Phasmamain
Phasmamain
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- Phasmamain
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@Brokenbones said:
The meme officially died when BHVR added the meg mask
Stopped being funny long before then if you ask me.
It was never funny tbh. Anytime someone expects me to do it I just stand there tbh
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2852390#Comment_2852390
I think better, it just should remove from game. 4% chance is not great, even luck offerings are not making it good. This is unhealthy and bad mechanic.
https://forum.deadbydaylight.com/en/discussion/comment/2852388#Comment_2852388
I don't remember when i faced with un-meta survivors last time. Yeah, they had meta perks.
Well then they are just sore losers. I’m not going to say I like fighting nurse (probably my least favourite besides trickster) but I will play out any match against regardless. Most last about 5 minutes anyway
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/2852380#Comment_2852380
I am not even slugging them. I am using DMS and PR. This combo encourages me for more hooks.
Were the survivors who suicided using meta perks? I can imagine it being annoying trying to run off meta/complete an archive and see a meta perk nurse.
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Wait so we complain about a healing meta and people also complained about the IW no heal meta?
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People just don’t like fighting nurse especially if they slug a lot. In saying that suiciding on hook is still stupid
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2851639#Comment_2851639
Powers like plague or oni’s are weaker then nurse’s but they still have to build it up so I don’t see why she shouldn’t
Again, they're 115% killer so have movement speed on their side. Plague not only gains passive infection status on survivors (which can spread via survivor interaction, etc) which leads to them being broken... and if they cleanse, she gets insta-down power.
As for Oni, as well as his 115%, he gets super-fast movement speed across the map and insta-down when he's using his power.
You're selectively comparing completely different things; that's not the way to make a point.
I literally said she’d be changed to 115% to compensate so comparing them could now make sense
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2851127#Comment_2851127
Her being slower is not a balanced trade off for denying loops.
Firstly, she doesn't deny loops at all. You can still loop her. I find her easier to loop than other killers. But then I play Nurse, so I know her weaknesses. Her strength is catching you in the open. In loops - if you do it properly - she's next to useless unless you make a mistake.
But anyway, let's state things properly, eh? You're saying (i) her being slower, (ii) having to charge up her blink, (iii) irreversibly, and (iv) aim it properly or end up going nowhere, (v) suffer fatigue after the blink where her vision is obscured and (vi) wait for her blink(s) to recharge before using it again doesn't make up for "denying loops" (whatever that means...).
So tell me... what would be "a balanced trade off for denying loops" for a blink-based killer? I'd love to know how far you want to go into essentially making a killer, not a killer, so just you can maintain the same playstyle instead of learning the correct counterplay.
Hard to say since I don’t think nurse’s style of power should exist at all but I’d go for a Myers or Oni type deal. She has base move speed and has to charge her power through a certain method (could be hitting survivors, staying in chase or something else). Then she gets to use her power all the while keeping base speed (could be 110% either depending)
This way we her power being as strong as it is makes sense because she has to work for it in some way. Powers like plague or oni’s are weaker then nurse’s but they still have to build it up so I don’t see why she shouldn’t
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2851024#Comment_2851024
What I mean by it is that nurse doesn’t play by the rules of dbd.
You're literally committing tautology here. She obviously plays by the rules of the game, else the game would literally break every time she loads into a match, etc.
What you're probably trying to see is that she doesn't play by the rules you imagine killers should adhere to, which is a completely different thing altogether.
Looping against a nurse isn’t an option
It is. It depends where you loop though. You can literally run around a loop faster than the Nurse because (a) survivors are faster and (b) survivors have smaller collision boxes allowing them to hug the loops tighter.
The only option she has is to blink to where she think you'll be which is where you need to be unpredictable, and also force a short-blink in the hope that she'll misblink and end up going nowhere, and then suffer fatigue. But looping a Nurse... it's very doable.
you have to rely on LOS blocks and juking which are both inconsistent at best
Err, yes, that's the same with all killers. And yes it's inconsistent because you need the killer to miss. Take a step back and think about what you're asking... you want a consistent mechanism to be able to counter a Nurse (or any killer), i.e. the character in the power-role that has to not only chase and down you, but also three other players. You want a consistent way to prevent them from being able to do this? What game do you think you're playing, and how on earth do you expect the killers to progress their objectives??
You're literally making no sense to me.
Every other killer has to play around pallets
That's true. Now counter-balance that with attributes that every other killer besides Nurse has... namely movement speed which is faster than survivors allowing them to catch up. No wonder you think things are broken when you literally only look at one side of the equation.
Her being slower is not a balanced trade off for denying loops. It was a band aid fix they made fo4 her back when she could have like 7 blinks.
The problem to me is that nurse isn’t too big an issue atm but that the more balanced the game becomes the more an issues she becomes.
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Agreed mostly but there’s nothing really fun about Freddy and nurse imo
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2850644#Comment_2850644
Quite the opposite is true but that doesn’t excuse how her power ignores mechanics.
This is an oft-stated thing, but it's never qualified or quantified.
What exactly do you mean when you say "her power ignores mechanics"?
Literally every killer's power ignores mechanics to some degree, that's where they get their ability.
Billy gets insane speed and insta-down.
Wraith is invisible and travels very fast
Trapper can literally block loops with traps
Hag can teleport anywhere on the map when a survivor is near
Need I go on?
What I mean by it is that nurse doesn’t play by the rules of dbd. Looping against a nurse isn’t an option so you have to rely on LOS blocks and juking which are both inconsistent at best.
Every other killer has to play around pallets while nurse doesn’t
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Coulophobia, distressing, unnerving presence and overwhelming presence should all be together
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There’s just too much code for a game that wasn’t meant to have so much. No matter how many fixes they do something will always break again
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Coming from a clown main of 2 years what’s fun about fighting him? You just pre drop pallets
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His face always looked a bit strange without the big beard imo. More of his cosmetics should have it
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@danielmaster87 said:
It doesn't matter how many options there are. Once a killer player reaches a level where they want to win, and their survivors no longer feel like playing around, they have to pick the best option. As overrated as they are, I still think Pop and Ruin take that spot. If a killer with Jolt or Eruption wins, the survivors were most likely chill, or they gave the killer massive value off those perks.
I also dislike Ruin. Don't like running it because it gets broke, and don't like going against it because the killer gets a god totem spawn or my teammates simply can't handle it. The higher level you go, Ruin does less and less for you, as do all gen regression perks. But it is fun sometimes to put on 3-4 gen regression perks and hope you get a weaker team so you can use them. It feels good actually having control of the gens.
Sadly that’s how the meta works. You get to a level where meta perks are essentially the only option. Survivors are forced into perks like BT, DS and UB while killers are forced into perks like ruin, pop and no way out. For a game with like 80 perks on both sides it’s kinda ridiculous how little are actually worth running with the meta
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@PlaysByShady said:
https://forum.deadbydaylight.com/en/discussion/comment/2849871#Comment_2849871
How is it perfect balance in the gameplay of dbd when she ignores pallets and windows otherwise known as the main chase tools of dbd?
They aren't the main chase tools of dbd. They're supplementary to chase. The main chase tool is literally to run... run away... far far away. And she cannot chase, she cannot catch up because she's literally slower than survivors.
So she gets a blink... which she has to charge up (and cannot cancel), aim (and potentially miss), actually do the travel (which takes a second or so), and then try to get a hit in a window of a couple of seconds before succumbing to fatigue and losing sight of the survivor. She then has to wait for her blinks to recharge to do it again... all the while the survivor is running away.
If you're hanging around at pallets trying to play it like you play it against every other killer, you're doing it wrong!
On maps without many walls (like blood lodge, shelter woods etc) nurse ignores these mindgames since she can just go through anything to hit you and make up for lost distance fairly easily (especially with range add ons)
Play Nurse. I mean really play her. Sink a few hundred hours into her. And then you'll learn it's not as simple as you say.
Running around rocks and small obstacles work against Nurse because (a) she can't catch up, which means she's forced to blink and over a short distance she'll either (i) mis-blink and end up in the same spot (but now with fatigue), or (ii) over-blink, miss and have fatigue again. It takes a lot of skill, and mistake on the survivor's part, for her to land an accurate blink and get a hit.
The problem I see a lot of survivors have is that, just because they cannot run a Nurse, they presume that Nurse cannot be run! She absolutely can be.
She's fine where she is. Get better at playing against her.
Never said playing nurse was simple. Quite the opposite is true but that doesn’t excuse how her power ignores mechanics. She can catch up ,though because she literally has a movement power (especially with range add ons)
I’ve outplayed plenty of nurses before and have played some of her. I just don’t think she’s in a healthy place at the moment regardless of how much skill she takes or how there is some potential to outplay assume she messes up
Not necessarily related but an interesting question would be would bhvr make nurse today? I’d say that’s a pretty decisive no
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2849851#Comment_2849851
Because the 1 is in a spot of perfect balance (minus things like Torn Bookmark), and the majority of the rest fall behind drastically the killers in a good position. Also some of them only need minor changes, it’s not like they need massive buffs.
How is it perfect balance in the gameplay of dbd when she ignores pallets and windows otherwise known as the main chase tools of dbd? Surely we want to encourage gameplay around these 2 things. I agree mind gaming is important and it’s why maps like dead dawg are fun to me since the pallets allow for effective mindgames. On maps without many walls (like blood lodge, shelter woods etc) nurse ignores these mindgames since she can just go through anything to hit you and make up for lost distance fairly easily (especially with range add ons)
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2849810#Comment_2849810
The solution to that is buffing the other killers so they are strong enough to get mileage out of the perk, not nerfing the killer in the position to use an otherwise near useless meme perk. Like, think of it this way.
Trapper has Starstruck. This is practically useless on him (outside of weird Mad Grit/Agitation stuff) because if someone’s not extremely hyper close to him, by the time he even gets to them, the duration is long over. This is cause he has no mobility, and basically no good anti-loop to use on-demand in-chase. If he puts down a trap, that takes a lot of time and the survivor will usually just go somewhere safer.
In comparison, take Wraith for instance. Okay mobility + okay anti-loop. Not amazing by any means, but has options. Now, he’s a lot more likely to get usage out of the perk since he can actually chase down people (and also have advantage of Undetectable on finding them). However, unless he has specific add-ons or perks, unless it’s an extremely unsafe loop, it’s very easy to counter Wraith by just waiting at a pallet, and then dropping it once he’s committed to the uncloak but before he can swing. Through this, you can make him practically useless in any semi-safe or safe loop, as just a pallet-break simulator.
Now take Spirit for instance. Has advantages Wraith does, but better, and it’s a lot more risky to predrop versus her on more loops than Wraith. She has only 24m TR, but can take advantage of it with stuff like Agitation just fine. Now she has a good chance to get good usage of the perk, and the only actual way to counter it in this case is via pure skill: mindgaming. Not just mechanical map-granted advantages and disadvantages that can make skill irrelevant. (Eg, predropping against a killer with no way to counter that or hold W)
It’s not the fault of the few killers that can actually get a good chance to get mileage out of a perk in a way that relies entirely on mindgaming. It’s the killers that are too crap to get any use out of the perk, and should be buffed.
Why would they buff 26 killers just because one is much stronger? Would it not be easier and better to nerf the 1 absurd one and then balance the game around the others?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2849782#Comment_2849782
You mean, perks that are pretty much useless garbage on the vast majority of other killers that are not good enough to get any meaningful mileage out of the perk, unlike the few killers that can actually get use out of it?
To an extent yes. Because nurse exists perks like these cannot be buffed properly because they’ll end up being too strong on her
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Nurse needs a rework imo since the more balanced the game becomes (which is happening slowly) the more absurd she becomes. Even recent perks like starstruck that are balanced on most killers are just plain ridiculous on her. Not to mention her add ons
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What a hockey pro
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How the devs thought nerfing flask of bleach by 1% was a more valuable use of their time than nerfing any of blights add ons is beyond me. The nerf is essentially a placebo anyway so why bother?
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I mean the fact that a bug like this and wake up crashing games happened is a huge red flag that patches need longer development time
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I think bhvr have good intentions but are unable to work on such a large game atm
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Map design and sbmm need addressing the most imo. You can balance killers/perks all you want but if maps like badham and haddonfield still exist nothing will change. As for SBMM I think it’s time to cut their losses and just return to eblems while improving them instead
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Most anime and manga stuff tbh. It would be hard to adapt the artstyle into dbd imo
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@emodeshort said:
Please, leave the weaker killers alone.
First slinger, now clown. how long until they start nerfing legion and pig again?
We are not nerfing clown here. We’re nerfing an add on for him that has nothing to do with the rest of his kit
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2846521#Comment_2846521
But it's not on demand. He doesn't 1-shot you as a base thing. He has to hit you directly with a bottle, and then hit you before you get to a pallet or window, or your exposed expiring. There is plenty of counterplay. All these examples people keep giving of going down just because of the add-on is when they were in a deadzone, so I guess they just want a second chance even though they ran into a deadzone. The killer getting to use the add-on that they brought is unfair.
When a survivor is slowed getting a direct isn’t hard. And it pretty much is on demand since he can always throw a bottle unless he’s out
Obviously it doesn’t make him S tier but it gives him way too much power for a single add on. Sure it’s and iri add on but that doesn’t give it an excuse to give him such a power jump
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Not necessarily but it’s a bit hard to actually rework it. Clown as is is weak but we can’t really buff him much more without removing this thing. On demand exposed for him is pretty stupid imo
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Yeah it’s stupid. Not only does it hinder new players trying to learn clown it encourages camping and is just annoying to fight. Just completely rework it imo
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honestly yeah. COH has brought nothing but issues to boons and the game as a whole
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It’s kinda circus related to fit with the clown himself
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@indieeden7 said:
The only reason I don't like it is the fact that so many players can't be bothered to learn its layout, the map's only RNG is pallet spawns, and you learn the layout of the building after only an hour or 2 of playing RE2, and that version has countless pathways completely blocked off, dbd's version is much easier to traverse.
Learning it doesn’t make the map good. Literally played RE2 and the map still sucks ass
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MMR was a pretty bad change but as always the devs are stubborn and can’t admit they are wrong about it
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Clown because seeing a fat dying 50 year old man speed walking that fast is hilarious
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1 of the 500 issues is being resolved again let’s go!!!!
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I actually did one for clown a while ago so I’ll be looking forward to this!
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2842919#Comment_2842919
How is giving counterplay making her less fun to play as? Right now, in her curent form, a good nurse will catch you 100% without a los blocker. You have virtually NOTHING to do. Whatever you would do, she just instantly gets you and also has room to hit in a 360 radius (like, take billy, you can't just hold m2 for a second then 360 hit after).
I don't know, another idea would be having her have restricted camera movement after a blink so you can't just lounge in any direction.
Because all it does is make her more annoying to play as without getting to the root issue of why her power is problematic. The fact that she can ignore game mechanics at any time with little cooldown
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Would be nice but wouldn’t fix her main issues
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2842909#Comment_2842909
It's better than nothing.
Not really. All it would serve to do is make her more annoying to play as which isn’t fair to the people playing her. What we need is actual changes to give her fair counterplay while keeping her fun to play as
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Nurse needs a lot more changes than that to be balanced.
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R.I.P my fun playing dbd for 3 weeks
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Pretty accurate though Jeff is probably D tier imo. Barely see him besides myself playing him
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@Bob9 said:
https://forum.deadbydaylight.com/en/discussion/comment/2841488#Comment_2841488
and what do you mean by that?
Too many people playing survivor late at night so matchmaking brackets have to expand to find them games essentially negating the system
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Can’t when the majority play 1 side
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@anarchy753 said:
https://forum.deadbydaylight.com/en/discussion/comment/2841343#Comment_2841343
And that would be fine, if her main kit, being her stealth, weren't so damn underwhelming. Manfesting and demanifesting gives so little in the game. It's an interesting mechanic, just not a good one.
If condemned had a real impact, it would be ok for manifest to be as weak as it is. If manifest had a real impact, it would be ok for condemned to be as weak as it is.
Her manifest seems pretty decent in chase to throw off survivor at least from what I’ve seen
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It’s not meant to be an insanely impactful mechanic imo. More so a passive slowdown/ homage to the films
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Because nobody broke them. This obviously means they served no purpose /s
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Lack of innovation really. Ringu isn’t awful but just boring imo
Also spaghetti code/bugs. Wake up is literally crashing killers games atm
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“Nobody broke them so they obviously weren’t necessary” Design team probably