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PickCollins

PickCollins

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  • @FairP1ayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/743704#Comment_743704

    How oppressive the Nurse is for survivors and all the Killer biased buffed they’ve been doing the past year it’s about time we catch a break here. Honestly I think the changes will make her alot funner for both sides. As someone who rarely plays Nurse and never had the patience to master her, this is making me reconsider.

    As someone who spent over 600 hours on Nurse, this change is awful and ruins her. The add-on change is whatever. Some of them flat out suck but oh well. The basekit change is where everyone is pissed

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/743704#Comment_743704

    Umm, excuse me. Legion main here to tell you, what you just said is a lie.

    No it's not. Legion is a 115 killer who can brute Force a chase. Nurse needs her power or else she never catches Surviviors. The nerf that she just caught to her power is demolishing. She'll drop from S down to B at best

  • @Danielgdp3 said:

    I agree I think people are to quick to say that she's bad now, honestly the basekit change isn't drastic and all the add-on changes seem fairly decent.

    Base kit change is crippling.

    There's a 2.5 fatigue time for 2 blinks. That's enough time for a Survivior to get 9 meters away. She needs to then wait 3.5 seconds to blink again, there's an additional 14 meters.

    Nurse needs to cover a 23 meter difference for missing one chainblink, and that's the equivalent of 2 blinks, one of which being fully charged.

    That is a crippling change if I've ever seen one. That's worse than any nerf Pig or Legion has ever gotten.

  • @grtf47 said:

    @PickCollins Is this adrenaline nerf actually happening?

    No. But if Nurse is getting the chopping block, then Adrenaline Should.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/742073#Comment_742073

    They came for Nurse and we said nothing.

    They came for Billy and I said nothing.

    Then they came for Spirit and nobody was left to save me.

    Should have defended us. Now no one is left to defend you.

  • @Mister_Holdout said:

    Don't be so sure. There's still no guarantee the devs will go through with all of the changes.

    If my suspicion is right, there will be a lot of criticism directed towards the devs after the PTB hits.

    There already is a bunch of criticism. I will be shocked if all of these changes make it out if the PTB

  • Her base kit was nerfed unnecessarily

  • @Aven_Fallen said:

    Funny thing how you assume that a Killer, who can play without Perks or Add-Ons can be good for the game, when every other Killer (except maybe Billy) needs Add-Ons.

    I mean that Nurse can use Perks like Deerstalker to slug Survivors speaks for itself, every other Killer does not have the luxury of wasting a Perk Slot for something like this.

    And every other killer except Spirit and Billy isn't viable at the highest levels of play without add-ons.

    Do you not hear yourself?

  • @SunderMun said:

    Tbh the rework looks great. Add-ons actually seem like they'll mostly have uses (would be the first killer to have this atm) with some interesting/fun effects, AND they dealt with some of her most oppressive issues when it came to counterplay.

    U serious?

    Spasmodic, Campbells, Anxious, Matchbox, and Bookmark are all atrocious. Everything else is either situational or boring.

    That all could have been forgiven but they had to go and nerf her base power too. That's the unforgivable sin here

  • @Rivyn said:

    https://forum.deadbydaylight.com/en/discussion/comment/743166#Comment_743166

    And the flood of 'Nerf Spirit' posts.

    Though admittedly, she's next on the chopping block, poor girl.

    Unless Spirit mains are out here defending Nurse: I have no sympathy.

  • We lost the last bastion today my friends.

    To all killer mains who agree with these nerfs: one day your killer will be on the chopping block and will get some unnecessary and excessive nerfs. And we, the ones who can defend you in your time of need, will remember that you didn't defend us in our time of need

  • They suck. Don't worry.

  • Adrenaline will be nerfed on the next PTB. It will now only trigger if you are in a chase with the killer or working on the final generator. It will not trigger if you are downed, being carried, on the hook, or not working on the *final generator* (not a generator, the final generator), no longer instantly heals one state, lasts 3 seconds instead of 5, and stops ignoring exhaustion.

    "Guys can we just wait before we decide whether or not this change was unnecessary?".

    Thanks guys. You got Nurse ruined. The game is now ezmode.

  • It seems like their mindset with this add-on was "let's make her a worse version of Wraith for using her power well. Let's punish her for doing well"

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/742303#Comment_742303

    By all means, please do. But feedback without even trying it first helps nothing. That's just speculation.

    We know BS when we see it and this is a horrible change. Her base power was fine, it was only her add-ons that made her problematic.

    Nurse was the last bastion against 4 man com SWF looking for a fight. The fact that you guys even considered touching her base power is atrocious.

  • @FriendlyGuy said:

    Guys it's the PTB calm down. Our precious devs did nice work with the Badham rework and Freddy. Let's test new nurse and give her a chance.

    The fact that they thought going anywhere near her base power was justifiable is enough to convince me they have no ######### clue what her problem was.

  • Oh ffs I dont wanna hear it. I don't want your guys' #########. Sympathy after the years of being blamed for all the reasons why survivors are OP.

    Now that my main is getting nerfed suddenly I get your sympathy after years of being treated like I should have been burned at the stake from both sides? Screw all of you.

    The add-on changes are fine, some of them are stupid and useless but whatever. The base kit change needs either scaled back or removed entirely.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/741383#Comment_741383

    "If they hop in a locker then it's clear bait."

    Duh.

    "If you take it, it's your own fault. And if you have to wait the full 60 to open that locker than you most definitely were Tunnelling the poor sap."

    You have no choice here, eat the DS or waste 60 seconds.

    Also no, that isn't always tunneling. If I down someone else, hook them and then you're just sitting on a gen, just to jump in the locker next to it when I'm come close, that isn't tunneling.

    Once any other person goes down you have not been tunneled.

    You have an option. Leave them or wait. If you wait the full 60 seconds to open that locker then you were DEFINITELY Tunnelling, which is where DS comes into play and should work as designed.

    And if you are complaining that it's a waste of time, there is at least one other Survivior on the map, let that guy go, let his Decisive run out, and go after another dude. If he's the only one left what's such a waste of time about 60 seconds in front of a locker. There's no pressure on you, just wait.

  • @Blueberry said:

    I agree completely.

    "DS has slowly become an "invulnerability" perk, used to perform really risky plays that wouldn't work without the use of this perk"

    This is the issue. It's an invulnerability window instead of an anti-tunnel perk currently. It is being abused in its current state. 60 seconds is way too long.

    It either needs to last 40 seconds or deactivate when a different survivor goes down.

    The locker play is also pretty broken.

    The locker play isn't broken.

    If they hop in a locker then it's clear bait. If you take it, it's your own fault. And if you have to wait the full 60 to open that locker than you most definitely were Tunnelling the poor sap.

  • Heaven forbid Surviviors have good perks I guess. Jeez sometimes it seems like killers want every Survivior perk to be garbage. What's next? Is Boil over on the chopping block? Ffs just leave it.

    BHVR never said the DS rework was designed to nerf it. They said it was designed to open counterplay for it. It was also never specified as an anti tunnel perk, which means it doesn't need to operate within those constraints. And if it does, then there are more perks than just DS that need looked at. Noed is supposed to punish genrushing yet will trigger even if the killer isn't genrushed for example.

  • @HellCatJane said:

    I think the biggest frustration is hitting struggle phase.

    tap, tap, tap, tap, tap...

    Honestly I wish they could just let us toggle the struggle phase.

  • I just read that post. Most of those are just bugfixes that the OP is trying to make seem like nerfs. Like the "killers can't use other killers abilities like Myers with a chainsaw" or "killers can't prevent the unhook prompt from Popping up by facecamping"

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/715839#Comment_715839

    BT doesn't counter camping.

    A camper can grab you.

    BT just let's you make saves in front of the Killers face after looping him around the hook (and thus you have some non-0 distance between you and the Killer).

    And at that point why wouldn't he be there? You were just being chased, so of course he's going to be right next to the unhooked Survivor.

    If he's camping you aren't getting an unhook.

    If he's not chasing you and isn't camping then he's likely too far away for the perk to matter in one way or another.

    Uh. Wrong. BT is meant to stop a killer who is in close proximity to the hook from downing the unhooked Survivior again.

    A camper CAN grab you. That's why most people wait until the killer hits them to pull and give their teammate the BT buff without getting grabbed. There's ur counterplay.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/715839#Comment_715839

    BT doesn't counter camping.

    A camper can grab you.

    BT just let's you make saves in front of the Killers face after looping him around the hook (and thus you have some non-0 distance between you and the Killer).

    And at that point why wouldn't he be there? You were just being chased, so of course he's going to be right next to the unhooked Survivor.

    If he's camping you aren't getting an unhook.

    If he's not chasing you and isn't camping then he's likely too far away for the perk to matter in one way or another.

    Uh. Wrong. BT is meant to stop a killer who is in close proximity to the hook from downing the unhooked Survivior again.

    A camper CAN grab you. That's why most people wait until the killer hits them to pull and give their teammate the BT buff without getting grabbed. There's ur counterplay.

  • @Aztreonam78 said:

    https://forum.deadbydaylight.com/en/discussion/comment/735840#Comment_735840

    I personally don’t wanna play vs cheaters with voice chat which can be considered as 5th perk slot.

    Voice comms isn't cheating.

  • @StupidPallets said:

    That's pretty bad.

    Now, im gonna get crap from you guys for this, but you also have to understand that this game embraces its randomization process — and guess what, sometimes you're gonna get a totem that looks like that.

    Not every game you are expected to have well-hidden totems, or even hidden totems in extreme cases like this one.

    I wish this totem wouldn't happen, but let's face it, this DOES NOT happen often.

    I had this happen to a devour hope once. I managed to get 5 tokens just by playing "defend the devour". Bc they focused so hard on that totem that they ignored the other totem which was Ruin (or the other way around I honestly don't know but they didn't get either totem.)

  • Then cry me a river for your unsafe ruin.

  • @FishFry247 said:

    Doesn't need nerfed you need to cleanse totems

    It IS a scrub Lord perk. But I am starting to understand the sentiment behind it. Especially if ur playing a low tier killer against SWF groups

  • Yeah I feel ya dude. Sometimes I miss old Decisive strike bc it was so fun to completely ruin the killers game with a zero counterplay free escape. Why did they have to go and rework it again? /s.

  • @Huntress4Life said:

    https://forum.deadbydaylight.com/en/discussion/comment/738295#Comment_738295

    I play killer and survivor on and off mostly, and I dunno what the problem is with adrenaline is. Gen times could be better tbh, or at least more tolerable on both sides, and decisive is honestly fine as it is. It punishes you for focusing down and being an dick to someone

    Except you aren't emblematic of all killer mains. Your sentiment might be reasonable (I actually agree. Adrenaline and DS are fine but gen times needs some serious addressing bc it's ridiculous that Ruin is such a core perk) but just bc you associate yourself with killers does not mean your opinion is representative of all killer players.

    The fact of the matter is that there are plenty of killers who complain about adrenaline, gen times, and Decisive strike for all the wrong reasons. And there are Surviviors who complain about things like Nurse, Doctor, and Plague for all the wrong reasons. But they are 100% right to set their scope on Spirit here. She's one of the big 3. The big 3 strongest killers in the game. The bastions that stand against the might of a 4 man coordinated SWF team. Now they should probably buff underperforming killers like Plague, Legion, Doctor, Pig, Bubba, and probably even Hag tbh. But it's a simple sentiment. If something is OP, nerf it. If its UP, buff it.

  • 1. After sounds were fixed, it was a massive indirect buff to Spirit. This is what sparked the idea that she's too strong.

    2. Playing against her isn't a mindgame, it's a coinflip heavily biased in her favor.

    3. Stridor makes the game ez mode since it counters Iron will. You would need to stack iron will and no mither to counter Stridor.

    4. Prayer beads is OP and needs to be nerfed (increasing the rarity means nothing. It needs a real feasible nerf)

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/738138#Comment_738138

    I keep reading that she has no counterplay, which really means “I can’t run a circle and loop her for 30 second and then drop a pallet and run to the next one.”

    That uh. Isn't at all even remotely close to what it means but ok bud.

  • @Kilmeran said:

    @FiftyCalReaper That is where your argument has fallacy. If this was League, or even Overwatch where I have experience since Beta to the present day, I would agree with you. The characters there are much more complex, and when playing them in an environment of team vs team, and counters vs counters, there are a lot more moving parts to consider.

    Two hours even on an Overwatch hero is nothing due to that. In two hours it is impossible to determine how the character fairs against their counters, how they synergize with various other cast members and in what combinations, what positioning is best for them, what maps are best for them, when best to use their Ultimates for greatest effect, and so forth.

    Killers in DbD are nowhere near as complex, nor does a DbD match have nearly as many moving parts.

    Now, I never stated how viable or unviable he is. I stated that after two hours, I don't feel me spending the time on him is worth the payoff (to me) when I could instead place that time into Spirit or Hag, both of which I've played and see myself getting better mileage out of.

    CalReaper isn't wrong here. You are not an expert on any killer after simply 2 hours of labbing. If you went to any other gaming forum and said "I played X for 2 hours and now I will tell you what I think of their balance state" you will be laughed out of the room and told that you have no idea what you are talking about.

    Like in League. Even if you played against the most polarized matchups with Camille for example, your 2 hour opinion means absolutely nothing to those with hundreds of hours.

    Or in overwatch where you have no idea what balance is after 2 hours of any character.

    It's the same here. I imagine when Nurse first came out we had a bunch of people saying she was bad as their hot take, due to how difficult she is. But we all know that Nurse is far from bad.

    Demogorgon is new. Let people figure out ways to play him and unlock his hidden potential and whatnot. Don't be so quick to dismiss him

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/736770#Comment_736770

    Spending 12 seconds on one totem =/= stopping gen rushing.

    Noed is designed to counter genrushing. So if Surviviors do totems then it should not take effect since they wouldn't be genrushing. I'm using your own logic here.

  • @SteelDragon said:

    https://forum.deadbydaylight.com/en/discussion/93157/absolutely-nothing-is-being-done-to-bridge-the-gap-between-solo-survs-and-swf

    NO, just no. unless all killers get stuff like speed buffs, lunge increases ETC. the gap between solo Q and SWF should not be bridged. SWF breaks the game when on comms. you basically get 90% of the game survivor aura perks for FREE

    Lol yes bc Nurse needs her lunge range to be even larger

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/736765#Comment_736765

    Not really. I'd say it helps keep DS as a strictly anti-tunneling perk.

    Okay then Noed needs to only trigger if all 5 totems remain when the last gen pops.

    It's a punishment for genrushing, and it should be a strictly anti genrushing perk

  • @JnnsMu said:

    https://forum.deadbydaylight.com/en/discussion/comment/736564#Comment_736564

    I'm not saying it's overpowered, I'm saying that it doesn't need a buff. I'm not saying that you shouldn't try surviving, I'm saying that you can't always survive and that's fine.

    I don't mind anti-tunneling perks. The thing about Decisive Strike is just that even if the killer doesn't tunnel, the perk gives survivors an incredible power position for a minute. In my opinion, a well designed anti-tunneling perk should give survivors some amount of protection against being tunneled down too quickly but it shouldn't let them do whatever they want for a minute without the killer being able to do anything about it.

    One way to achieve this would be making the perk deactivate once you work on a generator. This way, you could fall back on it when the killer tunnels you but once you feel safe enough to do objectives, you would lose that power.

    I agree it doesn't need buffed rn. But your argument makes you sound like ur saying "you can't win every game but Decisive strike can help you win more games than you should so stop using it and accept your loss"

  • @JnnsMu said:

    https://forum.deadbydaylight.com/en/discussion/comment/733965#Comment_733965

    Nope. To everyone.

    60 seconds is way too long for DS just to counter tunneling. I can literally hook you as Hillbilly, chainsaw to the other side of the map, chase someone there, down and hook them, come back to you doing a generator, down you and get hit by Decisive Strike.

    Additionally, the perk lets survivors do whatever they want. They can literally do a generator 10 metres away from the killer and if he tries to stop them, they just jump into a locker. The killer then has to either waste 40 seconds standing in front of a locker or get hit by Decisive Strike and lose a huge amount of momentum. Making DS activate twice would only add on this problem as using it wouldn't even mean that you can't use it later.

    Last but not least, survivors don't even need to run Decisive Strike. As there isn't any good way to tell who has it, the existence of the perk alone makes it incredibly risky to pick up a survivor that has been unhooked a while ago in red ranks.

    I understand that tunneling can be frustrating and sometimes DS doesn't feel like it's enough but play a killer that isn't Nurse, Spirit, Huntress or Billy in red ranks and you'll realize how strong it is.

    Also, you're not supposed to survive every single match just because you equip a certain perk. As long as the game is somewhat balanced, you will always die if the killer tunnels you. However, it's a very inefficient way to kill so your job when being tunneled is just to waste as much of the killer's time as possible. Decisive Strike gives you another entire chase if the killer picks you up or makes him slug you for a total of up to 120 seconds if he doesn't. Either way, this is an insane amount of time if two or three survivors are working on generators and it definitely doesn't need a buff.

    So your argument boils down to "you shouldn't win every match so sometimes don't even try".

    Decisive strike exists bc killer behavior gas facilitated it's necessity. Killers stop Tunnelling like mad, and anti tunnel perks like Decisive strike wouldn't need to be meta.

    I main killer. I have been hit with maybe 3 Decisive strikes in my entire time playing the game since the rework. And I don't tunnel and I probably average 3 kills a game. It's not overpowered or rewarding bad gameplay. It's punishing toxic gameplay.

  • We've already seen what BHVR has considered an "add-on rework" for her, and nothing that they have opted to show us has seemed that crazy. Aside from the JLB rework, none of the changes we saw were too heavy in the nerf or buff direction.

    It is my understanding that these changes are aimed at making Nurse more fair, not more or less powerful.

  • How about they fix the "you can't leave the map" bug first lol

  • @PolarBear said:

    https://forum.deadbydaylight.com/en/discussion/comment/717477#Comment_717477

    The sad thing is that after they finally add the undetectable to all stealth killers, it will take at least 6 months for anything to happen (if anything happens at all) to OoO.

    At that point nothing should happen to OoO. It's whole purpose is to be a powerful survival ability that comes with a dear price. Nerfing it directly after an indirect nerf through the undetectable status would be Overkill.

  • @Mr_K said:

    So, you were playing fair and they still DC?

    So why play fair?

    🤔

    Bc not everyone is like that. Don't be an outright jerk and play unfair to potentially nice ppl just bc you experienced some bad players beforehand. That just furthers the divide in the community.

  • Haven't played against Plague in forever.

    She's a mediocre killer tho so I can understand why.

  • @RinWaifu said:

    https://forum.deadbydaylight.com/en/discussion/comment/715511#Comment_715511

    In a game that is all about information, being able to tell your teammates who is the killer, what perk he is using, what he is doing is basically using a wallhack, i don't ######### care if devs say that this stupid unfair advantage ins't cheating, i can't take seriously words from the devs, they took years to fix infinite loops, DS, double pallets and vaults, and they still didn't fix totally most of those problem, the major problem like gen rush they use band-aid fix like Ruin and Corrupt Intervention, using perks to fix core mechanics problems is the most stupid thing i've seen in this game, also when DBD was in Beta SWF didn't even exist, but like they always do, they gonna release a band-aid perk to fix everything and ignore that SWF is a problem.

    They've said that SWF was intended from the get go. And lol. Genrushing isn't a thing. Rarely ever does something like it occur

  • @yeet said:

    https://forum.deadbydaylight.com/en/discussion/comment/715716#Comment_715716

    god forbid survivors actually need to think about their hook saves

    God forbid killers have to decide not to camp.

  • @starkiller1286 said:

    https://forum.deadbydaylight.com/en/discussion/comment/714546#Comment_714546

    Iri huntresd got bodied she carries 1 without the belt to make it 3 what more do you want?

    She shouldn't be able to carry more than one

  • Nah Freddy boy is fine. Only thing I'd do Is remove the oblivious thing on his sleep since it's pretty OP to render BT useless

  • Despite how inconsistent Ruin is, it's always doing its job when it's active even if you don't feel it. It's a powerful perk no matter what and there's a reason everyone in high rank runs it.

  • How in the flip? That's not supposed to happen

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