NursesBootie
NursesBootie
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Hail Stalin Manivrot!
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Survivor: Spine Chill
Killer: BBQ
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1217825#Comment_1217825
60/40. Played it more during the Bloodrush because I want to get my Huntress to P3-50.
Okay, thank you. :D
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@Aven_Fallen said:
"as it was intended to be anyway from the start"
Oh look, someone else who thinks that SWF was never planned.
A Debuff to Healing and Genspeed would not make sense. This would also hurt Solo players, if I am playing Solo with 3 man-SWF, they would all be slow on Gens (and not the usual "not doing Gens", but actually slow when workingon them) and be slow when healing me. So while playing Solo I would have the same disadvantages.
Besides that, the idea of buffing Solos to SWF-Level is to buff Killers accordingly.
Let alone that Killer-gameplay is not as bad as people claim it to be...
How often do you play killer? Just interested.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1217249#Comment_1217249
I see 🙂 Well, I guess it's just different experiences then.
Yeah maybe you're a lucky one. :D
@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1217201#Comment_1217201
It's honestly a miracle any of us can still kill people with all of her features lmao.
Devs seem so content with leaving her in a ######### mess and the addon pass literally failed at it's main objective so who even cares anymore? Devs certainly don't.
I'm in a mode of acceptance rn. :)
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1217201#Comment_1217201
https://forum.deadbydaylight.com/en/discussion/comment/1217215#Comment_1217215
That's strange. I've really never encountered any bugs (especially the ones mentioned by @NursesBootie after lots of games with her ((I mainly play Nurse and Legion, purple rank)) ). Maybe it just varies from build to build. If you watch DbD compilations, you'll know that consoles and other countries have a time with bugs, so I'm not saying that the game is without bugs, however I'm in the U.S., and I usually don't encounter bugs on my games, rather just poor connections (like when the Huntress hatchet hits you from around the corner--that's just the killer's poor connection). I know I had a couple of issues when I used the flannel a while back, but after I quit using it I haven't had a problem.
I also know that people are quick to label things as bugs when they're not actually bugs.... not saying you all are lying at all but things can be misinterpreted in the heat of the moment. I had a "bug" where I tried to blink through a wall but I stopped behind it, but it turned out to be a boundary wall near an exit (Suffocation Pit) and I'm pretty sure it's intentional that you can't blink through it. (See attached screenshot)
Red rank nurse with 1.5k hours here. xD
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@Hippie said:
I've been playing Nurse a lot lately and I haven't encountered any bugs to my knowledge. What bugs does she have?
Oh boy, where to begin.
The two big bugs are the ones that disable your blinks for the rest of the match or one blink for the rest of the match.
If you ignore the bunch of deadzones that still exist on various maps then there are still the lunge denial after blinking, the double fatigue bug, the basement blink bug, the distance variation bug, the sensivity changing bug and a bunch of little bugs as a topping.
She's on a level with GF with all her bugs.
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"Camaraderie". It ensures that three people get out and even opens the possibility for a BT play.
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I hope the devs introduce actual ranks and matchmaking. Because a majority of players, me included, don't deserve red ranks or even purple on bth sides.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1215721#Comment_1215721
Well then you took a really bad chase or had a bad build. Bubba will get murdered if you don't have any chase perks on him and the survivors are good. Spirit fury is almost the only way you are going to get consistent saws on good survivors. That or sawing people coming out of the basement (which is why agitation is nice, but I don't like agitation + iron grasp since that is dedicating too much for basement hooks that may not happen).
https://forum.deadbydaylight.com/en/discussion/comment/1215726#Comment_1215726
That also works but I find smart people will start throwing pallets super early to deny the nemesis proc. Spirit fury they won't know you have it until they each get hit by it unless it's SWF. Nemesis the entire team finds out the first time you proc it, and then of course they will be expecting the play with your food. I find that much better on Micheal alone because he benefits from easier stalking as well.
Thats a good counter to it, i agree. If survivors do that i just focus on getting rid of pallets.
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He's kinda okay with Nemesis+PWYF. Otherwise he's really bad i agree.
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I think a tainbow map with range is good.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1215451#Comment_1215451
I offered you a counter and there you go. If you let the survivor pick it up and take off with it, that's on you.
End chases. I gave you a counter.
https://forum.deadbydaylight.com/en/discussion/comment/1215442#Comment_1215442
Sacrificing a perk slot for a CHANCE at getting a rare item in a chest sounds like a good tradeoff.
Remember, Plunderer's also gives brown toolboxes. So please, don't assume because a survivor has Plunderer's they receive an instant key.
In the endgame when you closed the hatch, how are you supposed to patrol both exit gates, the spot where the key is AND the hatch? I mean i think there's not really any possibilitx to do so.
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@BigBrainMegMain said:
https://forum.deadbydaylight.com/en/discussion/comment/1215398#Comment_1215398
lol keys have no Counter?
I'm guessing Franklin's doesn't exist?
I don't think people just forget where you slapped them and pick up their key back in the endgame. Or do they? Damn now i'm confused!
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Moris got no counter. Keys got no counter. Why don't we change both and be happy again? :(
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1214376#Comment_1214376
But nurse, ghostface, freddy, Billy, huntress- every killer on the roster has counterplay without needing to dedicate 3/4 of your perk build to countering them. Spirit is the one exception and that's what makes her so unfun to face.
"Iron Will". And?
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The main problem is, that the more counterplay you create the less viable a killer is against swf. You know why nurse, spirit, freddy and ghostface are above average killers? Because they lack counterplay, either due to design or bugs.
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@Snoot1Booper said:
https://forum.deadbydaylight.com/en/discussion/comment/1213891#Comment_1213891
What did they rework last time? Nurse had multiple nerfs and i recently picked the game up again after a year break
After many people got boosted to red ranks with nurse and her range/+blink addons, the devs made most of her addons meme addons, gave her about three to four good addons, nerfed her base power with giving her a CD on the blinks and fixed none of her bugs.
She's addon reliant and extremely difficult to play rn.
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@Snoot1Booper said:
https://forum.deadbydaylight.com/en/discussion/comment/1213793#Comment_1213793
Removing god loops is a good thing but the rng in ptb was horrible. It doesn t ruin the game but solo q. Some maps with 8 pallets!? My rank 1 potatoes with sc and urban will get rid them in less than 2 minutes… u have to be new to the game when u think killers get more nerfs than survivors. maybe next april fool devs should revert dbd back to the good old survivor times.. maybe baby killers in this forum will finally learn that atm it was never easier to be a killer!
The easiest time to be a killer was short before the nurse rework in my opinion. Due to the still extending genrush meta, no killer is really viable against really good survivors anymore. Nurse got potential to be tho.
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@Clevite said:
I would love this. I only use medkit because I like the security of at least one heal.
All other items are up for grabs!
Gimme gimme the toolboxes please!
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@AvisDeene said:
I see the same amount of toxicity on both sides in game and out.
Yeah, it makes me really sad sometimes. :(
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No she's cute ######### are you!
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@Shocktober said:
Hate to burst your bubble, but legion is probably the easiest killer in the game to pip on.
Bro you killed the vibe bro!!!
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Spirit Fury+Enduring, BBQ and Pop/Fire Up
I know, i know, fire up bad, but i really like the synergy with frenzy and SF+Enduring.
Oh addons are stun reduction every match.
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Rank one 1500 hours nurse main here. You're right, a nurse with CD addons, good perks and lots of hours is nearly unbeatable without SWF. One missing thing will make her suffer a lot and make beatable just with normal good teammates tho. For example missing addons. Or bad perks. I recommend one of ardetha's vids about it for that one.
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@Thatsmartguy said:
https://forum.deadbydaylight.com/en/discussion/comment/1209472#Comment_1209472
R we still talking about the 1 totem or your 3 totem thing because both r unfair for killer. Killer would have to patrol doors, hatch, and toem(toems if 3) and killers is at disadvantage because its just one of him and three survivors who can get doors and totem at the same time even hatch if they have key.
I'm talking about a whole NOED rework. No instadowns anymore. After the gens are done, if three or more survivors are alive and every survivor got hooked at least once, five totems spawn on the map. All of the totems are visible for the killer and the survivors. As long as at least three of the totems stay up, the exit gates and the hatch can't be opened at all. That's it. Would give setup killers like trapper and hag some lategame viability.
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@Thatsmartguy said:
https://forum.deadbydaylight.com/en/discussion/comment/1209455#Comment_1209455
What is that? Devour on crack? That's way to much for a simple noed bring a map or just do totems. Your idea is basically a rpg quest
Yeah, would prolong the match wouldn't it? Another condition could be, that at least three survivors have to be alive for it to activate and the totems are shown to killers and survivors.
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@ClickyClicky said:
I dont think anybody is saying killing god loops is an issue.
What people are saying is that killers have got a lot of what they wanted the past year. Toolboxes nerfed, god loops fixed, maps shrunk, instaheals nerfed.
Thats all great. It makes killer more enjoyable.
However now maybe something has to be done for survivor. Camp/tunnel:noed strategy needs to go. Its used in the vast majority of games and ruins the experience for many people. Likewise some killer add ons could be nerfed just like instaheals were (looking at you iri head + infantry belt)
What about the nurse, spirit, oni, freddy and ruin nerf? Just that you don't forget them, i agree on NOED and iri heads tho.
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You're right from the raw balance view, but in my opinion to get moried off first hook is as frustrating as seeing three survivors escape through the hatch when you got a 3gen.
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Hey we got a deal right here. Rework keys and rework moris. Woop woop!
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In my opinion NOED should spawn five hex totems around the map when all the gens are done and every survivor got hooked at least once. Three totems have to get cleansed to open the exit gates or escape through the hatch.
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@CJ46 said:
https://forum.deadbydaylight.com/en/discussion/comment/1208674#Comment_1208674
the fact you replied calling me a clown but no counter to my actual point shows that i'm right :D
Okay man. Facts now. Reality.
One gen takes 80 seconds. Four survivors and a killer start the trial. To keep three gens (60% of the survivor objective) from popping, you have to find, chase, hook AND find another survivor again in 80 seconds, toolboxes, greats and other speed-up excluded. If you split the pain and the survivors are optimal the numbers are even worse, because injured people do gens.
So...how do you expect a killer like Doctor to win against a team like this? Now it's your turn to bring facts, not just accusations.
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@CornMoss said:
https://forum.deadbydaylight.com/en/discussion/comment/1203434#Comment_1203434
Totally agree with this, bubba was an unfinished character the devs admitted and almost 80% (maybe more) of his add ons are useless
He's nuts with Nemesis+PWYF and charge speed, but he's missing the variety of killers like hag and trapper, that are actually good designed.
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@th3 said:
The fact that you consider the game to also be survivor sided makes me want to laugh out loud.
"The Game" is such a weird one. Super good for stealth killers or doctor, but bad for every other killer because of many safe pallets.
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@Fetchmetheirsouls said:
I think there should be a serious buff to hex perks introduced for this mechanics to come in
Like "hex totems restore after 60 seconds of being broken in another random totem spot and lose token" or "survivor who has destroyed hex totem is affected by this hex for the duration of the trial"
Would be seriously appreciated!
Hex perks are pretty underwhelming at the moment and the axes/hatchets would be a fresh new survivor mechanic plus a reason to buff the totem mechanic.
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@GoodBoyKaru said:
I said this on a thread before but I'll say it again here: rebuilding pallets as they are is too strong.
So add a new type of pallet, the "splintered pallet" or something. Rebuilt pallets are automatically "splintered" and cannot be fixed to normal. These are always fixed as dropped pallets and cannot be reset to standing with Any Means Necessary. Splintered pallets can be vaulted a maximum of twice (or only once idk depends on strength) before they break and cannot again be repaired. Killers can break splintered pallets before a survivor vaults them to again prevent them form being rebuilt.
Also when it comes to you talking charges, I assume you mean how many full totems it can cleanse? In this case I recommend changing it to "14 charges" per totem since that's how many seconds it takes to destroy a totem. For example Iridescent Cleaver would then add 28 charges as it can cleanse 2 extra totems.
Very good assumptions right here, especially the splintered pallet idea me like much!
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/143445/bad-map-preschool-infinite
You guys gotta quit complaining about infinite’s. Just lay off the chase then. Why is it survivors aren’t allowed to win chases and stay alive? Why must they go down every chase? Just protect your gens and go for ez downs. Killers are built to end chases quickly. You just need improvement
Again, that short blink of real truth.
You need to know when to drop a chase, that's 100% true. But after dropping the eight chase in front of the same window you begin to realise that somethinga wrong here. And that's why this update is really nice.
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I got short killer queues and long survivor queues usually. And the last few patches got two noticeable survivor nerfs. Toolboxes and BL. Killers got Nurse, Spirit, Freddy, Oni and Ruin.
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@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1207577#Comment_1207577
There needs to be the swf queue with ranks as well.
Yeah, some more love to bring solos near swf.
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Just a quick thought of little poor me.
Keys without addons just got two base stats: duration and range. You can't open the hatch with them anymore. As a tradeoff you can read survivor AND killer auras with the two stats you got on the key. For example:
|Green Key| 10 seconds duration, 8 metres range
|Purple Key| 15 seconds duration, 12 metres range
|Iridescent Key| 20 seconds duration , 16 metres range
Addons like Blood Amber and Gold Token now increase the aura reading range on either the killer or survivors.
And now the big one: The addons "Milky Glass" and "Weaved Ring" get a rework. They grant you the ability to open the hatch with the key.
The new addons:
|Weaved Ring| Removes the natural aura reading abilities of the key. Grants the ability to open the hatch with the key after channeling for 8 seconds with a map wide non directional sound queue.
|Milky Glass (New rarity, rare)| Removes the natural aura reading abilities of the key. Grants the ability to open the hatch with the key after channeling for 15 seconds with a map wide non directional sound queue.
And? What do you guys think about my idea, going in line with a mori change of course?
@BigBrainMegMain @GrootDude @Peanits @DepressedClownMain @SurviveByDaylight @Almo @Aven_Fallen @DepressedNurseMain @not_Queen
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@rororoxor said:
https://forum.deadbydaylight.com/en/discussion/comment/1207560#Comment_1207560
How could I forget to mention the bugs...yea they really should be fixed xD
I dont really like hit n run gf either, stalking is way more fun
I lately got in a really laggy match with my miss denson and could basically reveal GF behind everything. He said in post game chat that he couldnt stalk me at all.
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I first thought this is a bait thread, but i started reflecting my last matches as killer. On Rank 1 too by the way.
I played a lot of wraith lately to burn my addons for prestiging. In my first matches i played pretty good builds like hit&run or gen defence with ruin+all seeing spirit. I got good results with those builds, usually a 3-4k, even against swf.
After i missed my good addons i switched to yellow windstorm and faster uncloaking, generic perks like BBQ. My results pretty much stayed the same. I had to play more scummy sometimes and just tunnel to get someone killed, but all in all i still got at least a 2k, most times 3-4k.
Don't even want to talk about my nurse matches lol.
My conclusion is: BHVR needs to implement the MMR system to get people of equal skill matched together consistently.
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1207149#Comment_1207149
I refuse to believe survivors always stand a solid chance. I think certain killers actually have an efficient build to consistently get 3-4K. These people typically have headsets and overall good sense of awareness playing. Hand them one hit downs, Mori’s, lag that works against survivors ability to run the killer, broken hit boxes at vaults, I think you got yourself a ‘W’
Can agree on nurse and spirit to an extend. I have to say, that i don't like that you're posts consist a spark of reality sometimes. Always throws me off.
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Honestly, i love your suggestions. If the developers would give him a base CD of 20-25 seconds and nerf the cooldown addons that would be really good for him imo. The pen idea is not that necessary, but would still be cool.
Additionally they should reward you with 25%-33% of your CD if you're getting a marked down, like you already wrote.
Together with those changes BHVR needs to optimize his reveal mechanic to prevent BS reveals and BS exposing.
All those changes together would polish GFs power and encourage his original playstyle. (gotta hate hit&run on GF, don't judje me pls)
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@SurviveByDaylight said:
https://forum.deadbydaylight.com/en/discussion/comment/1194183#Comment_1194183
youre wrong they cater to killers constantly
You a little cutie. <3
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Would at least be something.
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Keys are overpowered, pretty much everybody except for really biased people is agreeing on that one. (moris too btw)
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Hawkins is definitly not survivor sided, but you have to loop in an other way on that map. Basically you have to chain multiple pallets to an infinite and force the killer to break at least one.
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Dude you killed my positive vibe!
Srsly how do you have fun in facecamping im seriously interested.