PleassBuiltInNoed
PleassBuiltInNoed
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@jajay119 said:
https://forum.deadbydaylight.com/en/discussion/comment/2447966#Comment_2447966
It's not worth it. It tells the killer where you are and half the time they're a nightmare to find. Even active totems don't get cleansed half the time for the same reason.
I'm all for the creation of some secondary objectives but they need to be meaningful. E.g. having to find parts before generators can be repaired or sections of wire to patch cut cords coming to gens, finding the handle for the exit gates etc
for me totems never last that much, the hex ones i mean, there are loads of ways to reveal their exact location
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@C3Tooth said:
Im totally up for Devs to add more objectives. But if only they add mechanic that remove Camping & Tunneling.
Won't happen until killers won't be forced to apply pressure by removing 1 survivor from the game as fast as possible vs skilled survivors
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2450000#Comment_2450000
Since the majority of players are pretty bad, no need to punish them further by adding 10% penalty.
they are in no pressure to get better either, since most of the killers in high-lvl play stand no chance vs survivors
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not that hard, but annoying
use addons that increase duration of intoxication and the one that adds extra hindered, if you hit it, the survivors are super slow and u can then force them into the yellow gas
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Mother-daughter ring
provides ridiculous map pressure and chase potential for spirit
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2447966#Comment_2447966
Mean theyre risking eat Noed.
Even though gens go fast, but kill rate is already high enough (60%?). Manytimes survivor forced to rush Gen, or the first guy be tunneled out and no one has chance to escape. Extend Gen time by any mean without using perk just further reward tunneler/camper
Im as Survivor usually equip Small game because I hate Ruin. If there is no Ruin, depends on situation,if team mates are dying I rush gen, if team in good shape I remove all totems
kill rate is 60% because majority of players in the game are pretty bad, at that lvl killer has a complete advantag because people can't even properly focus on gens, waste too much time doing nothing and can't properly loop to gain as much time possible either
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2445329#Comment_2445329
Quite bold to come with Statistics when usually those get despised. Come up with saying that every Killer has at least 60% Killrate and you get destroyed in this forum.
Also, Blight has had several Buffs since then.
@Topic:
The problem is not Blight. Blight in general is an enjoyable experience IMO, except when they are running Ruin/Undying/Tinkerer. In general, stacking multiple Slowdown-Perks is the easiest and most boring way to play Killer, you will have a miserable time against every Killer if they stack Slowdown that much.
I will have miserable time vs skilled survivors if i don't stack the slowdowns. Can't even chill for a second without them
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/2447208#Comment_2447208
So why should passive slow down dull a thing...? There are many perk that add 2nd objectives to Survivor already, Franklin, Sloppy to extend healing time, Hex in overall, especially Noed exist that somehow force Survivors to cleanse all dull.
survivors never cleanse dull totems
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@meatisadelicacy said:
Have you played solo queue lately? I just had a game where I was the only person working on gens and not a single gen popped in five minutes because people CANNOT play injured. Not one gen got done, I got slugged twice and my gen got kicked twice and I killed myself on hook. No, the game doesn't need even more slow down.
that isn't a solo play issue, just bad players
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run 4 slowdown perks for another 10 years until they adress the issue
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@konochivu said:
https://forum.deadbydaylight.com/en/discussion/comment/2414593#Comment_2414593
Because 1. I can spend that minute ensuring to get a down. 2. Better safe than sorry,because why would I bother baiting and risking to get a stun that letting Nea run to a next tile?
the loop is completely unsafe, its not 'better safe than sorry' its lack of skill from your side
and ensuring down when everyone else is dead gives no real value to bloodlust
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yellow tonic is always gonna be useless, in every situation its better to use slow gas instead
if yellow tonic had separate charges from gas then it would be at least something
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so you spent 1 minute trying to use bloodlust where you didn't have to, just to chatch last survivor while everyone else was basically dead?
i don't see the point, anyone spending 1 minute to get bl3 in a situation where it would be relevant instantly loses the game
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2407990#Comment_2407990
Honestly sick of these crying replies
Baby killers on these forums tell me constantly that the perks I use EVERY DAY are "too hard to get use out of"
Get gud, that is literally the solution to your problem
you didn't even try to prove me wrong lmao
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@Snowbawlzzz said:
https://forum.deadbydaylight.com/en/discussion/comment/2403938#Comment_2403938
- Devour Hope
- Make Your Choice
- Haunted Ground
- Dragon's Grip
- NOED
- Just waiting out the dead hard
3 of those perks are not used at all and they do not provide a free instadown every chase and most of those perks have simple counters + they delete 1 killers perk slot and can be completely useless
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He is just ranged old legion with Franks Mixtape. Except legion still has and had map pressure.
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@humanbeing1704 said:
Mother daughter ring always seemed like an overkill add on how much faater does it actually make spirit in phase?
at least its actually strong addon and worthy of being ultra-rare unlike most of the ultra-rares in the game for killers
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@Trickstaaaaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2191176#Comment_2191176
Yeah I dogged lobbies when I see someone with a key. I was just curious since I found a key earlier, and I had it in the next lobby and forgot to remove it. And the killer brought a mori, so after that I wanted to see more reactions if the killers would bring mories.
Yeah mori was a great counter to key before the change, so many killers took it as response to keys. But i usually took Franklin's Demise as it's more annoying and way more fun to use vs keys.
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@Trickstaaaaa said:
So today I did an experiment in 10 matches I placed a key in my survivor. And in 7 out of the matches 10, the killer brought a mori. And I assume it was based on the fact I had a key. I also had multiple killers disconnecting as soon they saw the key. So do any killer user bring a mori when they see a key?
They probably didn't know about mori rework so they wanted to counter the key and the ones who do know just dodge the lobby as versing a survivor with key is nothing fun.
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@VSchmitt said:
Idk. what I don't like in him is the "zoning" with m2 spam. Maybe make him have a wind-up kinda like Huntress' hatchets?
if they nerf that they would have to give him full speed while aiming otherwise its a dead killer
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@piggygooik said:
Oni and blight are one of the most balanced but strong killers in the game(i mean flick exist but let's say that patched) if every killer is as good as these two I think it would make every game feel fresh and new since all the killers are good but not too good to were it would be boring. It would actually be very healthy for the game cause u wouldn't see constant freddys and spirits at red ranks anymore
i mean some people think that all killers should be balanced around nurse which I do agree but you have to buff solo queue as well if you want that to come into the game since solo queue would be a nightmare
some killers just cant be balanced that way because of their base kit
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not a single time out of 26 games
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@chadbeastofprey said:
https://forum.deadbydaylight.com/en/discussion/comment/2004661#Comment_2004661
that's a horrible idea. killers could force a 3-gen, hard camp it, and then just win by timing out.
playing against immersed survivors isn't fun but there isn't a simple fix.
then simply balance this issue out? such as stopping the time if the killer is near the gens or if they keep patroling
they can do literary anything
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@valvarez4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1962618#Comment_1962618
Imagine a killer in diying state for 4 min doing nothing
at least you can crawl and be picked up
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@then4321 said:
https://forum.deadbydaylight.com/en/discussion/comment/1962215#Comment_1962215
Idk, maybe it's just me and other people who play killer decently, but with any killer, I've gotten DSed and 5 seconds later, see the survivor hasn't gotten far.
If you think, with new DS, one more second would be too much punishment for a tunneling killer, even though I disagree, I still respect your opinion.
its big deal because its just annoying, imagine if you were as a survivor stunned for 5 seconds by something not being able to look around nor move
new ds is still anti tunnel
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@then4321 said:
To be honest, I'm just worried that after the nerf there will be A LOT of matches where no one is running DS, the killers will see no obsession, and tunnel everyone to death.
All I'm asking for is to make one survivor the obsession every match, regardless of what perks are being used.
...and maybe bump up the stun from 5 sec. to 6 sec., because, lets be real, 5 sec. x 4 m/s = 20 m
A nurse can eat the DS and blink that distance no problem. Is it too much to ask to give the survivors 4 more meters?
Discuss
you forgot that she has to charge her blink and also thats just one killer
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@Jarol said:
A well-controlled nurse who leaves your team agonizing with almost no repair is the least healthy, with Killers with such basic powers as Trapper, Billy, Wraith, Myers, etc. It's the most balanced of a normal game, but a well-controlled Nurse ruins everything.
even the best nurse can be destroyed when you are very good survivor, especially if she plays without cooldown addons
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@Mooks said:
Hits: yeah broken
Dead Hard: Pretty much same issue or the problem was already there
Clown: Besides that one exhaustion addon everything else was a buff??
New animations: Need polishing but a step in the right direction and probably needed for anyways
Collisions: yeah broken but also nothing exclusive to this release
UI: Still WIP and they are addressing community feedback. Also hook information is greatly appreciated.
clown:
they actually removed some ether addons and slow cloud now spreads slower meaning you have to be more precise, also bigger cooldown between throws meaning bigger cooldown for hit after throw
direct bottle hits still without a reward aswell
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@AbstractSaucing said:
Has there been a patch or update on the deathslinger? I just got out of a match with one who was super speedy, and was able to shoot through objects (such as rocks and walls) even though he hadn't been able to do that before , he also was able to shoot people halfway across the match and his chain seemed almost unbreakable.
Please tell me there was a reasonable explanation to this
probably hacks but also there is could have something to do with the hit problems, like survivors get hit and still see killer 5 meters behind them so basically deathslinger can shoot you and since the spear connects on his screen it also does on yours and it looks like he shot through a rock if you ran behind one...
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@StardustSpeedway said:
Coup de Grace exist. Do you use it though? Doubt it. Want to know why people use dead hard to gain distance? Because 99.9% of the time you want to use it to dodge a hit guess what happens? You get downed and are exhausted because it doesn't work.
coup de grace is literary trash, but hey dead hard feels like it doesnt even work with 10 meter lunges
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@gendoss said:
I've been playing survivor like crazy these past few days and seriously haven't encountered it once. I started playing killer today and was using it with clown and it has not failed me once yet. I seriously got to mori blendettes who haven't been hooked once the whole match because of it. Don't sleep on it!
with 1 transfer all undying combos are gone 1-2 minutes after the start of the match
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@LordSturm said:
While playing DbD today, I played Demogorgon and then Hillbilly, and came to a realization.
Demogorgon is just like (current, nerfed) Hillbilly, except better in pretty much every way.
Hillbilly has to charge up his chainsaw for a couple decades, then he charges at increased speed, making a loud-ass warning scream, to instant down you, with almost no ability to change direction
Demogorgon charges up his lunge for like a second, then rushes forth almost instantaneously to damage you, also with almost no ability to change direction.
Hillbilly used to have a large advantage in that he could sprint around the map in circles and get to gens really fast, but now he changes direction so ######### slow, it's very difficult to avoid obstacles.
Not to mention, Hillbilly's chainsaw can overheat for some god-forsaken reason, so if you rev it too long, and (I think) if you even sprint for too long, you get stunned and omega punished
On the other hand, Demogorgon can hold his charge for as long as he pleases
Not only that, but Demogorgon can also make portals, not only letting him teleport across the map (at speeds comparable to chainsaw sprint + going through obstacles) but also showing him nearby survivors.
Can we please buff Hillbilly? He has basically no redeeming qualities when you can just play Demo, or Ghostface/Myers if you want to instant down.
hillbilly is worse oni
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@panernaners said:
https://forum.deadbydaylight.com/en/discussion/comment/1937606#Comment_1937606
1 to 2 mins of ruin up is not useless
it is
swapped it for corrupt and pop and i have muuuuuuuuuuuuch better results
these rng perks were never good and even if they lasted it still required killer to pressure, now its absolute waste of perk slots
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@panernaners said:
honestly dude just stop ruin undying is still strong and you know it
i tried running it multiple times and guess what, now that there is only one transfer the whole combo is gone in 1 minute, 2 at most, its just completely useless now, all it took even before was 1 map or one perk that reveals totems and now its even easier to counter
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1933357#Comment_1933357
No it's not the same
Doctor isn't chasing after you with 5,06m/s movement speed and if the clown is smart and throws his gas ahead of the survivor you can't dodge it. Unless you just decide to not go to the safe zone but then you're screwed also.
I know 10% extra movement speed doesn't seem much but you catch up almost twice as fast as doctor would.
Running away from a loop is suicide in all bit the strongest parts of the maps.
Also something you and op don't seem to grasp is that clown isn't freddy. You don't choose which gas you use in the beginning of the match you have them both.
Yes purple gas on it's own is more usefull then yellow gas but combined you are closing the distance like a wraith with a yellow windstorm would without the need to uncloak
from my games the yellow gas is just useless, you waste precious tonic charges
every time when i outplayed someone at loop they had dead hard literary every time
some survivors as i say just straigh up left the loop when i threw yellow gas and when i tried to slow them they can mostly easily dodge the slow gas because it now speards slower
its straight up nerf to the clown except for the reload time
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1933124#Comment_1933124
They are leaving a loop while you are moving at 5.06 m/s for 5 seconds and you still have 2/4 bottles left.
The only time leaving a loop works is if the clown somehow didn't notice and good luck on that happening against the better killers
If you have any idea how zoning works they won't make it to another pallet or window.
And the gas expanding slower just means you have to be slightly more accurate. But it's nowhere near deathslinger accurate. You shouldn't be even throwing the bottles at the survivor but ahead of them so they are in gas for longer.
I'm sorry but saying the yellow gas is useless is just straight up wrong.
Many killers have already shown how it completly destroys otherwise strong loops like shack. And it's been out for a day
its literary the same gameplay as vs doctor, once you see the clown setting up the speed boost gas you leave right away and run into open areas where you can dodge the slow tonic so its a win-win scenario for survivor every time, unless you have already used every pallet in the game except for the one youre at...
and you are most likely not gonna get hit with just 2 bottles if survivor plays correctly, meaning you have to use most or all your bottles for one hit and then you loose time realoading while they sprint burt away
with old clown and ether addons i could down survivor with all my tonics and i usually did
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/1932681#Comment_1932681
No not a troll, just someone who knows what they are talking about. let's do some math
Clown movement speed in 4,6 m/s ( meters per second), survivors is 4 m/s so you gain distance at 0,6 m/s
Survivors hit by purple gas are slowed to 3.4 m/s so you gain distance at 1.2 m/s . That's twice as fast
Clown invigorated increases his movement speed 10% so it increases to 5,06 m/s meaning you gain distance 1.06 m/s.
Now comes the part that you don't seem to understand. If you throw a yellow bottle at a survivor in the distance, then throw a purple bottle at them while you pass through the yellow cloud. They distance gained jumps to 1,66 m/s.
That's almost 3 times faster then normal. A lot of loops that were completly safe vs clown have become deathtraps. It isn't a case of purple is better then yellow. You have to use them both.
Sorry but this is you not understanding the tonic rather then the tonic being bad.
Watch Dowseys video's of new clown. He shows a couple of times how powerfull this really is
but you didnt mention the most important part and that is you just wasted 2 tonics, if survivor gets to a pallet or a window you just lost whole 2 tonics for nothing and have to reload sooner which again slows you down and you loose all the distance you gained
slow tonic is still much better to use
another thing is that you have to throw the slow tonic much more precisely because the gas now expands slower, so you can just miss it much easier in the way that you use it or survivor can just dodge it because to get the speed from yellow tonic it needs to be armed so you have to throw it further and then its muuuuuuuuuuuuuuuuch much easier to miss the slow tonic because of gas expanding speed
its just trash, there is no reason to deny that, base clown was nerfed and the new tonic doesnt help for anything else other than to reload faster
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@v4lor said:
All they did was add a new bottle type, old Clown is literally still there except now he reloads faster. Just... Don't use the other bottle. Boom, old Clown.
check this btw, valid reasons and explanation why base clown was actually nerfed with the release, all the did was adding stupid bottle that does nothing
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@AChaoticKiller said:
clown literally only got buffs the ONLY thing nerfed about him is the exhaustion addon being removed.
if you are having trouble playing clown i suggest playing more clown or just killer in general.
even if sonic tonic turns out completely useless which is almost impossible he still only got buffs really.
the second tonic is literary completely useless
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@DwightFairfield said:
Why is it there, it's so insignificant and it impacts nothing.
It feels like it's there just so that they could slightly increase it for perk tiers, but it's not fast enough to make an impact in a chase.
Can we change it? Increase it? Anything?
its insanely good, little speed boosts are difference between a hit and miss on loops/windows etc...
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@WTBacon said:
If the current changes go live, Decisive Strike will no longer be abusable. If a Survivor gets unhooked and immediately begins working on a generator, DS will deactivate which means you no longer get punished for stopping generator repairs.
With the new changes, the only way the DS + Unbreakable combo will affect the Killer is:
- The Killer tunnels
- The Survivor does nothing to progress the game and hurts their team
I believe the combo is now much healthier for the game and will actually work to fight against tunneling, but I wanted to know what everyone else thought about this.
both reasons you mentioned is actually why it will be alright after the change, the only issue i can see with this is that killer still doesnt know if survivors have these perks and thats why killers might actually still play just as they do now, but at least after the change survivors will definitely waste time if they'll want to DS the killer
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@Ivaldi said:
So with the Nurse projected to be in part of the new tome; I decided to spend the week learning how to play her... currently I run the standard build Infectious/Sloppy/PGTW/BBQ with double recharge addons but i've come across a few issues and i'm not sure if i'm just doing something wrong.
1) Blinking randomly stops working and gives an infinite audio bug loop that forces you to let go of M2 and wait a few seconds before being able to use it again.
2) After blinking i'm not able to immediately M1 at times and I have to wait a second before M1'ing again.
3) When attempting to blink up (knowing its an empty space above me) sometimes she just blinks straight.
4) When attempting to blink through an object; even though I know im holding it long enough (ie a pallet or wall).. sometimes it just refuses to blink through it and I end up blinking right into the wall/pallet.
1) long known bug, still not fixed as you can see
2) another bug and i think this one is the most game breaking for nurse because it happens super randomly
3) you just missed or the place is bugged, areas being bugged for blinks are the second biggest problem of nurse
4) another bug related to bugged places, some areas just dont allow you to go through and its known but devs didnt do anything about it for years
to summarize, just dont play her
without double cooldown addos survivor can counter you by just running straight
long range blinks are super unrealiable because nurse leaves a trail that basically tells surivors where exactly she is going
and most of her addons are super bad
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@Casanova09 said:
You're playing the best killer in the game who doesn't need slowdown like I'm lost at that logic. Sure run whatever but it just confuses me
she has a long stun into cooldown into long charge, not even a got tier nurse can win vs good survivors if they play it right, you must use slowdown on her just like on every killer
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@Terro said:
Every map starts with 4 pallets. Each survivor can build 2 at the start at certain tile locations (have a bunch). Building a pallet takes x (maybe 10) seconds. Survivors can build more pallets by collecting scrap through fixing gens, cleansing totems and going to destroyed pallets (maybe getting hooked). Here's an example with numbers. Lets say it takes 100 scrap to build a new pallet. They get 50 scrap by gathering for x seconds at a destroyed pallet. 20 scrap for cleansing a totem. 25 scrap for every 20 seconds on a gen.
why not, if the game started will less palets and you could build them by yourself
but there should be no possibility to get scrap for doing gens and totems, it should be another objective and also every place should have limited number of uses, meaning you cant build a palet in shack over and over again
basically this would serve as equivalent for killers breakable walls
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@DawnMad said:
Let's not punish people for playing together, shall we?
Let's not punish people who play against people who play together aswell, shall we?
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@Zak said:
**Hey this is a repost from my own post in the steam forum. Not copied from someone else.**
First things first, I say that as a NURSE MAIN myself. She needs a nerf (yes, again)
Two things IMO are problematic still :
1. Lunge is extremely forgiving. Make her have a T1 Myers lunge at all times so they actually have to land more precise blinks to hit.
2. The double recharge add ons. These two are BS AF excuse the term but the point of the nurse nerf from 2019 was to make her wait a second to get her second blink back so the survivor has somewhat of a chance to make distance. When they use these 2 blink recovery speed add ons it brings the old obnoxious nurse back ( and God knows all of them run it). You either make these add ons red and purple or you don't let em stack or even better, you REMOVE them.
One more thing, people need to stop saying nurse is hard. For lord's sake she isn't she is just harder for controller players but as far as I'm concerned you can pick her up very quickly and we are seeing more and more of them.
Nobody wants to be in that match with the sweat lord with his double recharge add ons and his saloon/autoheaven map offering (actual free win maps for nurse but map offerings are another topic). Especially casuals (90 %+ of the player base btw). Make it happen please. I know I'm gonna get attacked in this thread probably but I have been playing the nurse since she came out in the game there is no bias here but I feel like I'm the only one seeing how problematic she can be still. Just wanted to share so go off if you want.
2-3,5 second stun + another cooldown on her power + 3.85 m/s + a trail to see where she is going is still not enough?
and i didnt even mention all the places on every map that she cant blink through
like you can literary outplay her by running straight forward because shes just not gonna catch up and especially without cooldown addons
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@Kebek said:
I personally don't play spirit almost at all and when I do, it depends on the survivors how well I do. Generally, I miss a lot of phase walks and get juked by good survivors pretty often so I wanted to know how do the poeople who keep saying how them playing spirit, is ez win every match, do with her.
Do you actually almost never miss a phase walk or never get juked. Every chase ends seconds after you land the first hit. Always on point each time as phase walking is supposed to be extremely easy to land.
I can understand some of it while using stridor on an injured survivor but a lot of the time, survivor just heal and then you have to correctly predict them without sounds which I find pretty challenging vs good opponent who excels at mindgames, at least from my POV without experience.
Im a killer main and i would say that she is actually, the problem with her that she can be countered by just one perk and that is iron will.
Thats why many spirit players run stridor, but personally i dont like stridor on her...
I read a discussion here once where someone said that it would be good if spirit would be visible during phase for like 0,25 seconds after an x amounth of time while phasing. During that time survivors would be able to see her and she would be able to see survivors and i think that would fix her unpredicability issue & iron will full counter issue while still keeping her in control of the chase.
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@DontNerf said:
oh look another object thread, Yes this is another post about object but I think its important to keep making these type of post so the Devs can see that this perk IS an issue the perk IS fundamentally broken within the games mechanics.
It scares the devs dont see an issue with this perk. Plz rework
no need to rework it, just give this perk to a killer aswell
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@Zeus said:
Coup de Grace shouldn't consume a token if the lunge doesn't exceed the default lunge distance. It's a simple QoL change and makes the perk a little better with killers like Myers and also counters dead hard directly (maybe).
thats what i wanted in the first place, but in the end why should it not be on a button, deadhard user can decide when to use it but with coup de grace, which is literary the equivalent for killer, the killer has literary 0 control about the perk
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@TheClownIsKing said:
You’re talking about a perk that can 100% guarantee 5 hits throughout the match (unless the killer is terrible).
Of course the requirements will be strict for something that absolutely guarantees a hit on a survivor.
just like deadhard guarantees an escape when you failed at looping? or extends the loop by another 1-2 runs just by pressing one button
