Mr_K
Mr_K
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- Mr_K
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Lvl 40 + you will see the difference.
Taking the cheapest route I've managed to get Demogorgon P3-50 with under 1.5 mil on all four 1-50s. Previous killers took around 1.7 so it seems a bit cheaper overall if your goal is lvl 50.
From lvl50 onward for all perks you can grab 2 perks for about 50k per web.
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The argument will never really end until Moris are removed, so I don't see the point in even suggesting a change tbh.
We are in agreement.
Purple boxes? No my friend, Commodious.
Speaking of general mechanics. If a team of 4 perkless survivors can repair 5 gens through ruin in under 6 minutes. How would a killer with an ebony counter it?
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She's a ghost. Ghost disappear.
Why survivors disappear is what doesn't make sense. Why she can bump into objects doesn't make sense. Why is she not wearing anything?
It Doesn't Make Sense!
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Woah there buddy. I didn't say anything about DCs. Survivors that want to end the match quickly can hold M1 on a gen instead of doing other things. Gens before friends you could say. Unless against top tier killers a survivor can waste a lot of time running pallet to pallet while teammates pound gens. I've been in plenty of low rank games against ebony moris where the killer might manage to mori one after the gates are powered.
You could start with removing Ebony moris but the attention will just move to the ivory. 3v1 is much easier for the killer than 4v1. Survivors will just make the same arguments saying the killer steamrolls after removing a survivor quickly. Tunneling will be the term most used.
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It based on the hightest member of the swf but within 6 ranks. If your rank is 10 you could find survivors up to rank 4.
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Ask yourself why Brutal Strength was meta and why it no longers is. Speeding up pallet breaking was only one nail in this coffin.
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Because license holders
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Its a nerf in general use. It could be seen as a sidegrade if against an insta down but with conditions. You have to be injured and within 15s of being hit.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/751727#Comment_751727
That's just not logical.
Logic would dictate I should be butt hurt over it? Not over the medkit. I was pissed with the perk MoM. The survivor has to stop to use a medkit. MoM gained the survivor an extra health state and speed boost for losing three chases. If a survivor wants to bring an insta heal over a toolbox I'm fine with it.
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@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/751707#Comment_751707
I'm talking about current mori's, not mori's from when the game was considered to be in a much more unstable and ridiculous state when you're focusing on that meta back in the day.
Mori's now require one person to get hooked yes, but that's still a very fast loss if the Killer if just focusing on ending the game in the fastest time ever... That's why they're not fun to use (Depends who uses it) nor are they fun to face.
The best nerf I can say with mori's is do that condition I mentioned where you need a Survivor to be hooked twice, but than that kind of just makes them pointless to bring anyways since the 3rd hook is a death...
a more practical thing to do is just remove ebonys and keep ivorys.
What about when survivors choose to end the game as fast as possible becouse a hidden offering popped up? I can take some time to down a decent survivor or are we saying only Nurse and Spirits run moris? I suppose the argument is based on cassual players. In which case they may get steamrolled regardless of the mori.
I personally don't use moris and will trash dailies that call for it. I'm not defending them because I love using them. They are a selling point of the killer roll.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/751707#Comment_751707
You realize 4 survivors running instaheals add-ons can go through 12 health states before 1 is even hooked.
Yes and so be it.
I've been through matches where it took 5 hits to down a survivor due to insta heals and old MoM. I know how it is very well.
I don't think either of the three should be touched.
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@FireHazard said:
How would you be able to Nerf a offering that instantly kills you? If they made it so it only works on a Survivors last hook than nobody would ever use moris again because it would be counter productive to what the offerings for in the first place...
Not that I support moris, they're pretty broken. I just find it odd how you'd even nerf something that... literally kills you without a chance of living...
Maybe if they removed Ebony Moris and just kept Ivorys? That could possible work...
Technically they have to hook you first. Not as instant as it once was.
Unpopular opinion, I don't think keys or mori's should change and I don't thing medkits should of been touched.
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@[Deleted User] said:
Sometimes you hit tier 3 with Michael Myers except you didn't actually hit tier 3 but then you actually hit tier 3 but then you didn't hit tier 3 and then you hit tier 3 again. And then you hit tier 3 twice after tier 3 runs out.
Yes.
Then the loading animation ends.
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Necromany is illegal in most countries. Canada might be one of them.
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@PoisonN said:
Why is everyone so afraid of Spine Chill? I barely see it
T1 Myers needs to stalk.
SC tells survivors they are being watched.
T1 Myers sheds a tear.
Spine chill is very good against Prayer Beads Spirits. So its making its way back into common use.
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They are live
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Not falling down that hole. They're spikes down there.
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Why have the Nurse changes tested on Dedicated Servers when her power greatly suffers from latency issues?
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Maybe BHVR thinks they're at the finish line and this is the new normal.
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@BunnyTheHutt said:
https://forum.deadbydaylight.com/en/discussion/comment/749745#Comment_749745
My audio is on, yes. Because breaking things like pallets or gens come in perfectly.
I'm saying Dedicated Servers are active on the live build.
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Idk how you could tell the difference.
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Removed or turned on?
They are on currently
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If they continue to make the correct calls you can't.
Best advice I can give is chase the other two and hope they are potatoes or they run to a dead zone.
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So what you're trying to say is... Hags OP and needs a rework.
Got it, Devs are on it.
🙃
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Watch out for Huntress getting real close.
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Sure the buff is meaningless now. If they come back and change the condition it may become as strong as first release.
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Spine Chill is used as a Spirit counter in upper ranks. It is mostly used at lower ranks where you would typically run into Myers.
Myer's gains not having a terror radius but had a very small one to begin with. Perks like OoO didn't work on him before but now Spine Chill and Premonition do work.
Clearly an upgrade for Pig and GF. Hard to call it a sidegrade for EW1 Shape.
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Yes, all killers will be updated to fit the addon standard.
Expect similar treatment.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/743485#Comment_743485
Exactly, Time adds up. Multiple survivors will suffer the three second exhaustion several times so mindbreaker is a good perk. You can still use it constantly, you’ll just need more strategy with it.
Imaging Leatherface base movement was lets say 4 m/s. You move much faster when using your chainsaw but after each use you go into a 3s mini tantrum. 3s later you can use your saw again.
Sounds like a lot of fun yes?
But Mr. K, Leatherface can't go through walls. Well on Rotten Field neither can Nurse.
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And no, MoM was correctly pointed out to be a overpowered piece of ######### perk the moment it was announced. Survivors were saying it sucked so BHVR wouldn't nerf it.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/743457#Comment_743457
Then mindbreaker is a good perk, three seconds is a lot of time after all.
https://forum.deadbydaylight.com/en/discussion/comment/743453#Comment_743453
People said original MoM was too weak while others said it was too strong, does that make original MoM balanced? No, it didn’t.
Nurse needs tested before we decide if she is too weak.
Apples to Oranges. You are comparing a perk that what? Delays Sprint burst? To a power that needs to be used constantly? Time adds up and Nurse doesn't have movement speed to fall back on.
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3.5 seconds is a long time and 6 seconds total is 24 meters the survivor can make on you. Take that one blink is 20 meters after a 2 second charge time which is an additional 8 meters for the survivor. Only thing the Survivors needs to do is run in a straight line.
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Waiting for your second blink to recharge in dense LoS blocking maps will make any competent survivor nearly impossible to catch. You would have better luck with a Wraith against 4 old insta blind flashlights. Then when you do happen to land a hit they would more than likely have Dead Hard.
What I'm getting at, the devs are adding a cooldown on top another cooldown. If the goal is to give survivors more time they could change fatigue to limit her perspective of survivor location. Current fatigue is 2, 2.5, 3, 3.5, .., plus 1s if you swing. They could of easily made it +2s if you swing. Made you less able to track while fatigue. Adding two cooldowns to a single action is punishing to do the action. When it comes to Nurse, you have to use her power. There's no turning into a M1 killer to chase.
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I prefer never using addons on any killer. The only killer I begrudgingly use addons on is Moldy Electrode for Doctor because base range sucks.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/743343#Comment_743343
Yes, I do know this. You can just use one blink for map pressure.
Single blinking around the map? Are you trying to make Nurse a dead character? Why don't you make me weapon wipe then go into fatigue every time I hit a survivor too?
How would you play maps like Lery's and Hawken's. Where every turn is a guessing game? You will lose any decent survivor one blinking around that map.
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@GrootDude said:
https://forum.deadbydaylight.com/en/discussion/comment/743191#Comment_743191
That’s my thoughts on it
You do realize she has to blink to make any kind of distance? She's not a 4.4 or 4.6 killer.
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@Mochan said:
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 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.
many things they could of done with fatigue instead of placing another cooldown on top of it. Increase the duration, limit the vision more, or even reduce sound while in fatigue. Limiting her use of blinks hurts her mobility. The reason she is 3.85m/s is so she must rely on her blinks to move through the map. She is not Spirit who can move around freely at 4.4 m/s while her power recharges.
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they could of easily increased her fatigue time or even made the binding effect of fatigue more intrusive. To place two cooldowns for one action doesn't make a character fun to play.
You don't chase survivors with one blink. So chasing a decent survivor you are adding 6 seconds between each attempt, 3.5 being the blink regen.
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@Richter_Cade said:
https://forum.deadbydaylight.com/en/discussion/comment/742511#Comment_742511
6 seconds, can you try not twisting it please? It's 3 per charge, beginning as the stun hits. First blink should be almost immediately after stun, and second already charging. Just writing 6 seconds doesn't tell the tale in any way at all.
Majority of hits with Nurse are after two blinks. You use the first blink to close the distance and the second for the hit. Single hit blinks are not rare but occur when you are already near the target. If they wanted a longer timeout they could of increased fatigue time instead of placing another cooldown on top of it.
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@Mister_Holdout We shall see, friend.
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@Mister_Holdout said:
@Mr_K I don't think I'll ever trust BHVR again after this fiasco. It's obvious the devs have no clue how Nurse is played in high ranks.
Yeah it's a sad thing. Don't think tomorrow will change their minds in all honesty. The best we could come out with is the cooldown only occurs if you swing. Other than that I doubt anything will happen.
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Didn't even bother reading the addons. I honestly didn't care if they trashed them as I don't use the current ones. All I wanted to see out of this was removal of 4 and 5 blink and a real downside to her range addons. Hell they could of removed the 3rd blink if they changed the achievement.
Taking away her mobility was something I can't see ever liking. They made maps like Lery's Memorial a Nurse infinite with this change. Haddonfield, Hawken's, and even some of the larger maps like Mount Ormond will be a fat L against any survivor with half a brain.
You don't need to play the PTB to know. Play Nurse now but wait 6 seconds starting at fatigue before charging another blink.
This is the standard on which BHVR wants their killers to be then you should all be worried.
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@Marcus said:
I expect Billy to get a cooldown too when devs will be looking at him ...
Fuel gauge
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On release:
3 blinks, slower than 4.6m/s but faster than survivors.
After nerf:
2 blinks, slower than survivors. Need to use blinks to transverse maps.
After "rework"
2 blinks, slower than survivors, need to wait 6 seconds to blink again. Need to use ?? to transverse maps?
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/742175#Comment_742175
Rank 20 Nurse actually has the lowest kill rate of any killer. If we were basing it off of rank 20, she would be buffed.
It's okay if you don't like the changes, but at least give them a try first and at least tell us why you don't like them. Making up reasons isn't going to accomplish anything.
I can tell you right now without having to play a single round. Large maps require several blinks just to find survivors. Her base movement speed is less than a survivors run requiring blinking just to move around.
If you wanted to give survivors more time the cooldown should come after successful hits or even after any hit attempt.
Taking away her mobility is what you done to her.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/742225#Comment_742225
Because survivor queue will take forever in red ranks. Imagine them nerfing spirit and billy. Lobbydodge incoming.
That can be solved by forcing lobbies.
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@FriendlyGuy said:
https://forum.deadbydaylight.com/en/discussion/comment/742169#Comment_742169
The game was never designed for using third party comms. The information it provides, when used right, makes swf the most op thing in dbd. The addon changes to nurse are nice tho.
Hey, if it makes people happy why not?
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SWF is fine. Its the reason survivors still play this game.
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Billy to refil saw at locker when?