Pulsar
Pulsar
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744213#Comment_3744213
It was fairly quiet when cast without LoS.
Should be, otherwise you really can hit only by spawning skeletons inside of survivor, which doesn't work if survivor has LoS and know animation for casting spell.
Shouldn't be, since that's not really a good interaction.
Buff FoTD some other way.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744227#Comment_3744227
Line of sight blocking, crouching, and not greeding loops are all good ways of countering Skull Merchant in chase.
I mostly want to respond because… what is Knight's counterplay in chase? Just run away from the guard…? Abuse a couple weird AI bugs?
I don't even hate Knight, I just think it's kind of silly to highlight his kind of generic counterplay while claiming the killer with more options to choose from doesn't have any at all.
The giant banner is one, considering it gives you Haste and Endurance iirc.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744208#Comment_3744208
I don't think it change anything, but action of trying to nerf already weak spell seems pathetic to me.
Why make it louder when there is magic item to see it? And it was already loud in my opinion.
I think it had some kind of occlusion issue going on.
It was fairly quiet when cast without LoS.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744189#Comment_3744189
Which is already low...
Unless used as a bomb, in which case it's good.
Either way, this "nerf" didn't change anything.
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They made it slightly louder, this nerf doesn't do anything to it.
It's power-level remains the same.
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@Yharwick said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744116#Comment_3744116
I mean even if they fix the bugs he'll still just be "trapping people with AI" the killer just more consistent with it. Bugs don't change the fact the core design is terrible.
Not denying that, just also saying that bro is so bugged it hardly matters
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3744078#Comment_3744078
Depends on your standards then.
Perks that give you meaningful and consistent value.
I could win with any perk set-up on Killer, that doesn't mean those perks are good
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Knight really needs bugfixes before I accept, valid, criticisms.
Buddy just barely functions
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@radiantHero23 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743674#Comment_3743674
I would not go that far.
Most perks on both sides are sitationally useful. That means, that in some situations, they will give good value but are useless in others.
This, of course, makes them less desirable than perks that give guaranteed value almost every game.
Does it make them useless though? No. I think not.
90% is also a bit exaggerated don't you think?
not really, no.
Most perks on either side are not worth bringing
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@Rauy556 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743603#Comment_3743603
Yeah I rly dont know what these guys are on about it being weak, I have used WA + Franklins, Pain res & NWO on Vecna since he came out and it is such a good build I win 90% of my matches even without tunneling, information on killers that can act on it like Vecna is arguably more powerful than a slowdown perk like pop.
I've been using Lethal as opposed to NWO myself, but there have been a couple games where I would've been less stressed with NWO lol
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743604#Comment_3743604
I speaking for myself, and I trying my best to play with different perks on killers, even knowing that 80% of them are hot garbage. I wish killer role has at least 1/3 that variety that I have on survivors, but it seems like impossible challenge, when community crying even over killer wastes 2 perk slots just to have easy counterable info.
Neither role has any variety in perk and 90% of perks are useless.
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@fussy said:
I've never played with this combo before, but I swear, if this perk will get even tiny nerf, 4 slowdowns will be the only build I will run in any mood, any day, against everything. Because if you guys gonna cry that hard on every somehow viable perk combo (not even perk, combo) appears into killer side, you deserve absolutely nothing but sweatiest tryhards every single match. And I will become one, because I tried to read this bullshit. Respectfully.
"If perk gets nerfed, I run 4 slowdowns"
Repeat this sentiment for the last five years and you have modern DBD.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3743591#Comment_3743591
Oh wow the few seconds to pick up and place in the corner and then zero aura reading! And all for only 2 perk slots! So comparable to just running 2 more gen slow down perks. lol
Sarcasm aside, that really does not sound good whatsoever.
Gonna take more than a few seconds.
Assuming you aren't being chased, you need to do the following:
Remember where your teammates dropped their items at.
Run to that place on the map.
Pick up the item.
Run to a corner.
Drop the item.
Travel back to do something useful.
I know that we are only allowed to exist in incredibly biased niches, per DBD law, but I do think a lot of Killer players really underestimate more derived forms of slowdown. That's not insignificant and it will happen a couple of times during a match.
Couple that with some very good aura-reading and you've got a very nice build, especially on Killers like Vecna, Huntress, DS, etc etc who get value from aura-reading.
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@Blueberry said:
In no way does this need nerfs whatsoever. It needs buffs. It isn't good.
You can pick up other survivors items on the ground and move them to the corners of the map as well.
So it functions as slow down as well as aura-reading?
What a combo!
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Yeah, I've also been messing with it and it's much better than I expected.
It can get you some pretty insane aura-reading since items usually drop near safe spots or gens.
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Probably not.
Definitely not on the weekend though.
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It is pretty bad, as a mechanic, but I enjoy making sure people using Boil Over don't get to use that perk
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It's a 1v1.
Usually starts at Shack and both sides are usually allowed a single perk.
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@HexHuntressThighs said:
Terrible idea, easily abusable by survivors. Tunneling is a necessity sometimes. The right way to fix it is to incentivize hooking multiple survivors. True Talents suffering mechanic that Otzdarva endorses would end tunneling almost entirely without punishing killers. Until something similar is introduced, tunneling is here to stay.
Hooking multiple Survivors will never be stronger than tunneling unless tunneling is removed. That's just the plain and simple truth, unless you want to do something outrageous.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738103#Comment_3738103
Depends on killer played. I noticed many beginner players tend to land lots of hits but when it comes to downs they struggle a lot or tend to often switch targets. Against survivors with no recovery that could result into a longer matches and higher odds of getting a hook / kill. Since many bring medkits and at least one perk for chase / recovery, the hit distribution play does little in terms of progress. Then again, it depends on player skill - some may be able to utilize gen perk load outs, some may not. When it comes to recovery though, any skill level can benefit from that one way or another on average level.
My idea would simply introduce a hit and run meta. It would require number balancing so it's not too troublesome for beginner players, however it would also encourage killers to distribute pressure because now every successful hit would have a lasting effect on survivor.
so you're trying to help new, or bad no judging, Killers but they aren't the one's that need help?
by and large, those Killers are averaging over 60% KR. I don't think the role needs such sweeping changes unless 60% isn't enough anymore.
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@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3738087#Comment_3738087
Ironically that would make game so much better for killers since many survivors can't loop well and can be relatively easily ambushed if they have no protection against it. With no second chance / recovery perks gen hugging as it is would be much less of an issue because survivors already do that, they just have perks that let them return back to the game if something goes wrong.
On-topic : I'd introduce a mechanic that applies a permanent stack on survivor upon being hit. Each stack would make healing self or others slower. There would be a cap for the stack but the idea here is if killers keeps landing hits successfully over and over but can't down someone or hook yet there is still progress being done because survivors slowly but gradually do become weaker.
It would likely destroy any casual enjoyment of the game from a Survivor perspective, so I think saying it would be better for Killers is short-sighted. It'd be worse in the long run, as the only people left are going to be very dedicated players.
As for your suggestion:
I'm not sure that that's a good idea, especially without other adjustments to gen regression and tunneling/camping. Killers are already doing well, by and large, and buffing them further doesn't make much sense at this time; outside of individual adjustments and QoL at least.
Survivors also naturally get weaker throughout the match, so I'm not sure why you're wanting to double-down on that so much.
Just seems like punishing Casual players or Solo Q while not really affecting the better players at all.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737615#Comment_3737615
Oh, so now "it's different" argument comes in clutch, of course. Roles are uncomparable, I agree here. But time is comparable and amount of work for buying this time is absolutely comparable.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737897#Comment_3737897
Yeah, like I said above, nerfing best options without buffing worst/mediocre is very strange decision, which won't change anything. I just hope that next midchapter is a huge perks overhaul. Especially on killer side, because on survivors I don't have problems with variety at all, not even close to killers situation.
I think I understand this correctly, if not please correct me
Not exactly this. I'm not respect opinions of one side players anyway, these people almost never want balance, but only chill game with insane amount of crutches they ask for themselves. You won't be any good at this game if you don't play both sides, that is what I hard believe in.
But I'm talking about another thing. About way of thinking of majority. Few examples:
There is always discussions "oh this perk broken for high tier killers", but there is none "this perk is broken for SWF", because, you know, not every SWF is good players, but of course every high tier killer is 10K hours god tier player, which impossible to win.
We always assume survivors, when talking about "new players", because if new killer can't keep up with something, then "oh he just need become better", but if new survivor player need to learn something, there is always "oh not everybody can live in this game to learn everything, it's party game, you know".
4 slowdown killer is too much and let's create typos for perks and give killer only 1 or 2. SWF using strongest stuff every game? Oh chill, just go next, you know, you don't play against it every game, it's alright.
Good killer should win majority of his game and those winstreaks are showcase, but lets act like good SWF doesn't win 95-99% of their games. It's different, you know.
I'm talking about these harmful biases that are well-established in the community, and I can give these examples for very long.(I read a lot of posts from you, I know you know that but I want to say it for players that might not know it)
Thank you for that! It's always a pleasure to have a conversation with you!
I think hooking a survivor is a good requirement to active a killer perk because it rewards the killer for doing good.
Exactly. Half of people here act like hooking survivor is free and you just bring a perk and it just helps you regardless of how you doing. No, it's not and that's why hooking meta is most healthy meta in dbd history. I saw so many killers which bring Pain Res, Pop, Grim and it did almost nothing for them, because they were struggling with chase. Exhaustion win you time regardless of how good you doing, it's just value every chase for bringing perk, not for doing good.
We can discuss how hard or not it is to catch survivor, if is reward too big or too small for this on Pop, but in the end it's just a fact that Pop has most complicated requirement and biggest amount of work to get value from. Among slowdown perks definately and among most of perks overall on both sides. And that's what this post about in a half.time is not comparable, as the roles are different. There are too many variables to account for, generally.
Comparing Pop to a Syringe is silly. Compare Pop to Deja Vu instead.
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Corrupt and PR will teach you the best habits.
Corrupt will let you learn some Survivor spawns and PR will teach you to go for fresh hooks and not crutch hard on tunneling when you're learning.
Deadlock is something I'd avoid as I think it rewards passive play too much.
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It's alright.
You do get that 5% total regression from the kick, so I do think that helps it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737610#Comment_3737610
So, just to be clear: I'm not saying "I already disproved that because I think what I'm saying is right". I'm directing you to the fact that I've already laid out a response to the thing you're saying. It's not that I'm saying it's 100% fact, it's that those are my reasonings and you're not actually responding to them.
You haven't added anything to this discussion. You're just repeating the claims I made this post to counter. You're acting like all there is to her is zoning out survivors with mid-chase drones, and ignoring any attempt I make at pointing out that this isn't true. You even tried to duck out of the conversation entirely when I confronted you on that directly.
I am more than open to debating my points. That just requires acknowledging my points and trying to counter them. You think some of the arguments I laid out are outright wrong? Make that case! I'm more than down for discussing it. You just aren't doing that.
You CAN play Sniper Knight. You could have played non condemned Sadako.
That doesn't mean that the playstyles that 99% of players used are suddenly okay. Sure, if some people don't do that, it's nice. Ultimately, it doesn't really matter if there are other options if nobody uses them.
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@NerfDHalready said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737615#Comment_3737615
i would accept "hey, pop gives way too much value considering its requirements is just how game goes in majority of matches" as the explanation but getting a hook and kicking a highly progressed gen manually is nowhere near an easy thing to do especially when compared to other perks on both sides.
furthermore, even saying it's the normal gameplay flow isn't always true. there is sadako, there is tombstone myers, there is slugging, and there are times you can't afford wasting time picking, hooking and then arriving to protect a gen.
There are certain situations where you can't hook. That doesn't mean it's not normal gameplay.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737442#Comment_3737442
LMAO yes, maybe because it was YOUR argument? YOU said that Pop doesn't requires much, and i'm asking: do you know any other slowdown perk that requires more work than Pop?
I compared Pop to survivors things which win comparatively the same amount of time for doing almost nothing, yes. And you trying to prove what? That find-win chase, go find hot gen is the same amount of work as press M2 on mouse, press space into window or bring item into the match?
Try maybe to understand what the dialogue is about first, read the post that you are trying to comment on before giving out advices, lol.DBD is an asymmetrical game. You cannot compare the two sides as they are, for all intents and purposes, different games.
Pop does not require much, objectively. If you are playing DBD, assuming you are somewhat competent, you are going to get downs. You will activate Pop. Comparatively, Pop is slightly, and I do mean slightly, more difficult to activate than PR, in that you need to walk to a gen. Much less difficult to get value than Ruin though or more derived slowdowns, like Sloppy on a stealth Killer.
Once again, Survivor is effectively a different game. The roles are uncomparable.
I saw this exact argument when Pop was nerfed the first time.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737479#Comment_3737479
Yeah, I mean, that's what the post is for. Laying out the reasons why they're wrong.
Like, that's the proof. The stuff I wrote. In the post you're responding to.
You're welcome to disagree, but outside of doggedly refusing to acknowledge the difference between a killer being able to do a thing and that thing being, quote, "literally her entire kit", you've not exactly supported that disagreement with anything substantial.
Literally nothing you wrote is proof. Obviously you see it as 100% fact, but not many other people do.
It comes off as just ignoring criticism by saying, "I already disproved that, because I think what I'm saying is right."
You are the one making a claim here. The burden of proof falls to you and most of us are unsatisfied with the arguments you've presented. Most are opinion, but a couple are just outright wrong.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737476#Comment_3737476
Mostly the issue there is that it isn't really a majority, it's just a common sentiment. Also, there are a lot of common sentiments that aren't actually accurate, the appeal to majority is a fallacy for a reason.
Like, this post exists for a reason. I got up to eight common complaints that were wrong in some way, seven if you discount the second one that mostly exists to support the first. Those things that people are saying absolutely do not have a point, hence the post existing. Yet, they're still common.
just when i think I'm out, you pull me right back in…
Just because you believe complaints to be wrong doesn't ACTUALLY make them wrong. You haven't proven anything and clearly, people disagree with your ideas.
I might re-evaluate.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737336#Comment_3737336
The problem you keep running into here is that you keep conflating one possible thing she can do with her entire kit. I think you're also overblowing that one thing - there are three killers who can do the "drop stuff at a loop, force survivors to run" thing and she's the least problematic of the three - but even if you aren't, that's not the whole killer.
The most you could conclude from this argument - YOUR argument, not mine - is that the one thing you're describing desperately needs to be fixed. It's NOT grounds to conclude that the whole killer needs to be redesigned, or tossed out, or that she has no skill expression, etcetera etcetera, because what you're describing is not her whole kit, it's one specific tactic she can do.
To say that she has "nearly zero skill expression, certainly none related to her power" because of one thing she CAN do but does not NEED to do is massively reductive for no benefit.
I've made my points, you've done the same thing since the first comment and have stuck your head in the sand, but it's not my responsibility nor goal to convince you.
I feel I've accurately conveyed my argument in the best way possible to show other people why they should not tolerate such lackluster Killer design.
All this to say, I'm out lol
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737324#Comment_3737324
Oh, so you know another slowdown perk which requires more work than Pop? Let us know which perk demand something more than down a survivor, shed some light on it.
That was not your argument.
You directly compared Pop to Survivor perks, not to any other Killer perk.
Try not to move your own goalposts :)
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Knight for QoL.
SM for Redesign.
Freddy for rework.
Myers for update.
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@Akeeno said:
i dont know why i waste my time with yall, i could never get a civil discussion with anyone here, always with so much aggression, and saying skill issue as their only defense. we'll never go anywhere like this.
There's nothing to discuss.
Vecna's Mage Hand is an issue, it's being addressed. That's it.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736745#Comment_3736745
Still worth calling out, because she does in fact take skill, doesn't take away survivor skill, and doesn't really give much value out of her cheaper strategies against semi-competent survivors. It being hyperbole doesn't make it less wrong, either literally in terms of what's said, or in terms of what's meant.
Is it a ton of skill? Eh. It's a low skill floor, but not much lower than the average killer. A low skill floor isn't an inherently bad thing as long as the killer still has skill expression and counterplay, which Merchant does.
You'll down someone eventually with just bloodlust, there needs to be more than that before old Legion can be invoked. Not to necessarily defend the Artist-Knight-Merchant thing of zoning survivors away, it is kind of boring, but it's not that bad.
She takes the barest amount of skill. Really more game experience than anything. Just gotta know to put Drone's in loops and on gens and you'll win 99/100 times.
She does take away Survivor skill. That's literally her entire kit. If she places a drone, which she will, you HAVE to leave the loop or get hit. That's removing the most skillful thing about Survivor, looping. God forbid you actually try to loop her since she can be faster and not have a tell. Couple that with Hindered and random Undetectable without warning and you have a Killer that specializes in making things as unskillful as possible.
She gets plenty of value against all but the best coordinated Survivors.
Hyperbole or not, it's still correct.
Low skill-floor but high-value is a problem. SM has nearly zero skill expression, certainly none related to her power, and the riveting counterplay of, "Delay the hit by 5 seconds by leaving the loop when she puts down a Drone or else you just die"
Even BL3 falters against some pallets and you are forced to break them. SM, and Knight, will keep forcing you to new loops and you'll be forced to play the same counterplay over and over again. At least Knight has his Banner. With SM, even if she places a Drone at Shack and can't get you, you still get Hindered and she gets Haste, so you get zero distance.
Not sure why you just ignore her issues simply because you play her a lot. I play Knight a lot but I fully recognize that he sucks ass to play against and that the game would be better if he were re-designed. Enjoying a character doesn't mean you can't think they are fundamentally flawed.
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737229#Comment_3737229
What is this "stopped reading after" cringe fashion on forum recently? Don't waste your time on post and don't expect OP will respect your opinion in comments, if you are not gonna read whole post. What a strange proud of childish maximalism.
Getting down isn't big ask just because survivors are not god mode anymore like it was in 2018? Insane logic. Even if it were true, it's still require several time more work to activate it than many many other things on both sides.If you aren't getting downs consistently, which is what I'm being led to believe from "getting a down is one of the most demanding conditions", then even if Pop was 100%, it wouldn't help.
You want me to take things seriously and not meme? Make a better argument than, "Survivor perks are easier to activate and getting downs is too hard."
You had any number of decent arguments about Pop and you chose this one.
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@Akeeno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737231#Comment_3737231
then dont comment without knowing things, it discredits you already
Something tells me that I will gain nothing from watching it.
I've already seen this thread play out.
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@Akeeno said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3737226#Comment_3737226
did u even watch it?
There's been like forty threads from angry new accounts.
Pretty sure I've already read what the video will say ten times over.
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Okay, gonna stop after the first paragraph.
Getting a down isn't a big ask. Gonna be real. It's 2024 DBD, not 2018.
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How dare live service content be SLIGHTLY changed.
For someone like Freddy, I could honestly understand the argument a bit more. Vecna is getting a small nerf.
If you bought something specifically because it was OP and expected it to stay that way, idk what to tell you.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736904#Comment_3736904
Im not you have to tell me why tombstone is not balanced? Judith tombstone takes very long time to get and at that point you know 100% myers has it and he is slowed down. Tombstone piece is stronger but you can just jump to locker, vault pallet or window or fix gen anything else than run in open and you are fine.
If myers does not get tier 3 quickly you can always jump to locker and he has to slug or hook you. Giving one free hook is not big deal agains't weak killer like Myers.
Because it instantly kills players.
Judith's, you could make a case for, since it does take a long time. Tombstone Piece, however, is bad.
When the counterplay is, "Just go down" that's a pretty clear sign of a bad addon.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735905#Comment_3735905
I think best add ons goes to Myers. He has most versatile ones and they can completely change how you play him and agains't. Tombstones are balanced too they're very easy to counter.
Well, now you're just trolling me with that last line :p
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736735#Comment_3736735
That's not the argument being made, though. The argument being made quite often is that she has no skill expression.
People do try to walk it back by claiming that TECHNICALLY it exists, but that her kit still plays on autopilot and you don't have to perform or showcase any skill to win, as you're doing here, but that's also not true on top of being a different argument.
What exactly would you do with Skull Merchant, against survivors that are actually trying, to autopilot a free kill? Throw down drones and zone survivors away from loops? That's basically the only thing she has that skips any skill expression, and it's not as though that's a particularly strong strategy on any of the three killers that can do it. It's a problem because it's dull, not because it's too strong or gives free results.
I believe those statements are called hyperbole. They are trying to make a point, which is that the skill to value ratio is extremely skewed on SM. She takes very little skill, whilst simultaneously taking away most Survivor skill, while generating a lot of value. Hope that clears it up.
Oh, you'll down them eventually. She's got old Legion syndrome in that. She might lose, but there's literally nothing you can do about her getting free downs.
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Bubba for sure
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3736662#Comment_3736662
Oh, they edited it after I responded, I see.
Nope. Skull Merchant's skill expression can't be waved away, it's just there and it's not substantially less than a lot of other killers. If you don't find it compelling, that's perfectly fine, but it can't be dismissed for the sake of convenience in argument.
It definitely is.
You might say there's a big amount of skill expression, but there isn't.
Placing a drone at a loop and getting value either way is not expression. You may say, "But what about my lasertagging"
That's honestly like saying, "What about Billy parkour". Kinda interesting? Sure. Useful? Not really. Its also not really hard to do at all. It's like a window tech, not hard to do but usually not useful. You'll get the same amount of value from just plopping a drone down in a loop and forcing people to either leave or get hit.
Honestly, it would be better for SM's rep if people just let the hate die down instead of trying to fan the fires. And if it never dies down, maybe there's a problem with the Killer.
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Didn't you just complain about people not trying in your games?
And now they're trying too hard.
Just say what you mean. You didn't like how they played, since they were moderately effective at dealing with you and so you are so blinded by your petty rage that you forgot THAT YOU WON
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SM is just the Killer equivalent of holding W and pre-dropping on old Cowshed.
There's technically skill expression, sure, but it's not exactly something I'd brag over.
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This is the clearest example of the phrase, "damned if you do, damned if you don't"
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@HexHuntressThighs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3735905#Comment_3735905
Do you think his 60% pallet kick speed is broken? It’s 3 Brutal strengths lol.
He's gotta be cloaked to do it. You've got some time to move away. Definitely not his best addons, fun for sure. Satisfying as well, imo.
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There should be a middle ground in-between Alc Ring C33 Blight and Freddy.
I believe the Killer with the best set of addons is Wraith. Strong addons, fun addons, meme addons, unique addons. He's got them all, and he's balanced.
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they need to go back to the drawing board and completely redesign her.
Killswitch her like Nurse when she's being fixed and give us a Killer that we can all be happy with.