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RaSavage42

RaSavage42

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RaSavage42
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  • IDK if the Bloodweb was changed specifically... but the only thing they did was force Prestige and make things cheaper

    So it still has RNG involved

  • She has built in game slowdown... use it to your advantage (The two box searching addons) it doesn't matter if the RBT is active but it take longer to search the box

    Combat Straps are a must have at this point... even if the TR doesn't shrink as fast

    Just because she doesn't get Head Pops as often doesn't mean much... just look at the Kill Rates (even if they aren't clarified)

    Even the extra RBT can be useful if played correctly

    Again IMO she is one of the hardest Killers to learn... cause most of it is timing (which changes every match)

  • Gen tapping is still a thing... but it's only there to stop regression... and it opens that Gen up to another kick

    2.5% doesn't do that much... unless the Killer gets multiple kicks on that Gen

    It's the same for all of the regression perks... Except for Ruin, Overcharge and Huntress Lullaby

  • So you want quick saves to happen then

    That's all that I see... Punish Camping to the point that Survivors hold all of the cards...

    I can accept no more hook grabs... but no to everything else

    So what if the Killer is walking away but then the save happens? Cause the Killer didn't leave the 16M by the time the save happens they just have to deal with it

    And Exposed status effect should stay... it gives the Killer extra power and some Survivors fear it

    Killers aren't meant to be playthings... they are meant to kill

    Plus coding it would be hard to do... Just saying

  • It may feel unbalanced cause players have a choice... Perks, Items, Addons and Offerings

    Take any Killer... with not strong (or fitting) perks and weak or meme addons (or none) on "bad" Maps against 4 Survivors in a SWF and all of the strong Perks, Items, Addons, and a mix of Offerings (a Map, Petrified Oaks, and either a spawn far away from the Killer or with another Survivor) and see who wins

    Nurse and Blight wouldn't have that much difficulty but the rest of the Killers might/ would

  • Maybe fixing the reasons why players don't play every Killer... that might be something to do

  • Yes... Solo queue is bad right now but taking away Gen auras would only make it worse...

    Survivors have perks and Items to see Gens... but it's on the Survivors to use it

    Also doing that might make Call Of Brine, Surveillance and Eruption must haves... oh and Corrupt and Deadlock (Any perk that has Gen auras)

    And people complain about those perks (maybe less so with Corrupt and Surveillance) so why would BHVR do it

  • I kinda want to know the times for the other Gen regression perks

    Pop

    PR (Pain Resonance)

    Eruption

    Even mixing in Call Of Brine with Pop (and Overcharge)

    But yea... base Gen regression is so low... It's no wonder why Killer players run two or three (four is a bit much at this point)

    .25 charges per second is laughable

    Plus if they do increase base Gen regression they can finally do more with the regression perks

  • Ok.... So:

    Stealth- Her crouch takes time to finish... and her TR shrinks (she doesn't have instant Stealth)

    Ambush- Her dash attack is best at loops that every other Killer can win at... plus charging a dash attack takes longer then Spirit (I would say Nurse but I think the Nurse is slower... but I have no proof)

    Slowdown- She's the only Killer that has it... but only works if she has one out (so Timing it is everything)

    She's good against Solo's... cause one can't call out that they have a trap on and some players don't look at the Survivor portrait

    She's terrible against SWF's... cause they can communicate that they have a Trap on (to ensue either stop repairing Gens or get some to 99%) and to call for distraction (having a teammate take a chase)... then call out each box they check (like a countdown to tap those Gens that are close enough for it)

    I'd say that she one of the harder Killers to learn (cause every match is different)

    And since players want to play with their friends only means that she's going to be at the bottom of C tier

  • Item switching is toxic... then so it switching perks

    Seeing what the Survivors are bringing it toxic... then not showing anything would be better?

  • @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238629#Comment_3238629

    Gen Regression (Perks).

    It can get quite annoying seeing a gen get down to 0% after some of these hits. (not like getting denied hooks is fun either)

    But the fact that BHVR doesn't feel the need to address it concerns me

    Cause again:

    Call of Brine regression only lasts for 60 seconds... so taking a 99% Gen to 0% takes 4 minutes and 46 seconds

    Overcharge regression isn't strong at first but if you let it go it gets pretty good... 3 minutes and 3 seconds

    But if you put both of them together... 2 minutes and 32 seconds

    And just for reference progression takes 1 minute and 30 seconds... and base regression takes 5 minutes and 47 seconds

    And I don't know what times are on the other Gen regression perks... nor any Gen progression perks

  • So let me ask (no need to throw any toxicity at me)

    What needs to change about the Nurse...

    Is it base kit?

    Is it addons? Which ones?

    This is one reason why she hasn't changed much in the 6 years she has existed

  • Yes we all complain about Gen regression

    Me personally... I complain that the Gen regression is to low... and that it's no wonder that Killers use these perks

    .25 charges per second... that's base Gen regression

    1.0 charges per second... that's base Gen progression

    What frustrated you about that match?

  • Then why is it being brought up now...

    If it were as simple as an automated purchase then it could've been changed already

    To me... I like it... it allows me to calm down after the last match and gather my thoughts and plan out my next Killer and perks (on top of seeing what the Bloodwebs give me

  • How about Caffeine Pills... Taken from the Legion (LOL) They forgot them in the Trial and a Survivor grabbed them

    They either Remove Exhaustion or remove 15 seconds from it

  • Well... if anything they have the ability to make another game that's not like DBD which is good

    And if something goes good then we might see some of it in DBD

    The issue with Deathgarden was it being similar to DBD so... one will be better then the other and the bad one will fail

  • 1) I can agree with... or the Survivors just throw themselves at you

    2) I haven't played the game in a while so I don't have any experience (or feeling) on that... so I'll take your word for it

    3) The game was designed around stealthy play from the Survivors (there're even perks and base gameplay as proof)

    To fix 1) would be to increase the penalty or the player needs to realize that they aren't having any fun and walk away from the game (take a break)

    To fix 2) increase the BP gain... remove the 50,000 BP for prestiging... and add a "bloodstore" to buy and "sell" what you don't use for BP

    To fix 3) well you can't... unless BHVR wants to recode the game... or not give BP for escaping through the hatch

    Just my 2 cents

  • SO if you were serious... then what about her needs to be nerfed

    Her stealth is bad... It takes time to get into stealth (reducing the TR)

    Her dash only works in surprises and loops that she would've won at

    Her slowdown is laughably bad and easily countered by SWF's and Survivors who don't do Gens

    Her Addons are either decent or bad... 1-2 of them are needed

    Only bad Survivors get caught by Head Pop

  • Nurse is a hard Killer to get right at this point... I give up trying

  • People complained about the Nurse being able to ignore loops in general... and as soon as one person mentions something to change that other people start complaining (This is why the Nurse hasn't been changed in 5-6 years)

    People also complained about Range... and ass soon as someone mentions something about changing that other people start complaining

    I do understand that doing this will turn Nurse into an average Killer...

    At this point IDK what I'd do anymore... do you think that BHVR does?

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236054#Comment_3236054

    If all of these things would be done at the same patch, I would be ok with it. So I kind of agree (it's not worth talking about semantics so take it as full agreement).

    Ok... Fair enough

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235944#Comment_3235944

    Her being able to go thru walls is her main chasing power and basic identity. If you remove it, you get wesker without slowdown from infection, with fatigue mechanics and much lower mobility. And on top of it you want to also nerf range+recharge...

    From my perspective all that is required for nurse to be ok again is increase recharge time for her blinks. The idea is, that missing both of her blinks (so missing twice) should be more punishing then just 6s time waste. Also this would allow for survivors to gain some more distance - so nurse does not have to hit survivors from like ~6m for next try. Also stun timer should not go in paralel with fatigue time. Right now missing m1 is more punishing then getting stunned which is quite stupid.

    Ok... fair enough

    But I was thinking of her Addons (cause they were complained about)... anyway fair enough

  • Yes... I agree that we need this... And it would be a good thing

    Somewhere to sell unused Offerings/ Items/ Addons for BP

    But the Bloodweb should stay how it is right now... To level up characters (and prestige)

    But... coding issues stop it from being real

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235628#Comment_3235628

    It was stated many times here, but I agree with it so I will repeat it. Give to soloQ same amount (not more) of information that SWF has. Together with it balance killers around swf (because everyone is swf now).

    Nerfing nurse specifically has nothing to do with it. She is outlier from all the other killers (blight included). There should not be any outliers. If one killer didn't have any power and he would be just basic say 4.8 killer, I would also say there should be no outlier and make him do something more (or delete him). I mean - I already stated that there are several killers that should get buff. But none of them are as urgent as nurse - because only nurse is so far detached from everything else in the game.

    Information is not communication...

    Right now there are 3 Killers that match power levels with SWF... Nurse, Blight, Wesker

    So if Nurse does get changed... then only 2 Killers may be worth running

    I think we agree on these things but find ourselves coming up with different solutions... Do you agree???

  • @Pumpkinbros said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235961#Comment_3235961

    it completely goes everything that is saw, once a gen completes their team is the one killing them, it's the whole point of the phrase "Make your choice, live or die" that john kramer and Amanda say over and over, but its also not luck, they have it completely outlined, that the first survivor is the most likely to get it off, but the 3rd survivor will have to search 5 boxes no matter what

    The most boxes a Survivor has to check is 4

    The number is 12 (I think)... so it's like 4-4-3-1 Or any other variant but the total number has to be 12

    The perks makes sense... Make Your Choice and Surveillance

    The perk that don't (or they ruined for -phrase I can't type right now-)... Hangman's Trick

  • Hey... what's up all.... I'm still here

    But seriously... I fell like some of those people have shaken the pot a bit to much with either not caring what they say or how they say it

    Like last week I noticed some typed (a word I can't type) so I told them to fix it before they get banned... but they got banned

    All I could do is laugh though

  • @Lastchild

    I mean I haven't played the game in like 8-9 months so I don't have any experience but from when I did it wasn't luck that got the trap off

    Either they guessed right or guessed wrong

    But still not activating the Trap apon completion of a Gen does hurt me... No ones going to have a Trap on by the Time the last Gen is done

    Her potential is highest during the mid-game when she's getting downs and putting on traps

    Her start up is slow to say the least and her end game is laughable... seeing how they nerfed her

    But all of that could just be my playstyle with her

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235606#Comment_3235606

    I really wish nurse got nerfed. But not nerfed into oblivion. I mean I am survivor main. But when I played killer, it used to be almost always nurse. But I don't enjoy her after patch 5.5. And I sure would not enjoy her after your nerfs.

    Like if you only made her not being able to blink over obstacles. That would be such a nerf, that her chasing power will immediatelly drop her to D tier. This alone would mean she would require compensation buff (and giving her 3rd blink would absolutely not be crazy idea)

    Why... she can't Blink through walls -something complained about-... Her Range does stay the same but if you use the Range Addons they will add more onto her Fatigue and Recharge -something else complained about-... she still is the same at base but with a difference coming from which Addons you use

    So I don't think I ruined her... I'll be honest that's about all I can think of when it comes to the Nurse

    She would then have an Addon that allows her to Blink through walls

  • Once they make a Perk they can't remove it (they can make it base kit though)

    How many big reverts happened since the game inception

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235500#Comment_3235500

    SWF does not mean strong. There CAN BE strong SWF. But you can take 4 Ayruns together without comms and you will swear they have comms and are actual SWF. Then again. You can take someone on at least Otz level (and there are much better killer specialists) with nurse/blight/artist/wesker/spirit and even huntress or twins and you will get loong 4k win streaks all the time.

    You can't take 0.01% players and say this is norm. Because otherwise there is also really good onrio player with 100 kill winstreak - does that mean she is OP and needs nerfs?

    SO do you want them to "fix" Nurse or "solve" SWF's

    All I'm saying is to do both at the same time if they can't then Buff some of the weaker Killer to have a shot at "sweaty" SWF's

    Since SWF's are always going to be a thing... But Killer tier's will always change

  • @Gandor (seems that I can't use the quote button)

    Did I make her weak and unfun??? cause it seems that's what people wanted to happen

    Yea I haven't seen a Key in a while... But that has to do with people thinking that the only use for them is to open the Hatch... So I changed how the Hatch works (not really but put penalties on Survivors whom want to use the Hatch for a "free escape")

  • So allow me to shrink this down.... damn stroke

    The RBT's are "labeled A-D"... and so are the JB's and the Keys that Survivors can see... NO (have you watched any of the SAW films)... Either all of the boxes are visable or the farthest one... She's not like Freddie... I do like the labeling of everything

    So any Survivor that has a RBT on and is still injured suffers from Hindered, Mangled and Deafened??? I would add Blindness to that (so that the Survivor can't run as fast, harder to heal, Can't hear well and can't see any auras

    And The Pig can reuse the RBT? is there an animation of her picking it up? or is it automatic?

    And are you removing the Active state a RBT can be if the timing is right??? That's the biggest slowdown she has... If the trap doesn't activate after each and every Gen getting completed that what's the point of having the RBT's... it forces Survivors to stop repairing Gens for however long and can swing the Match into the Pigs favor... or can set up a Survivor or two to die if they don't act fast enough (I've gotten a couple 2 Head Pops in one match)

    NO 100% removal rate... make the Survivors work for to it... like that've done

    I like some things but I don't like others

    Addons are next so I'll give some time to think of what you'd with them

  • @Lastchild said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235495#Comment_3235495

    The only viable idea I've seen you submit for the nurse is the inability to walk through walls.

    I will take your idea and include it in my rework

    Besides, I posted a rework of Pig : https://forum.deadbydaylight.com/en/discussion/351428/rework-the-pig

    Don't hesitate to comment, I feel alone...

    LOL... Ok I'll check it out

    And what do you mean "The only viable idea you've seen me submit" you don't like the other things I've changed about the Addons?

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3235398#Comment_3235398

    because there is 0 counterplay against good nurse. I mean blight is really tough. But at least there is something. For nurse it's just matter of how quickly you all die. Not fun. But I agree with you that pig/ghostface/shape/clown/onrio/.... needs buffs. Against good survivors these killers don't stand a chance (I am disregarding iri addons)

    There's 0 Counterplay to SWF's (and don't sit there and type "some SWF's aren't that competitive" it doesn't matter they can flip that switch faster then Huntress can throw a Hatchet)

    Gens go by fast as well... what are you going to do when this game has no Killers cause we don't want to be the test subject in matches that feature Bully Squads, Gen Squads, Noob Stomper Squads... Where the match time all depends on how the Survivors feel\

    But at least we can agree on the Weak Killer needing buffs... But that's also my point they need buffs before Nurse gets Nerfed cause SWF will still exists... I am not saying that we need a SWF proof Killer but we do need Killers to be stronger against SWF's

    So here's my change to Nurse.... Make her have two Blinks base kit and make it work like (that one addon that makes her be unable to Blink through walls), add more downsides onto her Range Addons by having a longer Fatigue and longer recharge... and make the opposite a thing as well decrease her Range but give her faster Fatigue and recharge, and make the Blink through walls an addon that will increase Fatigue and recharge for going through walls while also making the 2nd Blink Attacks Special cause if we make all Blinks Special Attacks then change more perks to activate on Special Attacks... also can you imagine a 1 Blink Nurse STBFL will see use on Nurse

  • TL;DR... My change to nurse and explaining how Maps and Keys work... also how I would've changed the Hatch

    1-4 I can get behind

    5 I do have an issue with... what's the problem with Nurse (people have said that it's her being able to Blink through walls... some people say it's the Range addons... while others say it's her recharge)

    So here's my change to Nurse.... Make her have two Blinks base kit and make it work like (that one addon that makes her be unable to Blink through walls), add more downsides onto her Range Addons by having a longer Fatigue and longer recharge... and make the opposite a thing as well decrease her Range but give her faster Fatigue and recharge, and make the Blink through walls an addon that will increase Fatigue and recharge for going through walls while also making the 2nd Blink Attacks Special cause if we make all Blinks Special Attacks then change more perks to activate on Special Attacks... also can you imagine a 1 Blink Nurse STBFL will see use on Nurse

    Blight.... I forgot what those two addons do (so I can't comment on that)

    Wesker... IDK what that Addon does (so I can't comment) but I will say why are we complaining about an Iri addon (it's supposed to be strong)

    6... why make more Items that Survivor have to deal with... but I also think that people forget how the map works, So the Map works with static things (gens, Totems, Chests)... and you can mark certain things (and I think places) and have the other Survivors see the mark)... what else can you think of the maker Maps better

    7... Keys are good enough for those players whom don't want to run Aura Reading Perks (Bond, Kindred, Dark Sense, Alert) cause that's what it does with the right addons except that it's just a press of a button away... Just because it's not used to open the hatch and let everyone go when there's 1 Gen left doesn't mean it's less useful... TBF (To Be Fair) I would've cut down the BP gained from escaping through the hatch (basically making it like a Give Up option the Survivors have) and giving the Killer bonus BP for having the Survivors take the Hatch rather then finishing out the match (seems they want to do that kind of punishment on Camping why not test it out on the Survivor side

    And adding an animation to opening the hatch along with like 2.5-5 second opening timer... depending on how strong the Key is (pink keys will open the hatch in 2.5 seconds and the purple key will open the hatch in 5 seconds)

  • If they nerf the strong Killers it's just going to bleed into whomever comes next

    People are going to start complaining about Huntress, Spirit, Pig (LOL), Legion, ETC...

    SO why not buff the weaker Killers to be better then Nerf SWF's and the Strong Killers

  • There're too many matches to go through every single one to find what happened

  • Either one side or the other is going to "win"

    If 3-4 Survivors escape then it's the Survivors "win"... well at least it should be but this game is a 1V1V1V1V1

    If 3-4 Survivors die then the Killer "wins"

    Adding in Side Objectives sounds good on paper but in practice not so much...

    Totems are an example of a side objective that people don't agree with... they offer the same things as those events (I think)

  • @sizzlingmario4 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234597#Comment_3234597

    The notifications function for 60 seconds, after that it stops. But they can be active on multiple gens at a time.

    I think that combined with the extra regression is a little much, honestly. The regression speed is fine on its own, but stacked with overcharge it starts to get out of hand. I think overcharge on its own is more fair because it doesn’t give the killer information unless the survivor misses the overcharge skillcheck.

    Yea.... Fair enough

    So why don't we remove that dumb (Phrase I can't type) skillcheck or at least make it work like a normal skillcheck

    And Remove the Information part of Call Of Brine and put that onto Surviellence

  • Call Of Brine... does the most Gen regression in 60 Seconds... taking away 30 charges in those 60 seconds

    By itself it takes 4 minutes and 46 seconds to totally regress a Gen

    How is a perk that increases Gen regression to .50 for 60 seconds OP

    But yes I do understand how the notification can cause problems... But does it still work once the 60 seconds pass or is it always in play

    Cause if it's always active then BHVR needs to remove it from Call Of Brine and put that on Surviellence

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234086#Comment_3234086

    20, then 12, you are right.

    It has to be noted that the longer the blink, the easier it is to juke her (She blinks, she does not teleport).

    I went against several Nurses since I came back to the game. At best they got a draw, killing the two utter beginners that were grouped with me.

    When I play her, about half the team I verse are quite decent and manage to win (or it's a close one).

    I feel there is an ever-increasing number of survivors learning the proper skills to survive a chase long enough : after all, not everybody rage-quits in face of a new challenge.

    The recent statistics are pretty representative of my own experience. (I'm a way better killer than a survivor)

    Ok thanks...

    I've noticed that as well

    That's ironic... LOL

  • @xni6_ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3234016#Comment_3234016

    really i just want to know what the most common result each killer gets. i feel itd be lifechanging information

    So do I... To be honest

  • IMO Nurse is a hard Killer to pick up and learn... With Blinks and other things related to it (I play on console so that could be the reason)

    She is the slowest moving Killer her base speed is 3.85M/S

    Her movement speed while charging is less then that ^^^

    She moves (I think) 20M with her first Blink (I might be wrong)... so that's why her range addons are used

    So what if her Range addons added more fatigue and longer recharge... would that be good enough (sense double Range would just increase fatigue and recharge times)

  • That's one reason why BHVR says to not take what they give us out of context

    But yes I would like to see more... as to understand how they think (LOL)

  • Would you want a match that ends in 5 minutes or 9-10 (or even 15)

    Cause it does matter... but I thought Totems were supposed to be the second objective?

  • Who deems them strong?

    Who deems them hard or bad?

  • To a newer player she is... In terms of skill floor she has the highest one

    But that's more of gameplay and time but not something that BHVR can fix

    Also being addon dependent is a big issue (yes I know that tons of players will come in and say Nurse isn't addon dependent but let me just say that Range and recharge are the most complained addons)

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231877#Comment_3231877

    because stronger killer can handle strong loop rng while weaker killer get auto-lose for having strong map rng.

    They can't adjust the maps spawns just because you picked a different Killer... that's just too much coding for BHVR to do (and it would be something that will break)

    Yes I do agree that certain Maps and Killers are really messed up but that's apart of playing the game... How do you overcome that means that you are better then you thought (Well I would be) or you are worse then you thought (Happens to me a lot)

    But general Map balancing would be better then making the Maps "Killer specific"

  • @HellDescent said:

    https://forum.deadbydaylight.com/en/discussion/comment/3231918#Comment_3231918

    If you can't land killer's power it doesn't make them weak, it makes you bad at the killer you're playing. Should we start balancing all the killers around beginner level?

    But it does.... it means that I need more time on that Killer to get used to the power... A 2000 hour Nurse main will do better then a new player using Nurse for the first time... but in the end it still counts

    Also do you think players will admit that they suck using a specific Killer? Or will they say "Oh that Killer is trash"?

    No... I didn't say that... What I'm say is landing a Killer's power is skill... Either muscle memory (Nurse) or a reaction (Huntress)

    But newer players do need to be separated from the rest of us... maybe put a hour number on it (Seems that's all that can be measured at this point)

  • If they miss is a valid argument... All Killers would be weak if they miss anything:

    M1 attacks

    Hillbilly Chainsaw

    Bubba Chainsaw

    Nurse Blinks

    Pig Dashes

    Hag Traps... and her RBT's (but that's more like mistiming it)

    PH Range attack (forgot what it was called)

    Nemesis whip

    Deathslinger's shot

    ETC....

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