NuclearBurrito
NuclearBurrito
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/753686#Comment_753686
I get that. But regardless killer has more advantages. Aside from undoing gen work, having attacks and traps, they also have perks to do one shots, slow gens ECT.
What I think should also happen is, if a killer is going to camp around their hexs, they have the entity blind the killer.
Survivors have fast gen completion times, windows, pallets, a free radar that says when the Killer is nearby most of the time, a 3rd person camera, second chance perks (DS/BT/Adrenaline/DH), toolboxes to speed up gens even further, keys and the hatch.
If you want to talk advantages Survivors have plenty.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/753686#Comment_753686
I get that. But regardless killer has more advantages. Aside from undoing gen work, having attacks and traps, they also have perks to do one shots, slow gens ECT.
What I think should also happen is, if a killer is going to camp around their hexs, they have the entity blind the killer.
If the Killer camps the hex just leave. He's not defending gates or even a Survivor on a hook so you have no reason not to just open a gate and get out.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/753676#Comment_753676
If there was a no option I would have put that. Clearly it's not there so no there is no no option.
It's not a badly written poll. Yeah people can agree to disagree. But the majority are being extremely rude for no reason which is sad and childish. Lol this is to encourage those that feel other wise. It's obvious that people that like noed will say no. But it's not for that. It's for people to express why it should be.
Your question allows for a no even if your poll does not.
14 people explicitly chose the no option and a few more implied that they would if asked. Your poll didn't record it because your poll assumed the answer to the question when giving the answers, but it is their answer regardless.
If you want a thread to express a specific opinion then don't make a poll. That's not what a poll is for and it just makes you seem like a blatantly entitled ######### that refuses to address the other side to the point where you will literally ask a yes or no question and declare that you can't answer no. That's not a question that's a demand.
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@Nyxis_Fier said:
https://forum.deadbydaylight.com/en/discussion/comment/753670#Comment_753670
I doubt that they all are.
Either way my poll is what it is. There are others that feel differently and should be able to speak up without others having to be rude or harsh. There's a lot of survivors that use small game. We aren't stupid. There's also survivors that play with others and not everyone does totems. I see noed being used a lot in higher ranks. I run around doing all totems. The game isn't for survivors to always lose on favor of the killer. It's supposed to be balanced. Survivors can't attack a killer. Killers can attack, use traps ect. Survivors don't get traps. Instead they get nerfed to the ground. Now they nerfed insta heal because killers get mad that they heal before they get out down.
It's an Asymetric game, each side does different things.
Survivors can't attack a Killer.
But Killer's can't repair a generator.
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@Nyxis_Fier said:
If you're not going to vote on what's listed, then don't bother trying to put a "no" vote just because you feel a type of way. This isn't to encourage toxic killers. This is for people who genuinely feel this perk needs either a rework or removal. If you want to vote for no, go vote on the other pole that was clearly made by someone who's upset by my poll. Lol
You can't get useful data from an incomplete poll. Even if people vote on it the yes's are meaningless if there wasn't a no option listed.
And there is a no option, there always is. You didn't list it but all opinions on the topic are valid regardless of if you are keeping track of them or not.
You can't stop people from disagreeing with you and attempting to make a badly written poll to try is futile.
@Phoenix_Wright add 1 to your no count plz.
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@Gibberish said:
Escaping should be considered the equivilant of the Killer killing all 4 Survivors with all 5 gens remaining, a "perfect".
Something actually challenging and rewarding, not something you can do consistently.
Make escaping way harder, but make it like a guarenteed +5 pips and give a massive load of bonus BP.
That's a bit silly.
Escaping should just be equivalent to a Killer 4k as they are each the objective for each side. Thus they must both have equal odds in order to meet the definition of balance.
The equivalent to a 5 gen 4k for Survivors is iridecent unbroken or in otherwords a 0 hook escape.
If a 50/50 escape odds is too high that's fine, you can make lower odds work but the range is 50% to 20% with the lower odds causing the game to approach usually being a 3k.
Specifically at 20% escape rate 80% of games would be 3k's and 20% 4k's. Any lower and balance is impossible since no combination of kills will result in equal win rates.
50% would mean only 0k's and 4k's at 50/50 odds.
The reason why I like 33% (which is about 2.7k) is because with those odds you can have the game be balanced even after Survivors start dying. That doesn't mean you WILL have balance like that, but it mean's it is possible. That is to say if you start with a 1v1 being 50/50 and working backwards you end up with a 4v1 being 33%.
Any lower than 33% and the snowball effect starts to reverse and thus it becomes optimal to sacrifice each other as Survivors. (for example with a 20% escape rate you should have an 80% 1v1 success rate, since the Killer wins are the remaining 20%)
If you don't think a 1v1 (counting situations where the gates are already open ect. Not just the EGC) should be 50/50 given a 3k then other numbers can work. 40% is also pretty good with a 2.4k average (which isn't too large compared to 33%) but still not close enough to 2k that you have insane snowball.
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It sounds unintuitive, but if you manage to perfectly balance the game with a 2k average then the game you eventually end up with will never actually result in a 2k.
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2.7k average ideally with exactly 1/3 of games actually being 4k's. I disagree with the 2:2 idea due to it requiring an insane amount of snowball in order to both hold true and be balanced at the same time.
The possible kill rates that even CAN be balanced are anything between 2 and 3.2 btw. Numbers outside of those parameter's are mathematically guaranteed to be imbalanced, while any numbers within that range can be such that all players have the same winrate and thus are balanced.
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Rather than trying to slow down survivors, boost Killer power effectiveness up to where they need less time in order to win given optimal or close to optimal Killer play.
Remember the only reason why gens are too fast is their speed relative to chases, if chases can be expected to be faster then the problem is solved even if gens still fly by quickly.
Plus everyone says "pressure gens" and you do that by downing people. So making the worse off Killers better at downing them means more gen pressure means slower gen progress and also faster sacrifices means less gen stall needed to win. Once that's done we can rebalance perks like ruin accordingly.
In general buffs are better than nerfs due to being more exciting.
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@NuclearBurrito said:
No not a full on rework. As fun as that sounds, it's not the best idea considering that he's always going to have a chainsaw.
These changes all go together:
- Change Bubba's MS to 92% up from 87.5% while charging his chainsaw. This is the same as Billy
- Bubba no longer gets stunned when hitting a non-survivor object, he just keeps going anyways. This will go through pallets but he can still be stunned if it's dropped directly on top of him.
- Movement speed during his rampage is increased to 125%
- Charge time is increased to 2.35 seconds (up from 2.1 seconds) for reference Billy's is 2.5 seconds. Basically beasts marks is now basekit.
- His rampage is changed to 3 seconds flat down from 3.26. This is a mostly side grade as it means if they jump through a window you aren't punished for as long. The distance he travels is the same as now with the speed increase
Addon changes:
- Chili/Award winning Chili - Moderately/Considerably (10/15%) increase the rampage duration. No longer effects object penalty because that's not a thing. (because these add-ons do nothing now)
- Carburettor Tuning Guide - Now ultra rare. Values increased to match new rarity: Decreases the charge time by 20%, Decreases the cool-down by 20%, Reduces the sound range by 40% (because it's the wrong rarity now and he needs ultra rares)
- Light chassis - Now ultra rare. Slightly increase your movement speed while charging your chainsaw (up to 95%) and you may now cancel the rampage at any time. (Object penalty no longer exists and he needs a 2nd ultra rare)
- Depth Gauge Rake - Now very rare. Decrease the rampage duration by 10%. Each time you hit a survivor with your chainsaw extend the duration by 1 second. (Same as Light chassis minus the ultra rare part)
So glad I finished my Killer fixes. Now I can pull out a thread for any weak Killer as needed <3
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It's no longer in my main build, but I occasionally use it when I want to use a toolbox or flashlight.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/753342#Comment_753342
Mmmm, okay. I think you've convinced me.
It's also why if a perk's effect isn't useful for the meta (aka: chases) then it better be pretty damn good at it's job, otherwise it may as well not exist.
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maybe it's due to location?
I didn't really notice either btw. Even with projectile Killers.
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Literally never played against a Plague.
Where the plague mains at?
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/753305#Comment_753305
Hm, maybe. I guess I'm worried about even a slight boost like that being the straw that breaks the camel's back for killers that struggle to catch up the way a Nurse or a Spirit can. But maybe I am worrying too much, idk.
Whenever I think that I always think about how much of a benefit you get out of the current meta perks that they could be running instead.
Sure 2 meters per chase is somewhat annoying, but is it more annoying than 10 meters and a free health state? Or 2 free health states after every unhook? Or a free get out of jail free card in the event that they mess up a mindgame and can't get to the pallet as a result?
Every perk ran instead of a meta perk is a meta perk that you don't have to deal with, and its much easier to deal with a minor speed boost and some temporary stealth than a major speedboost, free health states or both.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/753279#Comment_753279
Considering it is a pretty free speed boost, it kinda means it should logically be an exhaustion perk (at least, for the speed boost part; the scratch mark/blood trail thing can just always happen). Would that be alright? I'd be on board with the idea if it was, but if it wasn't, it means you have two different perks that can extend a chase in one build, which I'm not sure I'm comfortable with.
It's 2 meters while exhaustion perks are 6 with the exception of DH which has I-frames and head on which is 12 meters (4*3). It isn't enough of an extender to justify exhaustion, or at least not 40 seconds of it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/752916#Comment_752916
I'm pretty open to suggestions on how to buff it. Only thing I'm not comfortable doing for sure is making it not an exhaustion perk.
Either massively extend the duration, give it a secondary effect or make it something else entirely.
For example I think this effect would be cool:
- During the speed boost after being damaged you don't leave scratchmarks or blood trails. Increase the damaged speed boost by 30/40/50%.
For the record a 50% increase is 1 second or 2 meters of extra distance.
The idea is that it's the OTHER kind of slippery. The kind where once you touch them they leave your grasp and you lose their trail.
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This version of Slippery Meat isn't good. It needs to have some advantage over other exhaustion perks if it is going to work.
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Any other feedback?
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Good point. The demogorgon should just always be blind at all times
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@Mochan said:
https://forum.deadbydaylight.com/en/discussion/comment/751575#Comment_751575
BT is only god tier because killers are campers.
If killers didn't camp BT wouldn't be as "powerful" as it is.
The terror radius is 32 meters. That's 1/4th of the map. Being vaguely close to the hook isn't camping and if someone unhooks nearby then going over to it is your best option due to there being at least 2 Survivors and at least 1 Injured survivor there.
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@Blueberry said:
Honestly now that I think about it, Deep Wounds should just apply Oblivious. This would add a lot more mind games and make Deep Wounds ACTUALLY threatening. Right now it's literally a joke.
I also like that it nerfs BT a little because BT is still honestly just god tier. BT lets survivors make stupid saves and not get punished for it.
That would literally break the DW effect on Legion. That's just moonwalk Legion again except you don't even need to break chase.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/751651#Comment_751651
Useless M1 Killer with a useless power ? I though this was about Legion not the priestess...
Legion is a weak Killer and always has been a weak Killer. The reasons why he's bad has changed but the fact that he is bad has not.
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@TheUnendingNightmare said:
https://forum.deadbydaylight.com/en/discussion/comment/751619#Comment_751619
Wtv you want to call it.
His main attack and power got easier to use and more ppl are playing/winning has him medium rank.
Obviously it's another story higher ups but then again it's mostly always the same 3/4 Killers.
His power was always easy to use. The change just made him an M1 Killer with a mostly useless power.
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@TheUnendingNightmare said:
Didn't he was JUST buffed a few months back ?
Could we buff and rework Killers that haven't been touched in YEARS...like Nurse, Hag, Myers, etc ?
No. He was sidegraded
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@FlamingkittyUmad said:
https://forum.deadbydaylight.com/en/discussion/comment/751074#Comment_751074
You read my comment 100% wrong. if you heal yourself mid chase (one health state) the killer only loses you by the distance you get after being hit (very small boost alone, you have to use loops to waste more time).
If a survivor can use a double instaheal on a downed survivor, either the killer left them on the ground too long (being greedy), or the survivor wasted time chasing the killer to use the instaheal.
actually it's 16 seconds before taking into account loops. The importance behind those 6 extra seconds is that it's additional time to reach a loop which wastes much more time.
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How did you determine that 3 seconds specifically was the best Number to use as the cooldown? As opposed to 2.5 or something. Was it a decision calculated from some base assumption or is it just because 3 is an easy and round number?
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@MrFlower said:
You know why they are whining. They whined countless times about several things, including Freddy, Legion and Nurse. Everybody knows what happend then. THEY know what powerful tool they have. Their numbers, their whines and screeches.
And they use it, knowingly.
As to the "OP" Prayer Beads - I'm really curious why everybody bitches about it, but not about Iri Heads, which are worse, way worse, but still counterable.
Spirit is fine. She is addon dependant, which should not be a thing. I would buff her basics by increasing her MS while phase walking to the level of yellow addons, then rework "flat-buffing" addons to the point of changing the gameplay, not strictly buffing. Like making youvisible while phase walking,, but making survivors visible too, or something else. Something refreshing. Not... Not this. Flat buffs are gross and should not be a thing.
What do you mean no one bitches about iri heads? Pretty much everyone bitches about iri heads. That addon isn't being ignored in the slightest.
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@Bravo0413 said:
https://forum.deadbydaylight.com/en/discussion/comment/749104#Comment_749104
https://forum.deadbydaylight.com/en/discussion/comment/749104#Comment_749104
Didnt mean to quote you 2 times.....
You're not completely wrong.... but yea spirit does move grass and make footsteps sounds etc.... theres a radius around her husk and while the spirit is inside that radius she doesnt move grass, make footstep sounds etc....
A lot of people dont remember that or know about since shes been out so long..
Spirit does not move grass
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May be a future rift
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@Ksoni said:
Survivor can still loop you at windows infinites.
Yes but memes
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@DeadByTunnelight said:
https://forum.deadbydaylight.com/en/discussion/comment/745483#Comment_745483
So what about for example huntress one shorts? it's like the same as insta heals. Nerfing insta heals = nerfing huntress one shots to me
Still not how that works. The nerf to 1 thing only justifies a nerf/buff to things that it has a special interaction with.
For example buffing Bottany has nothing to do with a Sloppy buff since it still gets the full effect. However buffing No Mither DOES justify a Sloppy change because No Mither has the special interaction of bypassing Sloppy's effect.
Another example would be Endurance vs Exposed and Knock Out vs Empathy or Blindness vs Survivor Aura reading perks or Exhaustion inflicting addons/perks vs Exhaustion perks.
In this case instant downs do not have any special interaction with instant heals, since the end result is simply the sum of the 2 effects rather than a synergy or an anti-synergy.
This does not hold both ways btw. Because while instant downs don't care about instant heals (thus changing instant heals is irrelevant to changing instant downs), instant heals DO care about instant downs and thus changing instant downs could justify a change to instant heals.
Or going the other way, instant heals are not effected by heal slowdown effects (ex: Sloppy) and thus a nerf to these effects does not justify a nerf to instant heals.
That isn't to say iridescent heads don't need to be nerfed. Just that using the instant heals nerf as a justification for this is a fundamental misunderstanding for how you balance interactions between effects.
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@Ghost077 said:
https://forum.deadbydaylight.com/en/discussion/comment/748630#Comment_748630
>They don't make her too much better per say
Mint Rag make.
>doesn't mean they should be super powerful.
It's only you opinion. Anyway, since like instaheal nerfed, killers addons should also have nerf.
There isn't a causal link, (nerfing instant heals isn't the REASON to nerf Killer addons) but yes we should nerf other addons in general. Here is an exhaustive list of changes with this in mind covering every addon and item in the game:
https://forum.deadbydaylight.com/en/discussion/91361/major-addon-item-and-overall-progression-rework
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@Nikkiwhat said:
https://forum.deadbydaylight.com/en/discussion/comment/748499#Comment_748499
Two protection hits OR allowed for safe unhooks to count towards it. I LOVED using Mettle of Man mainly for Basement or camped Hook rescues using Borrowed Time and Mettle of Man to get the aggro of the Killer...now it's a dead perk....going after MoM activations just hamper my team as I'd not do Gens and risk an early death with being face camped and nobody else using Borrowed Time (which seems more & more frequent, even before Bill was added to consoles)
Don't make both safe unhooks AND protection hits count. We tried that and it made the perk trigger far too consistently.
Just pick 1 and make it require 2 of whatever is picked.
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@Ghost077 said:
https://forum.deadbydaylight.com/en/discussion/comment/748561#Comment_748561
I don't think so. It's fun and brings more variety. It would be boring to play with similar addons. And many think the same way.
And? Just because they should be varied doesn't mean they should be super powerful.
Take the Hag's Ultra Rares for example. They don't make her too much better per say, but they do change her powers mechanics massively and in cool ways. Those kinds of addons are great. But addons like Billy's insta-saw are boring, they just make him better with no trade off.
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I have done so
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@Ghost077 said:
https://forum.deadbydaylight.com/en/discussion/comment/748414#Comment_748414
Coxcombed Clapper + "All Seeing" - Blood, "Windstorm" - Blood + "Swift Hunt" - Blood, don't make Wraith stronger? Iridescent Head + Infantry Belt? Iridescent King? Mint Rag + Rusty Shackles + Make your choise? Ether 15 Vol + Flask of Bleach/Ether 10 Vol/Pinky Finger?
Every time I took one of the above, game for survivors become a nightmare. And it's not bad, it's fun, you can feel more powerful for expensive addons (except for Iridescent Head and some others, maybe). But survivors deserve the same feeling.
Yeah the addon system in general sucks. The more powerful addons that exist the bigger the problem gets.
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@Seltas0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/748426#Comment_748426
You do in tier two if your running the rabbit but that's good
T2 has a 4 meter TR with rabbit and monitor
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@Toxicboii said:
Um... In tier 1 it still grants him immunity to detection perks. Premonition and Spine chill are still useless against myers. All they did was add Undetectable to make him immune to aura as well.
He was already immune to aura. All this did is reduce his terror radius by 6
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Side grade. Now you don't need Monitor in order to have a 0 TR
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@Alice_pbg said:
https://forum.deadbydaylight.com/en/discussion/comment/746794#Comment_746794
There's a distinct lack of trapper on this list... me no likey.
I have a great deal of success with trapper in all ranks, I'm not on red yet but I don't see how much different it would be from rank 6.
Just go watch otzdarva if you think trapper isn't viable on all ranks.
https://forum.deadbydaylight.com/en/discussion/comment/748000#Comment_748000
Right?
Got a dwight like that once... played like it was his 2nd match ever, died to the pig reverse bear trap while hiding in the basement for a long time (which I saw when I was hooking someone else, but pretended I didn't see him), and he was the highest ranked player in the match.
Must have been a friend using his account...must have.
I'm sorry but I just don't see it. He takes soo long to set up.
As far as bad Killers go his weaknesses aren't for the normal reasons, since the actual effect of his power is excellent (unlike most Killer's who struggle because of weak powers or powers that are unlikely to work), but it just takes so long to set it up that unless you're using bags ect it's far too easy to just gen rush through a trapper.
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@Ghost077 said:
Instaheals looked strong, but these are violet and red addons, shouldn't they be strong? The violet and red addons killers make them a walking death machine, so it was fair parity, I think. Then red axes of the Huntress must be nerfed too.
Also I just leave it here. Full SWF-team vs me.
https://forum.deadbydaylight.com/ru/discussion/comment/613235#Comment_613235
No. Rarity should not mean stronger, just more impactful/unique. Otherwise the game becomes pay to win.
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@survivormain1105 said:
https://forum.deadbydaylight.com/en/discussion/comment/747252#Comment_747252
Noed to start awards the killers for failing at doing there one job. Should be awarded with some type of hook count.
Ebony moris: must I say more on that..?
Prayer beads. Dont need to explain that one
MM add ones for wall hacks, infinite tier 3 tombstone....
Indecent heads with belt add on.
The fact the killer controls the game with their internet and can lag the game on purpose or with crap internet.
And the list can go one forever but those r the main things that fit the same category as no skill like insta heals
Ok from the top, skipping the ones I agree with.
NOED: First of all, reward for failure and mitigation of failure are not the same thing. A reward means you are better off. Mitigations however still leave you worse off but still better than some other potential alternative. For example Dead Hard mitigates failure since while Injured you gain a positive effect, however since the positive effect is not as good as the negative effect tied to being injured it doesn't reward the act of being injured in the first place. The same reasoning applies to NOED.
More to the point it has 3 separate counters:
A - Rush the gate and leave. If someone is on the hook ignore them. NOED isn't fast enough if you rush the gate with 4 alive so you can still get out if you aren't waiting around to go for a futile save.
B - Do the dull totems
C - Cleanse the Hex once it's active
Additionally it's also unlikely to get the 4-8 downs that would be required to make it equivalent in power to instant heals.
Myers Addons:
You referenced a lot of addons there so I'm going to list them all out one by one.
Reflective Fragment/Glass Fragment/Mirror Shard - The way stalking works makes the effect mediocre. He moves much slower for a second and gets to see which way you run for a few seconds, it's a trade off and not a particularly problematic one for the Survivors. The numbers simply aren't high enough for it to cause a problem.
Vanity Mirror - This addon is laughably bad. 16 meter aura reading is not worth moving as slow as he does and he still has a terror radius so he can't stealth properly either. Plus he still needs to reach tier 2 in order to even get that. If you want to complain about strong addons then this isn't the one you should be going for.
Scratched Mirror - Basically just Vanity Mirror but usable. The speed is slightly slower so it's still not great, but at least you have 32 meters of aura reading and proper stealth. Even then it's still not THAT great. You absolutely need to have an indoor map to even attempt this addon and even then you are 100% reliant on stealth. If the Survivors are able to notice you in time then 105% MS simply isn't even close to fast enough to catch up to Survivors. You can't even get bloodlust.
TLDR: The map awareness is properly counterbalanced by being locked into a much lower speed.
Fragrant Tuft Of Hair - While using this addon it takes 15 evil in order to reach tier 3 from tier 2. Plus Tier 1 to Tier 2 thats 20 evil needed which is the equivalent of fully draining 2 Survivors. At an absolute minimum that's 24 seconds of nothing but stalking, however in practice it's much more than that and you will easily end up spending upwards of 60 seconds just stalking people, plus tracking time and some chase time. You'll easily see some gens popping before you reach T3. At which point what? Yes you are a significantly empowered M1 Killer, however you've permanently lost your TR advantage and are down on time. While by no means is this weak it's hardly strong enough to be OP.
Tombstone Piece - While using this addon it takes 12.5 evil in order to reach tier 3 from tier 2. While that is a bit faster than unlimited tier 3 it's still somewhat unwieldy. Remember you need to stalk for the value and then get in close. And once you do you've reset everything and have to do it all over again. Plus you can only do it 3 times per game so if you manage to mess up and fail to Kill one then you are permanently prevented from using your addons properly. More importantly it's still slow enough that gens will pop long before you've used it.
Judith's Tombstone - Like the Tuft Of Hair this takes 15 seconds to use. However since it's not only slower than the Tombstone in terms of stalking but it also slows you down by 9% making chases impractical. The only way to get this addon to work is with Tuft of Hair and PWYF, but even then it will still often go to endgame before you actually get to use it, meaning that the Survivors are very likely to just gen rush and escape anyways. Not to mention even once you do get it you're only 104% MS so unless you have PWYF you aren't catching anyone quickly.
Once again all of these admittedly massive upsides come with similarly large downsides.
Killer Ping Advantage: Dedicated Servers. Nuff said.
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I don't DC.
...I just crash whenever I see a teenager
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@Atrushan88 said:
https://forum.deadbydaylight.com/en/discussion/comment/745483#Comment_745483
To be fair Make Your Choice is pretty powerful if you stay RIGHT outside of TR range and instantly go back the second it activates, and doesn't take any skill to use. Any time someone gets unhooked, you can use it to get a free insta down. And one important, imo use of the syringe is that it could negate an ebony mori on someone if used correctly one time, which was a counter to something already overpowered. Might also add that survivors now have no useful iridescent items, and killers can bring two or occasionally three iridescent items into one trial. Oh and now all the addons for med kits are basically blood point farming items, while you nerfed charges on ranger med kit and only buffed the one thing you pretty much never use a med kit for. Healing other people. I mean, lol. Healing speeds overall were pretty much nerfed..AGAIN, if you used healing speed addons on medkits. It's like you WANT everyone to stay injured all game. Let's also mention Plague, who you could, force use of your instaheal on vs if you made her hit you early before you got sick, then used it, but now, you'll be broken before it activates.
The rangers medkit is still 32 charges and now the greed medkit is dedicated to being good at self heals. Specifically it's about an 11 second heal which is crazy efficient.
And it's funny you mention Plague, because now the purple works just fine against her.
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@survivormain1105 said:
https://forum.deadbydaylight.com/en/discussion/comment/745483#Comment_745483
Ok I see what your saying. But at the same time there are many other items or offerings that killers use that take no skill or even that they fail to do there job they get rewarded with a insta down. Then they have ebony mori they just tunnel and then kill the survivors from one hook. Either they die on first hook or moried. But hey u ruined a great killer why not even with ruining a survivor addon. Doing a great job so far.
List them.
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Screw that. If you want to gain an objective advantage just because you put in a little BP then you should gain an objective disadvantage to cancel it out. Otherwise it's pay to win.
https://forum.deadbydaylight.com/en/discussion/91361/major-addon-item-and-overall-progression-rework
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Because that makes them OP when they are used. Addons are fundamentally problematic and UR's just make everything worse.
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@AliXnm said:
No. She’s not.
Prove it. Its not hard to prove that these addons are worse than Omega Blink or 5 Blink and her basekit was a straight nerf.
So show that she's as good or better than current Nurse with these changes.
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We'll make it takes 8 seconds of healing.
Syringe takes 0 seconds of healing. It may take 8 seconds but it's 8 seconds of doing whatever you feel like.