. You can tell where a survivor is well enough. I've chased survivors from the other side of walls and floors because of footsteps.

    If you walk she hears you and catches up anyway to hit you since you're slowed by 44% and she gets a 66% speed boost. If you run she sees scratch marks and hears you, catches up to hit you since she's moving at 176% (without add-ons). She has enough time to find you otherwise collision would not have been an issue at all. It's a lose lose for the survivors. She does not give survivors enough ways to mind game, the player behind her can if they are bad or can't afford headphones, but the Spirit herself does not.

    You're assuming the Spirit is deaf in these scenarios where you double back, she's not. If I hear survivors turn around, so do I. The survivors also move grass while Spirit doesn't, so she can follow that if its around. Decent spirit, or killers in general, can hear where survivors are well enough to hit them around corners, let alone running or walking around them.

    I also don't see how if she can hear you, you are a "decent distance away". If she can hear you she's close, that's part of the problem.

  • "on a low cooldown"

    Don't respond if you didn't read the post please.

  • @Atrushan88 said:

    https://forum.deadbydaylight.com/en/discussion/comment/836913#Comment_836913

    Knowing whether she is phasing or not will nerf her into oblivion in chases in addition to the collision removal. The collision removal was the only REAL thing she needed aside from addon changes. With no collision, you can now manipulate your scratch marks as to where she will not know where you are. You can run in a straight line, and run backwards, and it's a guessing game for the Spirit now where you are. Previously you couldn't do this because she would bump into you. It adds a survivor sided guessing game vs the Spirit that was much needed. Knowing whether she's phasing or not removes her ability to mind game you. Besides, there actually are ways to know if she's phasing or not, even if they're subtle.

    Add Iron Will into the mix with the bump changes and it'll be extremely hard for a Spirit to find you if you mind game her.

    Not really, she still moves at 176% speed at base, add sounds and scratch marks into the mix and you're still not likely to get away. Lets not forget you have to walk unless you want to run into her (for a free hit) so you don't leave scratch marks, so you're only at 56% speed. So in total she has 120% speed on you (that's almost default Billy speed advantage with chainsaw while she can go in any direction freely), while she can hear your footsteps, breathing, and if you're injured you're screwed. No we don't "throw iron will into the mix" because

    A) perks aren't counterplay against killers. We shouldn't have to run perks good against 1 or 2 of 17 killers because they're unbalanced.

    B) Stridor says hi

    C) You still hear footsteps even in the worse case scenario

    D) Scratch marks and moving grass lead her near you, into sound range. At the worst back onto the survivor.

    Knowing she's phasing alone won't do too much, we also need something else. She either needs omnisound so she can't tell direction, loss of scratch marks, an indication of where she's at for the survivors, or something else. The community has given plenty of alternatives. She won't be garbage, she will be fairer. Spirit problems, in the simplest terms, is she gives the survivors no info while she gets a boatload and a speed boost, on a low cooldown, with no downsides besides losing the body of the survivor in a game where sound and scratch marks matters more.

    Her clues are too subtle. Tiny shards glowing on her body is not good enough when skins, lighting, LOS, and the survivor looking where they're going for 2 seconds can get in the way. Footsteps are not good enough if they're so light you need to be on a rainy map and without chase music to hear them. She needs changes.

  • Her gimmick needs to go, it's not fun or fair to go against or play with imo. Its just a guessing game on the survivors side, which I don't want in DBD. On the killer side it's too easy and my mind state is basically "yeah yeah I'm spirit, good luck when you don't even know where I am." But that's my opinion.

    "time for a true display of skill! -stands still-" This has become a running joke between my close friends who play killer when they play spirit. It's not fun to win just because the character you're playing makes skill irrelevant.

  • Whether it was the point of her power or not for survivors to have no clue if she's phasing or not, or where she is, does not mean it should stay or was a good idea in the first place. Survivors need counterplay that is not reliant on skins and area lighting, not to mention LOS blockers and how small the shards themselves are. While the Spirit should have some advantage while phasing, as it is 1v4, right now she has too many.

    Her base power needed changes for the sake of actual, non-guessing, non-perk reliant counterplay, which it still didn't get. Until that happens Spirit will still be Spirit.

  • People will cry over any nerf, it doesn't really matter how small or big it is. They could nerf 1 thing by 10% and people will declare the thing dead. While these changes were needed, they still haven't fixed the core problem of spirit standing still and survivors not knowing if she's phasing or not, and where is she, until it's too late. It's slightly better at windows as now you will know if she's vaulting, but not if she's phasing.

    She needs to be changed more if they want to fix her issues imo, but we will see how these changes pan out.

  • Now we got perks that have nothing to do with the challenge, chase a survivor with distressing. Why tho?

  • @GoatyTCO

    Yeah that's pretty much why we're here saying they should be removed and other changes that can be made, so the devs can improve it.

    @Raven014

    I'm not concerned about the lore in this case, I'm concerned about the rift fragments that get you progress through the pass. There are multiple challenges not related to Trapper or Claud and the others making sense or not doesn't really address the core issues brought up either. 5 fragments is equal to around 10+ matches. To make it through the rift in a reasonable amount of time the challenges are kinda required.

    Again if this was a separate lore system this would be fine, tied to the rift it is not.

  • @tiamod said:

    Honestly, it’s not even that hard to get all the perks, unless you don’t have a particular DLC, even then, they eventually show up in the shrine. Leveling each character to 40 for their teachables isn’t that difficult. A bit of a grind, yeah, but it’s honestly possible to do 1 character a day, minimum. I find it odd that some people don’t do it.

    It's not hard but it takes too long to be tied to a time limited, paid pass. Shrine takes a whole week to reset. Maybe you have all day to play, but other people have other things going on like a job, family, ect.

    Then there's the rng element.

  • @GoatyTCO

    No I didn't see or hear when the devs said this so thank you for the info. I guess that's better than nothing, but they really should just unlock it for everyone for the rift. Now if its a perk I really don't want, you want me to spend my slowly grinded out shards on them. On top of that I have to wait for it to appear whenever it decides (right now its just brutal strength in the shrine fyi) and this still doesn't fix the bloodweb rng. Then lets say if I miss one of the perks for one reason or another, there's no guarantee it'll show back up as far as I know. Cool I got it in the shrine. Great, the perk didn't appear in over 70 bloodwebs because I'm unlucky.

    I just wanna do my challenges please. Some players (including myself) do have a problem with this implementation. I don't see how removing the perk requirement would change the challenge or making the perk just globally available is really ruining anything. This is only punishing newer, more casual, players who like only a few characters,or prestiging players who may not have someone with these perks yet. So on top of the money they dropped (or may plan to drop), they now have to burn either levels of BP until they get the perk, or 2000 shards that they may be saving for something else (and then BP waiting for it to show up), just to get through the rift reasonably (especially if they have a life outside the game). The current implementation is ruining it for people.

    Breaking 8 pallets is breaking 8 pallets, with or without brutal. If anything brutal makes it easier, not more challenging. If you want a challenge it should say, for example, open 3 chest in one game without plunderer's.

    No ones asking them to remove the challenges completely, but if the perk stipulation is unneeded (brutal, empathy, plunderer's) then why is it even there? Just let me break the pallets, just let me search the boxes, just let me heal the people. It already has to be in one game, but also behind rng upon rng upon rng? It's too much for some players. The only type of challenge I see that would need a perk is something like "mori 4 survivors with devour hope in one game" because you need devour hope to mori the survivor without an offering and devour is the harder of the two.

    Again if these were just challenges then cool whatever. The fact that they are tied to a time limited system that people may have paid for is the issue. We shouldn't have to grind, for a chance to grind, for another chance to grind, on a time limited, paid system.

    tl;dr Thank you for the info but that's not solving the core issues.

    If you read all that, thank you for your time.

  • Nerfing swf isn't the way to go or really a viable option without damaging the game overall. What should be done is buffing solo survivors to be closer to swf and then all the killers to compensate.

  • I literally made a post about this problem here https://forum.deadbydaylight.com/en/discussion/102060/perk-requirements-should-be-removed-from-rift-tome

    If you are interested in seeing what some of the responses were feel free to take a gander. But yeah perk requirements should go.

  • @FriendlyGuy

    Sure, but you worded it in a way to make it seem like you have to wait 6 seconds after fatigue just floating around. I'd just rather have the small recharge than the whole 6 seconds be fatigue.

    I don't think she's extremely punishing unless you are missing most, not some, of your blinks. But it was like this before. More punishing than before sure, but not to the unplayable degree I'm hearing. If the CD is too long they can reduce it to 5 seconds or something, but a straight revert is not the right direction to go in. Nurse was bad for the game in her old state just like insta-heals were. Yeah she's going to be more frustrating if you can't learn your recharge time.

    It also sounds like her sound needs to be improved or the meter needs to be more clear. I'm all for this "let it recharge slowly while charging" idea as she's slow anyway. There's plenty we can do to ease her frustration and we should steer the devs in that direction rather than screaming "nurse got a small base nerf, unplayable!!!1! slightly longer cooldown reeeeee! Revert to more op version pls". That doesn't do anything and will just put us back where we started. Nurse being too strong.

    @redbeard92

    Base kit revert won't fix this, console nurse was extreme pain before. Unless they make some QOL changes for console specifically this will never change.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/817430#Comment_817430

    They gave her a bunch of training wheels, but highered her skill floor af.

    You missed your first two blinks and whiffed? Go in fatigue for three seconds. You wanna blink again? Only one time. Why? Because you got a cooldown. A cooldown on my fatigue what's basically a cooldown? Sure. Why? Because balance. Okay then. I wait six seconds then.

    Damn didn't waited for my second blink, but i mean at least my second blink was nearly recharged so i only got about 3.5 seconds cooldown right? No. What why? Because...no one really knows, but here you go, six seconds cooldown.

    I think newer players are not that motivated to learn nurse anymore. It was hard enough before.

    You don't wait 6 seconds after a double blink, its 3.5 after fatigue. You should probably know the actual cooldown time before you talk about it js. Yes they did the change for balance supposedly, and this is a better alternative than a 6 second fatigue time. If you'd rather that she really will be dead.

    Everyone complaining about "oh I have to stare at the power bar, unplayable" sound que says hello. It exist for a reason, follow the survivor and listen for the que, problem solved. No more early blink. If this little bit is too much then the character is not for you and you should go play her easier sister The Spirit.

    She's more punishing for mistakes but that was the point of the change. Her skill floor is a little lower (you have your skill floor reversed, higher means if your bad you will do better because this character is forgiving/op ect.). But if it's easier to learn her, this doesn't really matter, she's worse starting off but you'll learn her faster and easier than before. She's a little weaker once you do learn her, but no character should be as oppressive as she was before (imo of course) the same way rank 1, 4 man swf shouldn't be as oppressive as they are if they're optimized.

    If dedicated servers are the issue, go complain about the servers, not about the nurse.

  • @DingDongs said:

    The only i really really want new nurse change is give her 100~105% movement speed or at least ONLY increase move speed when she's not in chase on default

    You move slow AND you have to blink every after cooldown kinda bugging me

    I know there's a addon for that but i want to use the other addon

    That sounds nice until you remember people will just moonwalk to stay out of "chase" because the chase system needs work.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/821389#Comment_821389

    The fatigue add-ons are pointless when you still need to wait for the cooldown on your power. The chain blink window add-on is also useless, it only adds 0.2 seconds and what it does it's not too good. The recharge time, range and maybe Jenner's Last Breath are truly her only good add-ons. The others are more for meme builds.

    Ok I can see that point. This is why we need numbers on add-ons and not just "moderately". They should make more of her add-ons do something or just remove them so we can just get the useful ones. She's still a strong character though.

  • @ygnea said:

    Me can't end chase in 10 seconds. Me cry now.

    Essentially this whole post chain.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/821262#Comment_821262

    The only utility comes from the recharge and distance blinks. The others are worthless. I am a dedicated nurse main- I know what’s good and what isn’t.

    you have recharge time, reduced fatigue time, increased blink window aka longer chain blink, reduced missed swing time fatigue, and increased distance. That off the top of my head. If you mean types of add-ons, then yes theres only like 4 or 5 but that's true of most killers.. Just because you play her doesn't mean you know whats good or not.


  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/821077#Comment_821077

    Except that stridor isn’t good on Nurse. I don’t need it to track. The healing one is useless because it has a short duration and only works after you hit someone. Unless the survivor is exceptionally dumb, they won’t be healing near you less than a minute after being hit. These addons are trash

    that's your opinion, some people use stridor and shadowborn because they say it helps tracking survivors during fatigue. Maybe that add-on is bad, but there's still more usable ones than 4. They're not on the level of old omega blink and chain blink, but that was kinda the point.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/821077#Comment_821077

    Except that stridor isn’t good on Nurse. I don’t need it to track. The healing one is useless because it has a short duration and only works after you hit someone. Unless the survivor is exceptionally dumb, they won’t be healing near you less than a minute after being hit. These addons are trash

    that's your opinion, maybe that particular add-on is bad but there's still way more than 4. Other people use stridor and shadowborn on nurse because they say it helps track survivors during fatigue.

    You sound like you just want old triple blink and omega blink back to be op easy.


  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/821083#Comment_821083

    Missed the part about weaving through areas that block LoS and forcing a prediction blink which if wrong forces a cool down giving more distance to the survivor. But I guess good Nurses always predict correctly so its not an issue.

    I didn't miss it, If they are running in a straight line the prediction is easy. The second part is barely different than before and she was still easily the strongest killer in the game.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/821064#Comment_821064

    I do like the portrayal of the ignorant and dumb survivor who doesn't know how to run in straight lines while weaving through jungle gyms and structures.

    if you cant land a blink on a survivor running in a straight line then you're a bad nurse and need more practice or should go play an easier killer.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/820956#Comment_820956

    I consistently 4ked with base Nurse, and usually still do. What are these magical add ons you are referencing? Ghetto stridor (itself bad on Nurse), ghetto nurse’s? Oh maybe you mean the screaming add on that gives more points....

    Having a perk as an add-on opens more slots for other perks, in case you haven't realized, that's not bad. I counted at least 13 add-ons that are a just a straight benefit not counting the meme BP ones. 2 or 3 of them are debatable so at least 10/11.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/821037#Comment_821037

    Damn that auras reading perks have requirements, sounds require a certain distance and survivors using pallets against a Nurse are dumber than bricks anyways. ?

    oh no they have to vault near me so I can see them through walls, shame I cant be op for free, oh no I just blinked near them to hear them run and breath, oh no I have a perk and an add-on to make them even louder, oh no just by existing all pallets and windows are useless. ?

  • Shame pallets and windows aren't and we have sounds, aura perks, and add-ons to help, not to mention prediction. ?

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/820989#Comment_820989

    If they are out of range you're not catching up because you're slower than survivors.

    This is a problem because killers need to be able to catch up to survivors in a chase. This is why most killers are 110 or 115 speed vs survivors 100. Nurse's blinks are supposed to make up for the fact that she's slower than survivors, but that's not really the case, anymore. If I see her coming from a distance and start running, I can stay out of her reach for a long time.

    Let me be more clear, you're not going to catch up by running at them. Blinks are more than enough. Again you play on console, so the chances of a decent nurse being on there are very low.

    She needs changes on console to be little easier maybe, but the character herself is strong.

  • @mr_k I wish nurse could ignore obstacles too, oh wait 😎

  • @TragicSolitude said:

    https://forum.deadbydaylight.com/en/discussion/comment/820956#Comment_820956

    A chase will be extended by 3 more seconds by a 3-second cooldown only if the survivor stands still. If the survivor runs away, a 3-second cooldown extends the chase by more than 3 seconds.

    I felt kinda bad today. I finally faced a Nurse on console again, and all I did was run forward and she was never able to touch me. Did that for 3 gens before she finally saw someone else and ditched me.

    That would mean the survivor ran out of blink range, which I don't see happening. Her power is binary, either your in range and get hit, or your not. If they are out of range you're not catching up because you're slower than survivors. This statement is just not true.

    That a console problem, she was like that before the changes so its irrelevant. Again, my family plays on console, its harder, but they're doing ok. They have bad games but so does everyone. But when its played well its pretty much the same.

  • @Boosted_Dwight Ok thank you, I'll go put it in the already overflowing bug reports then.

  • @woundcowboy

    @coppersly

    Sure lets ignore the rest of her add-ons that are more usable because we have 2 that will rarely appear and can be ignored. Guess it'd be better if the ultra rares were good and the rest were trash instead 🙃 there's definitely more than 4 usable add-ons what are you even talking about. I swear this post is a crying bad nurse echo chamber for people who needed omega blink.

    She's not crippled hello? If you miss 8/10 blinks then yeah you'll struggle. Land your blinks, oh look chase is over in 3 more seconds than before. You want more map control than base, there's add-ons for that. Unfun is subjective, my fiance is having fun no problem. If you're not having fun with a killer, than switch to another killer. Its what I did with legion, its what I did with pig, it's what I'll do if they change another killer I play to be unfun to me.

  • @EuphoricBliss35 All for it, would be much better.

    @Brady True, doesn't mean they shouldn't be improved.

  • @tiamod said:

    I mean, I do think it’s a bit much, but at the same time, maybe it’s their way of getting people to go out of their way to get new perks?

    Besides, all perks show up in the Shrine of Secrets eventually.

    That's just more rng and you'll not only need the perk from the shrine rng, but then also the web rng, in a reasonable time to do said challenge, that may or may not be blocking you from doing other challenges. Why do we need to go out of our way to get a perk they decide just to grind for a challenge to help progress a pass we potentially paid them for. Again it's not a challenge, just a rng grind check. Maybe bonus progress with a perk would be fine, but blocking off the whole challenge behind rng doesn't seem right if it's tied to the rift.

    If you wanted BBQ a few months back, it only appeared in the shrine one time, people would say just to but Letherface. It's popped up again since then, but that's just one example. If they would have a rift only shrine with all the perks you need it's be a little better, but they don't. If they temporarily guaranteed the perks in your bloodweb it'd be fine, but they didn't.

  • @Rezblaze said:

    Did you die?

    If you die, you lose items and their addons.

    No, as I stated I kept the med-kit and other add-on. It came up "items lost" and had everything then "items gained" with just the med-kit and one add-on. The second one doesn't show up unless you escape as you don't keep any items if you don't. I ran out the exit gates and lost my syringe yo.

    The syringe says it eats the med-kit, so if I used it I wouldn't have anything.

  • @ManfredTheCrab said:

    what are you doing with your BP? You sell them? Yeet.

    Where do I pick exactly the perk I need for the challenge? Nowhere. Yeet.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/818148#Comment_818148

     "Chan blink window just lets you charge longer before fatigue, it doesn't change how far you will go with that charge"

    This is wrong. Pocket watch exists to combo with the range addons since they increase the MAX CHARGE TIME of blinks. This means your first blink takes a long time to charge, and the 2nd one will never benefit from the range increase... unless you use pocket watch.

    Not being able to blink through walls is 101 of Nurse. That's like if Hag had to have LOS on her traps to teleport to them. It is so fundamental to their power any change to it is a change to their muscle memory (just a much broader example of it) Having to fish tail around L-walls and other obstacles is not something that a Nurse should be forced to do with her power.

    I agree, I really wish this addon pass that was supposed to address the issue of addons not being used would have actually fixed that, instead we have some new addons that are actually good (like 2, literally 2) rest are meh, and we STILL have at least 5 that nobody will use outside of memes.

    Ok you seem to be fundamentally misunderstanding what nurse muscle memory is. If you equip the flannel, as you charge the little light will move at a set speed, that speed is a visualization of what other people have memorized aka the muscle memory. As long as that is not changed the muscle memory is not affected. Chain window, current max charge time add-ons, and recharge time don't change this. You are extending muscle memory to things that have nothing to do with it. Play style is not muscle memory.

    The pocket watch does not change this, and neither do range increases because they let you charge longer to go farther, but the speed at which your destination moves is the same. Your first blink will not take longer to charge if you want to go the same distance as before the add-on. In my experience and others I talked to at least, its exactly the same. It does not give you more time to charge you chain blink, that's just pocket watch. It will take longer to reach full charge because full charge takes you further.

    Also you're not "forced to walk around walls" it's an add-on. If you don't like it just don't pick it up in the bloodweb or use it. Not all add-ons are equal and nurse wouldn't be the first with some questionable pink add-ons.


  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/817735#Comment_817735

    I will try my best to explain why all of these things are wrong.

    ADDONS:

    -Pocket watch is a direct offense in muscle memory since it alters a huge part of it (blink-chain window time)

    -Torn Bookmark is arguably one too since removing a fundamental part of your power will change the way in which you use it

    -Both of the range increasing addons change the blink charge time, another integral part of muscle memory

    -3 "challenge" addons that won't be used since using Nurse and having fun is now the main challenge

    She also is NOT more consistent since you can constantly lose 1 blink from the cooldown charge not being completed. If it SLOWLY charged while you were holding a blink this WHOLE REWORK wouldn't have actually been a huge deal, and it would've toned her down without leaving her so janky. This is also not easier to learn as you not only have to learn how to blink in general, you have to learn to do it without losing out to cooldown.

    Her training addon was one of the actual good changes to come out of all this.

    Ok I will try to explain why all of what you said is wrong. There's only one add-on that changes distance per time charging, and its dull bracelet. Nothing you mentioned messes with "if I charge this long I will go this far" the type of muscle memory you need while playing nurse. Chan blink window just lets you charge longer before fatigue, it doesn't change how far you will go with that charge. Torn bookmark just doesn't let you blink through walls. You can still go through pallets and windows if its worded correctly. But it in no way changes her charge timing or speed. Yeah you'll have to play differently but that's a choice you make for an extra blink.

    Consistent in terms of charge time per distance is what I meant, but what you mentioned in your paragraph has nothing to do with consistence. Learn the timing or listen for the audio que, just wait .1 second for it lol. You being impatient and rushing your power is not a consistency problem. If she does have a new consistence issue its recharge time with add-ons, but every killer with a resource has this and its not an issue.

    A lot of her add-ons are weird or kinda pointless, but overall more people should be able to use her and a lot more of her add-ons will be used. I would prefer they changed those add-ons to be useful, or at least made them all brown.

  • @coppersly

    Not true, they made flannel common and strayed away from add-ons that mess with muscle memory (I believe there's only 1 now, and its a meme/bp gain add-on). Before it was play with no add-ons/always the same add-ons or it'll mess with your timing.

    In other words they made her more consistent in a way that she's easier to learn and play now, and her training wheels add-on is not super rare anymore.

  • Put it in all lobbies with spirit so everyone can counterplay with iron will and she has to use stridor 🙃 (joking of course)

    Yeah looked pretty cool, would like it as a feature you can toggle in custom games.

  • Spirit is not game breaking just unconterplayable and easy to 4k with.

    DC and dedicated servers on the other hand... yeah those need to be fixed, especially the servers.

  • Game isn't really designed for indoor maps imo. No way to reliably tell where gens are except for some that are always in x spot, have no idea where the killer is coming from, rooms look mostly the same so its easy to get lost.

    As survivor I heavily dislike indoor maps, as killer its an easy win 90% of the time.

  • Green and beginning of purple ranks as survivor, as killer I don't care.

    I don't have to deal with Spirit, all the killers who play her get boosted to at least rank 5 because their killer is too strong and easy. I also get variety of killers who aren't potatoes so the game is still fun and not a cake walk. Also my teammates aren't complete wastes of space sometimes, but randoms are usually doing random things (being useless) lol. Generally ping isn't too bad around this rank (on console, still no dedicated servers thankfully).

    As killer (main) I generally don't care about much. Rank, swf, ect. But I generally play mid tier or weak killers, so when I do get that 1/100 sweaty 4 man swf it hurts.

  • The killer will just camp last hook though lol. Needs to be implemented with like, a BT effect or something for it to matter, not sure how I feel about that.

  • I just started playing him so this is just first impressions.

    He seems a little on the weaker side in general, but it depends. Shred is map and loop dependent; portals can help with map pressure if you know where the survivors are/want to be, so they are best used with other detection perks/add-ons. At base they don't do much unless you really are on the ball with predictions.

    If you end up on a map with a lot of strait shots however shred makes all the difference. SO overall I'd say can maybe use a slight buff, but seems ok.

  • On PC the dedicated servers are messing her up bad from what I'm seeing.

    On console you almost never saw a Nurse before, but now I actually know a few people who started playing her because she's easier to learn now. They're killing everyone 🙃

    tl;dr Dedicated servers are the issue, Nurse is fine balance state, just unfun (but she kinda was before imo)

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