ReikoMori
ReikoMori
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@Yrakaz4 said:
The endgame collapse makes it impossible to escape when the pigs trap is on.
Perks such as No one Left Behind becomes very rushed and almost useless.
Against the Hillbilly, trying to open an exit gate with the timer is near impossible as he can go from one gate to the next in seconds.
I am killer main and it honestly makes the game boring as killer because it's too easy to get all 4. I play survivor for the challenge but then get frustrated by the unfair balance.
The pigs traps are not actually active in the egc. If you were trapped before the last gen was done then you have to worry about removing it. If you're trapped during egc the trap isn't active and you can leave through the game like normal.
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@suffering23 said:
https://forum.deadbydaylight.com/en/discussion/comment/493766#Comment_493766
like i said, I've insta down a healty survivor, i am not a ######### btw, i won'T make a post saying omg i downed a survivor with my corrupt purge is it a bug?!!!
he was healty and NOT injured, i insta down them with it, that's the point of my post
What you're seeing is actually a glitch that occurs at times. While using corrupt purge the game can sometimes stack the hit even though it really should have one hit once on that survivor during a single vomit stream.
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@TheGameZpro3 said:
I honestly can't believe people still don't want a battle pass. FREE ITEMS, for FREE.
It's purely an option. Plus, it'll add a reason for actually playing the game. And most likely, the items will be "Pay to lose," so it'll be worse to get the pass actually.
I know this will get down votes by tons, but I don't really care.
And if you can't agree with me on the pass, can we all at the very least agree a battle pass would be better than loot boxes.
They could give us those same items for free through short term themed events or just give us the things out right whenever they wanted us to have them. They could do weekly or monthly community goals that results in everyone who played getting the free item.
Also battlepasses in general don't sit well with me. They always lead to burn out as they make playing the game feel like something I have to do on schedule instead of when I feel it is when I want to or worth playing. I'd rather just pay for the items I want directly and have more short term theme events.
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Killer is the power role and is supposed to have the ability to plan ahead for what survivors are bringing with them.
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I'm a firm believer that not everything a killer is capable of should have a hard (>50% success rate) counter.
The first perk has no counterplay to it other than playing a killer and running perks without exposed. Which wouldn't be an issue if not for the fact that one of the most loved and interesting killer is built around exposed. Three hex perks have exposed as their keynote effect. One obsession perk features it. You're placing a lot of builds and playstyles designed to counter the fact that survivors have become ridiculous durable right into the trash.
The second perk as you've written it has the same problem as the first, but for some reason it also reveals the obsession. Which is weird because you don't ensure the perk switching the obsession to yourself before giving the aura reading. It's still left up to chance that you're not the obsession. You're putting your teammates at risk. Also the way you've written it makes the perk useless at tier 1 and undefined at tiers 2/3.
The killer is supposed to be the power role and most consistent way to express that is what killers are is through Exposure Status. It is one of the reasons it already has a lot of hurdles to get it unless you're a killer that has it part of their kit. Even then it is on a strictly controlled time limit with the exception of one addon for Myers that makes going from T2 to T3 take much longer time than normal.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/494034#Comment_494034
I'm starting to think Nurse only needs her add-ons reworked tbh. I don't want her to be trash, but I do want her to be fair. I know my rework isn't perfect, so do you have any suggestions?
Also, when we played together, you keep saying it's a guessing game. You're true about that, but when you're in the middle of no where, it's a free down for me because there are no LoS blockers. Idk, I want Nurse to be loved by both sides, like Spirit.
Spirit isn't loved by both sides. She garners a ton of hate from survivors due to Prayer Beads and Mother Daughter Ring combo. Even without it that she's still considered part of the top level killers and gets a good bit of complaints about her. Though like nurse, Spirit is not being looked at as in need of changes.
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@Atrushan88 said:
Killers have found a new way to hold the game hostage, they stand on the hatch waiting for you to come to it, thus forcing you to finish a generator. I had this situation yesterday where a Trapper was standing on the hatch waiting until he saw me so he could close it in front of my face. I didn't give him the satisfaction, 99%ed 2 gens that were close together and was gonna go straight for the gate. As soon as I finished the first gen and was running to the second, he started the EGC and ran straight for the gate(both were close together).
You just explained how he didn't hold the game hostage. You were able to not only finish the last gen, but 99% two gens. The only thing that happened was you were in a situation where the way to win needed required more skill/better suited perks for the situation at hand.
You certainly weren't held hostage as the killer did nothing that stopped the game from progressing to an end in a reasonable amount of time. He's not obligated to give you hatch and you could've prepared better as a solo survivor for a potential endgame 1v1.
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@Kind_Lemon said:
https://forum.deadbydaylight.com/en/discussion/comment/491036#Comment_491036
If you're talking to me about bad eyesight, don't. I have intense corn vision. I think it's stupid for the atmosphere of a horror game like this one to have clear lines of sight everywhere there's an open field. A lesser clear render distance would solve some of the issues regarding The Nurse's overwhelming strength at a distance and would also make the game look better as a whole.
It won't make the game look better, it won't help with the Nurse as we actually had your idea on the older game engine and she perform just as well as she ever does. Also you're talking to someone who has 35/29 vision and playing the game when it was insanely murky looking and had more line of sight breakers was hell.
Again, the devs have done it and decided not to keep when switching to new engine we currently run on.
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When are they finally able to work on generators? Killers just wanna survive too. They need to feed their bloodwebs either.
I actively attack survivors who try to open the gate first. I want those gate bp.
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It's neither. Matchmaking just puts you together with who is own. It tends to try a go in the same rank, but if no one of your rank is on then you get higher ranks. If you're unfortunate then you'll get a SWF that is a mix of red and purple ranks and generally have a terrible time. The game doesn't have the capability to separate out ranks well. We'll have to wait for dedicated servers to roll out for that.
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Survivor End game perks are an absolute joke with Adrenaline being the only viable perk. A few changes I'd suggest would be:
You're never going to have a perk that gives out endurance be something that is properly balanced if there is no downsides. Endurance is a big deal especially in the endgame phase.
You're asking way too much for wakeup to do. You can't compare that to bloodwarden as Blood Warden only puts entity blockers at the gates if the doors are already open and you hook a survivor. You can only gain it once and you have aura reading, but only in the gate where it is least useful.
Anytime you have a huge speed boost you need to have time limits and hope activates on last gen done not on doors being open.
Killers don't have a vast array of endgame perks either killers have 4. Remember Me, NoED, Blood Warden, and Rancor. Remember was nerfed, Rancor is single target and only happens if they choose to not escape asap, NoED can be made a non-issue. Blood Warden is the only true endgame perk you consistently have to respect.
Survivors actually don't even have to let the game go to the endgame. You can do 3-4 gens and key out of the hatch. Even if you do go to egc you have items to supplement your survival in the egc. Killers can't really affect anything during the egc except to keep downing and hooking like they should have been during the rest of the game.
I think survivors need ACTUAL endgame perks maybe, you got adrenaline and borrowed, but these changes aren't the way to go.
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Looking at your video, you're machine is struggling to even run the game. Also other players' ping indicators are red which means they are having a bad time connecting to you. The game says you have all killers unlocked so I don't see an issue there. I don't know what the issue could be other than your connection isn't good enough to support other players while you are the killer.
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@[Deleted User] said:
New Killers must always be paid for, or you may Grind for them.
Nothing freely given as the rule, only the exception.
Consumer Friendly does not equate to sustainable.
Actually consumer friendly does equate to sustainability. You've just confused something given for free with something given at no cost. Plenty of games give things away for free their entire run for years on end and still turn a profit.
Plants vs Zombies Garden Warfare has done that mode and sustained each of there game for years. The key is that you find ways to get your players things without passing the cost on to them as well. Brand sponsorships really worked well for PvZ in that regard. Other games have used there connections to other games or upcoming projects in house as a reason to free content for marketing purposes.
There are plenty of ways of give your players things without passing on the cost to them, but it does require making those marketing deals with that being in mind. Bill for instance was a free survivor for pc players. Nurse was a free chapter as well as Huntress. You can't have free things like this all the time, but every now and then would be nice.
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I am against this idea wholeheartedly. First off a killer like Nurse shouldn't be damaged by such a sluggish power change when her current system works very well. Every time she blinks after the first blink in a chain she gets 0.5s increase in fatigue time. It shouldn't go any higher than that and she doesn't need an arbitrary cooldown to her power when it is meant to be her only mobility. Making her 110% actually doesn't help her if even then her power is still the most effective for of movement.
I looked through your addons. Most of them don't bring any uniqueness to the game individually. Combination wise they are to me just worse than what she has and would still result in her getting a nerf later down the line. 7 blinks surpasses nurse when she could do 6 blinks years ago. That was a problem that led to the scaling back of her base kit. It is the reason she has base 2 blinks instead of the 3 she launched with. You're no fatigue omegablink isn't that strong considering you've now placed her on such a heavy cooldown that she can properly pressure the map. So should not get a down then you're giving up a hell of a lot. Super lunge is bad gameplay design as what you're describing is another base feature of the nurse they removed from her in the past. Nurse originally had a built in attack assist that made it so if she attacked out of blink the game corrected the aim for her and hit the target. She basically never missed. They removed it from the game after a short period.
You've scripted a rework that doesn't really improve her and gates her off even more while someone looping back to bad ideas of initial release nurse.
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Rank 7, got downed first by a Leatherface, wasn't toxic or being an as****e, the chase lasted like 1 min and he decided to camp me on my first hook, also the first hook of the match.
1min is a long chase. Though that it is the killer's fault for investing nearly a gen and quarter's worth of time. Also you have to consider that the player is playing LF whose better at playing defensively around someone whose hooked than pressuring the map.
Despite his ability to down multiple people instantly he's not particularly good at applying pressure to the game unless people start start dying early. Also most players are not going to rush in for the save only to at best swap places with you if you've given them borrowed time.
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@Darkskies said:
I wasnt in frenzy or just out of it i saved it before getting into thijgs because as a killer you habe to think like its a chess game i feel at times i was thinking if i do a b c then i can get pressure i dont see why mom counts like a wiff or miss attack the perk says you take a hit...
When ever you successfully hit a survivor while not in feral frenzy you're power is depleted by 50%. That is the just how the power is designed and there is nothing you can do to stop it from happening. MoM doesn't have anything to do with it.
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@Exerlin said:
https://forum.deadbydaylight.com/en/discussion/comment/492889#Comment_492889
You can not buy licensed killers with shards. You have to pay for them.
Oh yeah, I forgot. Then get Legion. Join us in the vigil to pray for their souls. FJSJ deserved better from the entity than they got.
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@CallMeSpidey said:
I refused to sign up for it.
People usually get paid for marketing, research or testing purposes.
Having actually done that type of work for money and seeing how much it doesn't pay. I'd rather do it for free for something I kinda enjoy.
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@Alonzo said:
I forgot to mention. I don't need any of the killers for the perks as I already got those perks from the shrine of secrets.
Well if perks aren't an issue than grab Ghostface next month.
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They could take part in separate trials or together as a group in a single trial. There is also the possibility that the Entity took each of them from the real world and forced them into a single body. A forced gestalt. When a trial is given to them either the Entity picks one to come to the forefront of both the mind and body. Or they actively choose between themselves mentally and the body changes accordingly.
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@Kaalaxi said:
https://forum.deadbydaylight.com/en/discussion/comment/492225#Comment_492225
Actually there are some situations where missing an attack is good, you can use it for extra distance at the end of frenzy and reach a window to block it before a survivor gets there.
You incur a base 4s stun or 3.76s stun with max cooldown for that which allows survivors enough time to just go the other way with minimal risk. Proper good survivors aren't considered with a stunned legion window block.
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This isn't a bug and if you've already reported in game then you've really done all you can. The next step would be to open a support ticket and submit evidence there.
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@Shadowporn said:
https://forum.deadbydaylight.com/en/discussion/comment/492310#Comment_492310
Yeah right, but I think a permanent ban is a little over exaggerated, no matter how many times you DC. I mean come on, in what other game do you really get banned instead of locked out from a match? I don't know any other game.
For disconnecting repeatedly to a very excessive amount? Literally every single multiplayer game features that as part of the rule set. Reasoning behind it is simple as well, repeated disconnections from the game are very disruptive. Even moreso in games that are team based.
@ba_tetsuo said:
Just make DCers play with each other.
That is a possibility once dedicated servers roll out, but even then if you're still dcing at a high rate you're getting banned.
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I've been on the game since 2016 and I disagree. Killers aren't getting the bigger slice of cake here.
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@Condorloco_26 said:
No.
Even current DS is broken in the sense that it won't "protect" survivors from being tunneled.
It just gives them 60 seconds of invulnerability, plain and simple. I've been hit with DS after chainsawing and hooking 2 other people in those 60 secs.
Tell me how is that tunneling.
The whole concept of tunneling is hard to tackle in a game where the only objective for the killer is hitting and downing survivors. If they wanted less tunneling they should have made the game have more stuff for both sides to do other than rush the ######### out of each other.
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You get it because then you can turn 2000 shards into 150k bp when it is in the shrine.
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It is time for payback...
One, don't waste time and energy trying to make people miserable in this game. Their already miserable enough. Two, just play any killer and do anything. You will get complaints no matter what. The more you play killer the more you see that role feels like working in retail and dealing with bad customers.
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@Schwifty said:
I use Legions power to choose where the loop ends. Like just after a fast vault is a good time to either hit them again or swing and miss on purpose (because they both have the same effect, ending FF chase so you can recover and close the gap for the final standard M1 hit to down them.
But then again I'm a total potato so what would I know. lol
Never swing and miss on purpose. You're putting yourself at a huge disadvantage as miss drops your entire power bar. That is 20s of power recharge at unnecessary times. Also be careful of short loops as that is what can hurt Legion more than longer loops.
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Why do we need a solution? Well once the killer spotted u after closing the hatch it's gg. It's basically the old Legion moonwalking you all over again.
EGC 1v1 is nothing like Legion exploits. EGC may only need the min/max gate spacing adjusted if that. Other than that players escape during egc 1v1 plenty of times. You're not supposed to be in a low stakes low pressure situation when you're the last man left because your team is dead. You have exact amount of difficulty that should be expected when dealing with a being you can't outrun or kill.
Want the hatch reopened, find or bring a key. Need help finding the hatch first and don't want to rely solely on memory and map awareness, bring a map. Want to get the gate open faster, use wake up. You've got everything you need to make an escape.
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That's a bad timing issue. The devs even stated as such. Head On has a very short range, but a longer width at the sides.
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@[Deleted User] said:
There’s no balance issue here.
Killers want to be able to relentlessly engage in chases without giving thought to protecting gens, which is a childish approach to this game.
Oh and believe that loops are unfair.
No the issue is killers (most, not all) having the wrong priorities in a match: area control, and gen protection. And in order to keep up area control and gen protection, ESPECIALLY against skilled SWF is to learn to more frequently abandon chases and more frequently ignore loops.
This is an unfair blanket generalization even if you've said most rather than all. Ruin does has legitimate balance issues.
The is hindered by the linger totem spawn issues and on the survivor side hex totem do force a sense of "I need to cleanse this!". I think that is problematic as well because the benefits of hex ruin aren't really in the gameplay, but the psychology of players dealing with it. Gameplay wise it can simply be pushed through, tapped through, and countered with one of Tapp's perks. Stake Out if I remember correctly.
We need more things to encourage varied and intelligent play. Which isn't going to come through perks.
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Filthy Blade increase the mend to 20s. I can't find any hard numbers on Nasty Blade, but I know the blade addons no longer stack.
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The new Left Behind rework is a bit useless, I like the buff to it but you hardly ever get to use it due to the hatch almost always being closed.
Or run Wake Up which is superior to Left Behind, which has always been useless, in that situation. When the hatch closes you're not even able to do gens so the perk needs a full rework. Can't just tack stuff on to it.
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@Schwifty said:
Head On doesn't actually really work at all so nobody uses it anyway? kind of an interesting factoid that a completely useless perk that never works can be 'countered' but with Head On in the state it is, kind of makes it a tad moot.
I've experience head-on working plenty as in I've been hit by a fair bit when I wasn't aware someone had jumped in the locker.
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since their change , what would you suggest are the best perks for them ? I was thinking sloppy, thanataphobia, ruin and bbq ?
Thana would make sense if the numbers on thana were better. BBQ is universally good on every killer so not much to say there. People actually heal against legion now so that is another reason to not run thana. I'm starting to like sloppy less on legion since I can't track blood while moving in frenzy. It would help if I could as Killer Instinct's tracking is functioning consistently like it used to.
M&A, Save the best for last, Enduring, and spirit fury are good picks. Honestly, any meta m1 killer build works fine.
I personally run Bamboozle, Save the best for last, Sloppy, and whispers. for addons I go Etched Ruler and Stolen Sketchbook. That's the best you can do for addons as most everything else with the exception of iri button just is sorta there. Pin addons would be better if they worked on first frenzy attack rather than second frenzy attack on the same target.
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@darktrix said:
Calm spirit prevents the scream.
Here is the question though, does calm spirit prevent iron made from preventing Head-On? Because it stops the scream, but does it keep them from hard stopping in front of the locker when they gain the exposed condition.
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So I understand that current DS serve as a tool against filthy campers and tunnelers. Okay. I get and appreciate it. But old DS did it as well and even more.
That isn't happening. The old ds had no intelligent play or true counterplay outside of juggling which was situational. You shouldn't be able to deny a killer his first hooks on survivors without help from teammates or the killer being a bonehead and messing something up.
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^ People keep asking for Ebony mori to only work when someone is on death hook. That makes the mori entire not worth using as if you've got someone to death hook the hook is actually faster and worth more points. Mori already trades bp and emblem score for the opportunity to kill by your own hand.
We even have a daily for mori use. I did the daily and you would not believe how hard it tanked my score even though I got a 4k. The Dwight was worth more to me alive than dead.
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Please do not add something like to the game. It would only add more technical issues to an already heavily bugged and unstable game with a largely toxic player base.
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It could be because you're using no mither. No Mither inflicts the broken status on you which isn't technically a normal injury state.
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@Haku said:
They should reduce them to just one type or Mori that is ultra rare only and thats it.
That actually is a bad idea. Mori are situational by design and it isn't always necessary to kill and entire team when you maybe only need your obsession for dying light.
Honestly, I've never understood the desire to try and make mori near worthless to use. Killers don't get a lot of truly powerful moments. The entity gets the best part of the game, the kill. We have to grind bloodwebs and bp to get the chance to have mori. I'll be honest even when I've used mori most times I've never been able to secure the kill. Mori doesn't effect a survivor's innate ability to play the game. Hell a lot of well known killer streamers burn a mori and then forget to use it. The game doesn't have a indicator for killers to remember they burnt a mori. A lot of killer behavior just becomes autopilot and before you know it you're just hooking people without paying attention to the kill prompt. It's just muscle memory to mash space the moment some drops.
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no matter what build you do, Hex:Ruin will always find a spot in your perk slots, I just think it really limit killer's creativity in perk selection, that and BBQ and chili, it doesn't even contribute to the killer's play style, it's just UNIVERSALLY used by EVERY killer and it's kind of boring?
Hex Ruin is a mainstay because it one of the few perks that can consistently slow the game enough so killers actually get to play the damn game. I play legion and don't run ruin and games just go by way too quick in some instances. BBQ is just great to have as it gives you aura reading and generates a bp bonus. The best part is the bp bonus as killer grinds aren't such a life sucking drag.
It is boring that some perks are constantly used, but we can't really control how survivors approach doing their objective. You also have to understand that DBD isn't actually meant to be super diverse. All the survivors are carbon copies in the way they interact with the game. Killers could be more diverse with their unique powers and addons. Problem is the game is getting old and well studied. We all know how to pick out the optimal addon combinations and perks after playing so much. Then there is the fact that whether you're a survivor or killer we all have to feed the four-headed emblem god. Which may be the single biggest hindrance to playstyle diversity, You're forced to choose rank or diversity unless you play high tier killers then you can easily get away with both.
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This is going nowhere.
We're two pages into this thread with the majority of players disagreeing with the OP. Same with their other thread on the same topic in general discussion. Now, granted the OP has been pretty civil in their responses, but enough is enough. This isn't a good idea when put forth to the board. You've got maybe 6 people on the forum who agree with this sort of idea. You're also constantly trying to shut out any relevant discussion points that aren't exactly about the timer. A discussion tactic that isn't going to win over any of those who may potentially agree if the discussion was allowed to lean more towards similar fields they actually care about.
Can we just put this to bed already?
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Hello, i am unsuccessfully trying to learn nurse. I always go vanilla w add ons, but have been running BBQ, nurses calling, m&a and bloodhound.
Other have mentioned it already, but to give you the hard numbers. Nurse has a base fatigue time of 2s. Every time you blink you add 0.5(half a second) to the fatigue. The maximum without addons that increase her fatigue is 4s even. Pocket Watch addon can give you a decreased fatigue time. The decrease is 14% which gives you 1.72s fatigue for one blink and 2.15s for 2 blinks.
https://deadbydaylight.gamepedia.com/Sally_Smithson#Power_TriviaThe gamepedia wiki has a lot of useful information. I use it whenever I need to know numbers or effects. It's the official wiki as well so it stays up to date.
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Anyone else notice this?
Adding another killer and 4 more survivors would require a lot of work and balancing. You'd need to go out of your way to modify maps and gen times, perks, and just about everything else. That amount of work would be equivalent to making an entirely new game.
So much of the game hinges on there only being 1 killer that adding a second carelessly would certainly cripple the game. How would you even score a 2v8?
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The difference between speed hacking movement and Legion's movement is astronomical. You'll be fine.
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Flashlights aren't particularly a good choice at lower ranks, but at higher ranks they do come out. Also a single person with a light isn't as effective as two people with lights. Lights are also not meant to be reactionary defense tools except against Wraith and Nurse.
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Ghostface's power bar only moves if he is seen by someone while using stealth. We sort of do need some less power dependent killers. Unless their power requires reloads of trap pickups. If we could have another character like the Pig it could be cool. Someone tossed around the Collector in a thread. Would be interesting to see someone who could booby trap palettes and windows.
Though in the collector's movie he's sort of insanely powerful. He shows up, booby traps you entire home in like a minute and then spends his time stealth attacking people till their dead. Or you're his chosen one and he puts you in his traveler's trunk to be tortured later.
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You can't be serious.
Now if they change the map visibility then more than just killers are going to suffer. You're not even taking players with poor eye into account. Plenty of players are making it out of gates currently. You have plenty of time if you learn how to work the environment we have to your advantage like the others who are getting out just fine.
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There's no point in even bringing this up. I actually agree that adrenaline needs to also be adjusted so if you're already on the hook then you miss the window to benefit. The devs didn't feel that way and changed it. There is no intelligent play when it comes to Adrenaline. You either need instadown gear or you need to prevent an endless hook rush for at least 4mins.
The perk is old so it wasn't an issue back in the day. The game's changed a fair bit in tactics and speed of play, but at the end of the day there is a hard cap on how much pressure devs want to impose on the survivors. I'm not going to call it favoritism. One part of me sees the reasoning in. As a person who plays killer mostly, I've never been a fan of being expected to put in 100% more skilled play than my opponent at the end game. It is one of the reasons many killers complain about the game being high stress.
In the end though adrenaline isn't changing unless a huge drop in kill counts come about across all ranks. If you're not happy with it I'd suggest playing killers who can instadown. Don't listen to anyone talking about NoED being a viable counter. It is the worst handled and most baited perk.