SuzuKR
SuzuKR
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@SilentShepherd said:
https://us.v-cdn.net/6030815/uploads/E4LC9FRQFKGH/yup22222.jpg
I was Claudette. Killer is calling me a stealth mastermind at end game chat.
Just for proof that I'm a good survivor and this is why I am fed up with the 2 survivor end game.
P.S. I have now switched to playing Rebecca more than Claudette. I really like the Rescue gear she has on
Friendly reminder that admitting to breaking game rules on the official forums isn't exactly a smart idea.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3185337#Comment_3185337
Really? I hit survivors all the time with single blinks as Nurse, especially at close range. Perhaps you have a skill issue?
Yes, and I kill survivors with zero gen regression addonless Trapper all the time too, especially when they misplay and walk into me or put themselves into a corner. Beating bad players means nothing.
@BananaBlooD95 said:
https://forum.deadbydaylight.com/en/discussion/comment/3185337#Comment_3185337
Nurse is just too powerful with Exposed perk, especially on smaller map. Infectious Frights + Starstruck + Agitation= 44m aura of 1 hit survivor around you and Infectious gives you their general location too. She cover 100% of The Game, 100% of Midwitch, 70% of Dead Dawg Saloon, 66% of Léry. Keeping her basic attack regular attack just mean all Exposed perk has to be trash for her to be balance otherwise she can just end games so fast.
IMO the only solution for making Exposed perk just viable, not necessarily op/meta but just viable is to nerf her otherwise she become a problem for the game.
Or... the problem is that certain maps are too small (among other problems their design has). Also your number assumes she's standing in the center, which is not always applicable. If they're on the edge of the map, most of the area of effect will be outside of the map entirely. Also, you are just blatantly objectively wrong. Make Your Choice is insanely good. Devour Hope is extremely good. Haunted Ground is solid.
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Making the attack after second blink be special is pretty much the same as making both be special. A horrible idea, because Nurse will never ever land a non-blink attack/one blink attack basekit unless the survivor misplays or eventually gets cornered. Removing perk diversity is a bad idea. Furthermore, every Exposed source has its own counterplay built into it even regardless of Nurse.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3185261#Comment_3185261
And now intentionally obtuse. Have a good day.
Unless
- What the majority of the play-as side or what the majority of the play-against side finds unfun is different from what the majority of the opposite side finds fun
- Or the majority of the play-as side and the majority of the play-against side both find the same thing unfun
There is no problem unless it is unbalanced. Thinking otherwise is entitlement.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3183977#Comment_3183977
You're being facetious. You know very well I was just using that as 4 survivors for every killer in a match.
Just cause 4 specific survivor players don’t have fun against 1 specific killer/killer player doesn’t mean there’s a problem.
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@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3184333#Comment_3184333
The majority of DBD players are bad players.
Accessibility to prevent migraines is more important than an incredibly tiny advantage.
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@AetherBytes said:
https://forum.deadbydaylight.com/en/discussion/comment/3184363#Comment_3184363
Its not rewarding them, its changing the game to something that now encourages survivors to expose themselves, while giving killers a target that isnt just meander around the map until something happens.
Or… they can follow the rules and attempt to do gens. They don’t deserve help in that situation.
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3184665#Comment_3184665
I don't see where posting something about taking the game hostage is wrong? If I already made up my mind on giving someone hatch and I find and kill the other survivor with 3 gens left that is not bannable, the game is over, they are going to lose.
I meant the survivors that were hiding and doing nothing.
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It’s hilarious this person thinks they deserve anything more than a near-impossible chance of survival.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184683#Comment_3184683
Saying "you hide a lot" is funny, it takes TOO LONG to do a generator before the patrol comes back. BHVR even increased gen times in the recent patch. There is no chance at repairing the remaining generators with 2 survivors left. The Killer will simply kill whoeever he finds first, which is whoeever touches a gen first. At this point, you might as well just walk up to a hook and tell the killer to kill you. It's broken game design.
Should every Solo Q game just give up when 2 teammates die? "Ah damn, there goes our 2nd teammate, we need to give up, games over" ??? No this needs to be fixed.
And it happening to me a lot, implies I'm a skilled Survivor, I can loop well, and I can finish generators without getting caught well. Notice how I don't complain about tunneling, because I can loop killers and a lot of times killers will give up and break chase and leave me alone.
I make it to final 2 survivors a lot. This is why I have this problem so much. The 2 man survivor end game is completely broken.
So then leave when the killer is coming and get back on the gen when they leave. This isn’t rocket science. It is overwhelmingly against you because the killer has stomped the survivors. Having a decent chance would be literally rewarding survivor failure and punishing killer success.
If two people die before gens are done, then the remaining two accept they will almost guaranteed also die, and just do what they can gens-wise until that point.
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I do all sorts of random builds and escape around half my solo matches.
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3184659#Comment_3184659
Not if the game is considered "over" and hatch is def going to be how the game is decided doesn't make it bannable!
Wrong.
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What your teammate did is against the rules and reportable. If your teammate didn’t do that/if killer didn’t come by, then after you both healed, you two should’ve been doing gens.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184641#Comment_3184641
No that's not fair, this is a video game and people want to have fun. If killer dominated the bad teammates, the good survivor should be able to have a CHANCE at doing something to escape. Right now touching a gen with 2 survs left is death.
Then don’t play the side that is literally about team play.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184639#Comment_3184639
You're a killer main. I can tell because of how you don't care about how it's impossible to repair anything when 2 survivors are left.
You know this.
2 survs are left = killer patrols remaining gens = if you touch a gen it's death.
I play both evenly, but the projection is adorable. Yes, it is intentionally overwhelmingly in the killer’s favor. Guess what? It’s almost like that’s literally what happens when one side completely stomps the other.
Or do you think that if gates are opened while no one is on death hook, the gates should become blocked for a period and everyone should become Exposed and Mori’able so the killer can also have a chance of a comeback after getting absolutely stomped all game?
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184628#Comment_3184628
It does fix the problem. Because it doesn't matter what quality of teammates I get, I can do SOMETHING when there are only 2 survivors left. I can do something to try and escape using my skill. It puts my destiny into my own hands. It makes the game more fun.
Right now, two survivors left = don't even touch a gen because killer will know and kill you.
The killer dominated you all. You are not meant to have a good chance of survival at all. That would be literally rewarding survivors for failing and punishing the killer for doing well.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184623#Comment_3184623
There are four survivors yes. I am labeling them 1-4, as in giving them names "1st survivor" etc.... Third one just died. Two left.
Okay, so then report them for working together in that situation? But in pretty much any other scenario, you should go and repair.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184617#Comment_3184617
The 3rd person had just died, me and my teammate went to a boon to heal, killer came, I went into locker to hide from patrol, teammate spam open locker to show where we were, in hopes that killer would let him go instead. Which is exactly what happened.
Uh, how did a third person die if there’s still you and your teammate???
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184603#Comment_3184603
Again, if you have bad teammates, BUT BHVR FIXES THE BROKEN END GAME - then it doesn't matter, because there is still something you can do. Do you even understand? You don't get it
You're posting about bad teammates. If BHVR fixes the broken end game, it won't matter. But BECAUSE of the broken end game, bad teammates ruin the entire match. You can never control having good or bad teammates, or how skilled someone is. That is a much bigger obstacle to fix than to just re-design the end game and fix the broken 2 survivor end game.
There is something you can do. Do the gens.
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"Killer having a dominating advantage after killing half of the other team before the gens are done is broken and unplayable."
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@Iron_Cutlass said:
I feel as if it would be better to promote this stuff more on their social media accounts and even in the news feed (ingame) periodically. Not something insanely in people's faces but just a casual reminder every now and then; if you already have the charms, they maybe you dont see the message in the news feed (ingame). I feel like if BHVR overdoes it, people will find it annoying since people dont want to see the same thing over and over, you kind of need to find a balance with it.
And also the alternative of automatically giving people the charms isnt too bad either, I actually quite like that idea... I also thought it would be cool to introduce the different pride flags as well, like Bi, Trans, Ace, etc. I also kind of think they need a different ingame rarity so they are easier to access and put onto characters (since there are WAY too many charms).
Being able to favorite charms so they always appear at the start of the list would be really nice. Special event/code-redeemed charms being their own rarity above ultra-rare would be nice.
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@Bot_Salvo88 said:
In my opinion you need to earn it rather than getting it for free when gens get done. You can be afk all game and still win because of it (a Myers did this to me and other 3 survivors, all solo). He was pretending to be afk but then kill us all because of NOED.
Let's make it so you need 6 hooks to unlock this perk. I see too many killers playing poorly and rely on it for end game.
While I believe it's very easy to get rid of it, a lot of "noob" killers use it. You can see the noed coming when killer has 3 hooks and all gens are done. I just want killers to earn that NOED.
If survivors went from AFK killer to 4K, that is 100% on the survivors LOL
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@Raptorrotas said:
Identity V actually has that kinda agressive crows, It'd work in DBD too. According to some wiki of dubious validity, it's 80 seconds.
The above numbers are placeholders. I don’t think it should be lower than 60 or higher than 120 though.
@Freddy96 said:
What if the killer can't find a survivor for more than 90 seconds base whispers activates reducing the radius till 20m over 2.5 minutes(to avoid slugging for 4k).
That’s another interesting concept as well.
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Survivor queue time is like 20s and killer queue time is like 30s for me.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3167527#Comment_3167527
That is needlessly strong, since you can kick a gen and afk near it for a minute or two, forcing crows against someone legitimately trying to play, just refusing to go down in miliseconds (exaggeration for effect) in a chase against them. It also could be abused since a killer could just travel between two gens and kick them repeatedly, the survivors never get a chance to work on the gens and progress them beyond the crow timer they are gaining. These are players actually trying to progress gens, but are getting punished for it.
The timer is paused during running, since that generates scratch marks to track survivors with. Also, if the killer is hovering near one gen, they can just do a different one. If the killer is patrolling a 3-gen or something of that nature, they can just chip away at it whenever the killer is not there, and the killer will lose that war of attrition if they never actually commit to a chase. If they only go between 2, survivors just do the third. So on and so forth.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184363#Comment_3184363
Ah yes, punish survivors and make them just hand themselves over to the killer and give up just because two of their teammates died. Amazing idea.
Survivors are a team. So, if your teammates fail, it will also affect you. Don’t like that? Then don’t play on the side that relies on the team members doing well working together for victory. If half the team is dead and the generators aren't even done yet, the killer landslide stomped the survivors. This is just closing out what is realistically an already won game.
The survivors don’t have to give themselves up. They do have to attempt to repair generators. Being chased off is fine. Not attempting at all is circumstantially bannable.
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Wesker’s total bound distance is barely half his TR.
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@SilentShepherd said:
https://forum.deadbydaylight.com/en/discussion/comment/3184283#Comment_3184283
see, this is an excellent post with a good suggestion. i would say that the broken end game with 2 survivors left, is the #1 pressing issue in DBD right now. It causes a lot of issues, like snitching, slugging, trolling, game hostage, etc.
Your suggestion is very good. If after 5 minutes, nobody has been found, then the hatch spawns with a key like you said in a chest somewhere. So killer cant just patrol gens, or else he risk hatch spawn
Ah yes, reward survivors for dying and then hiding and refusing to play. Amazing idea.
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Wiretap does not need a buff.
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@Ladyinadress18 said:
So I’m currently in a match with 2 gens left to complete as huntress and the last two survivors are hiding not doing gens. What do you propose? I’ve been wandering around for about 10 min now and haven’t heard a single gen be touched. I refuse to DC. Spin in circles?
If you have video evidence and you report them in-game + online on the support webpage, they can potentially even be banned. What they did is against rules and is considered refusal to participate in normal gameplay and taking the game hostage. It's a case-by-case basis, but it can be bannable.
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@Nihlus said:
https://forum.deadbydaylight.com/en/discussion/comment/3183964#Comment_3183964
But being boring for 80% of the people in the game *is* a problem. If you bore the majority of your player base, they move on to other games and stop buying dlcs and cosmetics.
What things in this game bore 80% of the entire playerbase? I'd love to see sources.
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@cburton311 said:
https://forum.deadbydaylight.com/en/discussion/comment/3183149#Comment_3183149
But doesn't that actually scream "FIX ME" to the Devs. If no one wants to play against a killer, maybe there is something wrong with the fun math and it should be fixed so that both sides can enjoy the match.
I personally think, all perks, items, addons, and killer should be revealed so both sides can decide if this is a match they want to play. Several things would have to change in order to make this work.
First, builds and load outs couldn't change once readying up. Once the match starts all you can do is decide to accept the match or not. If you don't back to the bottom of the queue.
Second, the developers would have to commit to a much quicker and aggressive effort to balance the killers, and all perks for both sides.
Thirdly, there might have to be an incentive offered by the undesirable side to go ahead with the match. This incentive should come from the players themselves as part of a pool to be distributed. Your 4 man depip squad swf might need to offer the killer 40k bloodpoints in order to find a match. Or that starstruck nurse, might need to offer all 32k of their points, etc.
It's a maturity issue. They shouldn't queue up if they don't want to face a part of the game. There are people that enjoy facing Nurse/Blight. You will never ever have any versus game where all players are always enjoying it. That is an outright impossible goal.
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I go out of my way to get them out of the game. I have no sympathy for people sandbagging teammates.
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@Zen_but_not_Zen said:
I think if they let you know who the Killer is (and only that information) then gives people a fair opportunity to just dodge the lobby and queue up for another. I know there's legitimate strategic reasons not to inform the survivors, but might stop all these Nurse DC's and suicides on hook etc.
Or they could play out the game they queued up for instead of being immature brats.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3183361#Comment_3183361
To cite the most recent piece of evidence, Wesker's perk Awakened Awareness had to be nerfed because of Nurse. The evidence that Nurse is holding the game back exists, but I'm not trying to change your mind.
Dead by Daylight has evolved from the deadly hide and seek game that it started out as, and concepts that worked well back then simply don't work well anymore. As the game evolves, older concepts need to evolve with it rather than hinder it.
Trapper needing to collect his traps at the start of the trial, Wraith being able to be burned out of his cloak, and Nurse being able to ignore every resource survivors have are all outdated concepts that fit the theme of what Dead by Daylight was, but no longer is.
I'm glad you agree that Spirit, Legion, and Plague all hold back this game's design and balance because of the Stridor (which was a meme on anyone except Spirit vs Iron Will) and Thanatophobia (which only those two killers could reliably keep multiple people injured for) nerfs.
Nurse isn't balanced around tiles, because she doesn't play around tiles in the first place beyond LOS. She is the killer that is least affected by maps in everything except size, and as long as maps aren't giant or tiny, it's a non-issue.
McLean has answered questions regarding balancing around Nurse and how often she comes up in perk design discussions. His answer? That she comes up more often than expected but that she was never a sole reason for the devs to scrap an idea. They only do that if there's multiple killers it is a problem on. Outside of the singular AA nerf (which was a perk that sucked even before the nerf on everything except tiny maps), the devs have literally never mentioned her being a balance or design issue after her initial two batches of nerfs way back.
Nurse doesn't ignore every resource. Mindgaming is a core aspect to the game for every single killer in this game. LOS is an aspect that affects every single killer in this game, even Artist (who has to predict shots if they aren't crowed, which goes away partway through repel). There's a reason good survivors do fine at playing against her or even beating an equally good Nurse.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3183303#Comment_3183303
Nurse is a relic that represents what dbd used to be. Nurse simply doesn't fit with what the game has become. She holds the game back from what it could be. Perks have to be designed, buffed and nerfed based around what is possible with Nurse.
Maps are a huge problem for M1 killers. But smaller maps would indirectly buff Nurse. Weaker loops would, again, indirectly buff Nurse. Nurse's ability to ignore pallets, walls, windows, bodyblocks, and traverse freely via any path of her choosing was suitable for old dbd.
As the game gets older and older, it's crucial that older characters get revisited and reworked to fit the evolution of the game. In much the same way that Trapper having to traverse the map to collect his traps is outdated, so too is Nurse's power.
Yeaaah. Which is why they've never had a problem releasing or buffing perks good or great on her.
Nurse is literally the killer affected least by maps. Maps don't need to be tiny, just moderate size and buff weaker killers. Tiles are irrelevant to her even if you weaken loops.
It's not good to state subjective opinions with zero evidence like fact.
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@Bot_Salvo88 said:
Sorry, I was just messing around 😂
Regarding to your topic: I use shadowborn mainly on killers like hillbilly, sometimes huntress and legion. Imagine having to change the FOV every time you play killer because it doesn't feel OK on one killer. I think shadowborn is a good option without needing an in-game slider.
There should be killer-specific settings anyways. Some killers use bindings or buttons well that other killers don't need, and different sensitivities help differently on other killers.
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@Bot_Salvo88 said:
Let me guess: you got spun by a survivor and missed multiple attacks because of that.
No? But interesting projection.
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@Kaitsja said:
https://forum.deadbydaylight.com/en/discussion/comment/3182833#Comment_3182833
Nurse needs a rework, because she's holding the game back.
Sure doesn't seem like it when they've buffed 18 perks which made them good/great/insane on her and released 40 perks that are good/great/insane on her all this time. But yeah sure, she holds back the game which is why BHVR has buffed Starstruck from its PTB version and have virtually never said she is an issue ever past her initial two batch of nerfs she deserved.
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Don’t queue up if you can’t handle playing against a part of the game.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3181709#Comment_3181709
How is Compound 21 bad design?
Mid-chase non-stop-continuous aura reveal makes mindgaming impossible. Which is why all sources of in-chase aura reading should be situational or restricted. Eg, I'm All Ears has a 40s cooldown and requires a rushed action and can be countered by having someone else in the 48m do it so the one in chase won't be revealed and only works for a few seconds. Floods of Rage requires an unhook from a Scourge Hook and only works for a few seconds. So on and so forth.
C21's only "requirement" is essentially just slam an object in chase and you’ll almost always be in range for the effect. Can be done however many times you need it up to the number of your slams, can be done every single chase, etc. Blood Amber is bad design for similar reasons. Until that key runs out of charges, it is literally impossible to mindgame unless the killer has on-demand Undetectable they can use mid-chase.
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Whenever "fun" is brought up, something I consistently fail to see acknowledged is why a person thinks their personal sense of unfun/boringness is more important than that of those who find it fun. Changing something just because someone finds it unfun is a middle finger to those that find it fun. By nature of a versus game, there will never ever be a situation where all players will always have fun. Especially more so because it is an asymmetrical game where 1 character needs to be as strong as 4 working together. What someone finds fun, someone else will find unfun and vice-versa. Which is why changing things willy-nilly off 100% subjective standards people can't even agree on is illogical. There is no given way to make a thing "more fun", because it is entirely subjective in the first place.
If it’s not overwhelmingly hated by both sides (playing as and against both) or what the majority of a side finds fun and the majority of the other side finds unfun isn’t different things, changing balanced things just cause a group finds it unfun would be as illogical as not changing something unbalanced just cause a group finds it fun.
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Friendly reminder that holding the game hostage is against game rules and advocating people to break game rules is unwise.
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The Bracelet means the max distance you can charge is smaller. So it doesn't change the speed.
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@blue4zion said:
https://forum.deadbydaylight.com/en/discussion/comment/3181827#Comment_3181827
To be fair, she's much harder for survivors now with the new balancing. They could end up saying this before too long
Most of the new base killer changes didn't affect her in any impactful manner. The only significant one really was the +10s increase to generator completion time. Bloodlust is irrelevant (slower than survivor by default + charging Blink immediately cancels build up), pallet break/wall break speed is irrelevant, 0.2s faster generator kick is basically irrelevant, generator kick doing 2.5% progress (2.25s) of damage by default by itself is pretty much irrelevant if no regression perks are actually used, attack cooldown is irrelevant because of fatigue, and post-hit recovery being 0.2s shorter doesn't matter because Nurse operates in burst-fatigue patterns instead of continuously walking behind the survivor.
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It's a really well-designed and solid perk that helps killer during the period they're weakest (early game). Also synergizes with other aura-reading sources greatly.
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Yeah, it doesn't have the "slump down" effect that others do for some reason.
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No. It is a nightmare to balance and punishes players for liking a non-meta survivor. Also some of those effects are disgustingly overpowered.
