SuzuKR
SuzuKR
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- SuzuKR
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Her basekit is completely fine. Those changes would literally gut her LMAO
Completely rework range and 3 blink add-ons to a different effect. All problems are now solved.
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Unironically skill issue.
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"Why does BHVR not listen to community ideas?"
The community’s idea:
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LMAO
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It is meant to be a risk. Doing it from the bottom of the hill is not a risk.
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@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3162965#Comment_3162965
There is a point in matches where everything feels doomed, and it's usually after a killer tunnels someone or a survivor gives up. Mid to low tier survivors will start to just hide at this point, because they don't want to be found. In their eyes, if they are hooked at this point, they will be left to die. But, what if for each person dead, generators take 25% less time to repair. Suddenly 3v1s and 2v1s don't feel "doomed" survivors stop sandbagging and hiding, because any game could still be an escape for them.
I literally just played a game today, where it was a 2v1 and we had 1 gen left. Wesker found me on a gen and chased me for a very very long time. I noticed deep into the chase that the other survivor wasn't going to be doing the last gen. She had chosen to hide, and unfortunately for her, the killer had decided he wanted the 4k. So when he did eventually catch me, he slugged for the 4k. Leaving me on the ground for my full bleed out timer, until he could find the other survivor.
"reward survivors for dying"
LOL
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3161968#Comment_3161968
Sometimes, sure. Every game would be a bit much, though.
And I think if one were playing mostly against good SWFs, the solo squads mixed in would really have a bad time. I think it's best as an occasional "raise to the challenge" thing.
Personally, I would love if every single match I played was against equal or better players, so that every single match was tough.
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Wow, it’s almost maybe like an insanely giant map with no short paths anywhere because getting to a point on the other side of the wall requires going into a super long winding maze hallway, is god-awful design.
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@Gary_Coleman said:
https://forum.deadbydaylight.com/en/discussion/comment/3162283#Comment_3162283
So we only want easy maps? Because we aren't very adaptable?
no, it’s called maps shouldn’t be god awful horrible design for gameplay
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3162252#Comment_3162252
So that justifies surge being available to them? I don't think you understand, those perks require you to go around kicking gens. Surge is strong because you don't have to do that, it's only down reliant. If you were to put it on killers that have strong downing potential, i'm sure you can draw your own conclusions from that. No time wasted going around kicking gens, you can just focus on downs.
Surge has an effective cooldown of find-chase-down to do 7s of damage to generators in 32m. For reference, in the 2.7s weapon cooldown + 3s pickup + variable carry time (0-16s) + 1.5s hook time, someone on the generator when it gets Surged will have already undone the damage even if the slug was literally right beside the hook.
If no gen in 32m is progressed enough to be worth damaging/no progress, Surge loses even more efficiency and value. Deadlock/Pain Resonance is guaranteed value because highest progressed gen/Deadlock is unpreventable. Call of Brine/Eruption do more damage than Surge ever will to actually valuable generators you can kick on purpose.
Giving more perk options that won’t even unseat the meta is literally always a good thing as long it’s not overpowered, which it isn’t.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3161985#Comment_3161985
Blight, Oni, Huntress. They can get fast downs, as well as travel across the map, except huntress. It's already really strong on nurse.
Eruption/CoB, Deadlock, PainResDMS, Etc are all stronger than Surge will literally ever be on them.
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Idk, does posting on forums come with a complain about strategies requirement?
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It lasts 0.5s. Damage only happens on the slam or throw against an object. Which usually takes longer. Not a bug.
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Original was completely busted and awful design.
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10/10
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/comment/3162020#Comment_3162020
same goes for nurse mains...
"I queued up for a game and then ragequit because I faced a part of the game."
"They should stop playing a part of the game so I don’t ragequit."
LMAO
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@Lastchild said:
Here is a simple idea to modify the nurse without destroying her gameplay :
Teleport: 1 (instead of 2)
Base speed off power: 4.4 m/s (instead of 3.85 m/s)
It will be necessary to see if it is really comfortable from the killer point of view and to modify the addons accordingly.
That's all.
Why do you debate for hours when things are simple ?
That would be literally worse for both sides.
Makes Nurse literally garbage at crossing the map and awful at chasing because 1 blink is useless garbage that should never hit unless a survivor misplays. So she just has to walk at 110% which is awful.
EXCEPT at windows/pallets which she auto wins because she just blinks across at the window or pallet for a hit. Which will happen eventually, because she walks faster than you.
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It’s an extremely strong perk as tokens build up. Yes, you should.
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It’s hilarious that ragequitters try to act like they have the defensible position.
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@Pumpkinbros said:
https://forum.deadbydaylight.com/en/discussion/329631/can-people-stop-dc-suicide-against-nurse
I'm not in the mood sorry...
Then don’t queue up?
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Not a bug. Mandy said it’s not supposed to work together.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3161968#Comment_3161968
And what killers you play? Don't say nurse or blight because those killers are designed facing swf:s.
Nurse, Blight, Dredge, Trapper, Legion, Wesker. I use zero generator-related perks. On Nurse/Blight, I don’t use addons, and I only use Shadowborn and BBQ.
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@RaSavage42 said:
I think range is 20M (I can be wrong)
I think recharge is 1.5 seconds (I can be wrong)
So by changing those number and removing those addons will make her better to face
Also the aura reading on charging a Blink... should be the same as Spirit (she loses aura reading once you start charging her Phase)
20/12 is first/second range, Recharge is 3s per token.
@YOURFRIEND said:
Sounds good except outright removing add-ons. I also think only the second blink in a chain should be a special attack. Reward nurses for being accurate and not relying on the corrective blink.
If a survivor is hit by 1 blink, that is literally always a misplay.
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@neb said:
https://forum.deadbydaylight.com/en/discussion/comment/3161617#Comment_3161617
I don't get the correlation to nurse, making it special attacks as well would not make it less strong on nurse. That's a nurse problem, they have to rework/nerf her.
What M2 killers would it be overpowered on and why? I don’t see that being the case for anyone, including Huntress.
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Am I the only one who enjoys facing good SWF players?
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Sound overpowered and way too broad for what you want.
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I only use the 3 Pride charms so I don’t know
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Then don’t do them.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3161723#Comment_3161723
Right, but you're talking about the counterplay to those perks as they apply to other killers- surely you won't deny that the Nurse is uniquely capable of making use of those perks due to her power substituting the typical rules of the game for her own, personalised method of approaching a trial?
Like, you say "make distance" on a downed survivor, but the Nurse can teleport through walls. Sure you see how countering Exposed perks, even ones with clear activation like Starstruck, becomes much harder against a killer like that?
As for aura perks, they prevent mindgaming against other killers, they certainly prevent mindgaming the Nurse. They're just less powerful on those other killers, because those other killers still need to obey conventional looping rules, for the most part.
Nurse’s counterplay regardless of her build is mindgaming her blinks. The perks’ counter regardless of the killer has an example listed in the previous post. So in Nurse’s case, there’s both methods of avoiding available. Same with any other killer and their specific counterplay. (Eg avoiding Starstruck Doctor by running out of his TR ASAP so he can’t shockblast you to reveal your location after the hook happens)
I see what you mean, but I also don’t consider it an issue. Outside of badly designed maps like super cramped Midwich/Gideon, making distance is completely possible. And maps like those need changes regardless of Nurse’s existence anyways. Range and 3 blink make it even dumber. Also, even if you get Starstruck, as long as you avoid being revealed, you’ll be fine. Eg, lockers against aura/scream, Distortion, Calm Spirit, etc even without distance. Then her finding you comes down to game sense and guessing if she has no confirmation.
They prevent mindgaming against other killers since those killers can just walk at you faster than you can run. There is no burst movement or fatigue. It’s a continuous walk. Nurse has to blink to a target location, which makes her "threat area" a radius around her blink destination, not the entire path there. Also charge up/fatigue + being slower than a survivor means she has to commit to any given location she ends up deciding to blink to. Does that make sense? So whether you’re in the open or whether you’re aura revealed doesn’t make much of a difference against Nurse. Against standard M1s where a loop might be safe normally, auras would make it unsafe because they move faster than you do in a continuous walk.
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@jesterkind said:
https://forum.deadbydaylight.com/en/discussion/comment/3161706#Comment_3161706
The ability to instadown through walls, while reading auras to ensure no chance at dodging, is fine?
Like I said, I don't think the numbers of her basekit need looking at, but there's very clearly a discussion about whether an ability as powerful as the Nurse's should also get to use Exposed perks.
Every Exposed perk has its own counterplay built in. Starstruck is to (1) stay separated in general (which should be done regardless of the killer’s build against every killer except Twins), and (2) make distance from someone that goes down. Outside of horribly designed maps that are also too small and need a rework anyways (Midwich/Gideon), Starstruck isn’t an issue even with Agitation.
Aura perks do not prevent evading Nurse. Aura perks or no, the survivor still has the ability to play around the knowledge the Nurse has to come for them regardless in the end. This is the same reason mindgaming and evading hits in the open still works. Also the Nurse lasering onto you makes it pretty obvious there’s aura perks involved, which make it pretty simple to guess which ones. Aura perks also have their own counters.
Also, running aura/Exposed perks mean running less or no slowdown perks, which are leagues stronger than the former type can or will ever be. Exposed can be avoided outright. Aura reveals can be mindgamed still even if difficult. You can’t really prevent Nurse from auto-denying gens via kicking it with Call of Brine/Eruption combo, or auto-blocking the most progressed gen with Deadlock, or Pain Resonance/DMS combo which will damage the gen regardless of letting go of it, etc.
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Nurse basekit is fine. Only range and 3 blink need reworks.
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@neb said:
huntress with surge would be hell
Why?
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LMAO
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@SpaghettiVase said:
https://forum.deadbydaylight.com/en/discussion/comment/3160315#Comment_3160315
I dont think its a question of overpowered-ness more a question of in what way is the distance calculated. Huntress downing you from 100m do you want the range to be based on where the person was downed or where you are.
Wherever the person goes down.
@Kaapskaaps said:
I think mostly because of huntress. It would be pretty broken if a crossmap hatchet could cause jolt on a gen you were repairing. Also there are other gen regression perks available for killers that use M2 more anyway. If you don't use M1 a lot on a killer, just use a different perk.
Landing a cross map hatchet in the first place is a feat.
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@BradQuackson said:
https://forum.deadbydaylight.com/en/discussion/comment/3160541#Comment_3160541
BUT MAN I WANT HARDER LOBBIES LIKE TODAY WHY CANT I WAIT, I WOULD RATHER WAIT AN HOUR FOR A MATCH RATHER THEN 4 SECONDS
And that's what sucks. For a player that wants tough matches, that would be more fun. For the company, it's bad for business if players have to wait literally hours for matches.
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You are an absurdly good player. The odds that matchmaking will actually give you a full lobby of survivors that are all equal to your level or better is basically nil. Ergo, to not make queue take hours, matchmaking will give you average lobbies. Someone that is leaps and yards better than the absolute majority of any lobby they could be matched against is going to decimate basically every lobby ever. That's a given. A world-champion chess grandmaster against an average chess hobby player is going to one-way rout them.
And that's an unavoidable issue of any versus matchmaking game ever. As you go higher and higher up the skill ladder, there's less and less players that are at that level, so matchmaking them to even lobbies becomes increasingly harder.
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@CookieBaws said:
Because it have no cooldown and 32m range.
What M2 killers would it be overpowered on?
Also it having no cooldown is basically irrelevant. If a killer is getting a down quicker than every 40s (the previous cooldown), the generator damage is the least of the survivors' worries. The "cooldown" is the time it takes to find, chase, and down a survivor anyways.
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LMAO what
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@VentingSylar said:
Well what alot of you seem to forget is nurse blinks USED to count as special attacks. But the devs changed them to basic attacks after the initial release of mettle of man, and then never changed it back... So we can always go with the most basic change that kills half the perks she'd be able to use. Or make it build up her power like oni, make her have to work for her power.
Maybe even do like this guy suggests
https://forum.deadbydaylight.com/en/discussion/comment/3159979#Comment_3159979
Start her off at 115% and get her power for a minute after each M1 hit. Not a bad Idea.
I didn't say my idea was perfect but small changes aren't gonna fix nurse from being broken. She needs her entire power reworked from the ground up and it needs to happen sooner rather than later.
Her blinks were never special attacks. They were always basic attacks. They didn't work with Mettle because of a weird technical classification bug, which had to be fixed. Her base power doesn't need a rework. It's completely balanced.
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Ragequitting over something that’s a part of the game is utterly pathetic.
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Ah yes, turning a killer into a useless 115% with zero power that has literally no mobility or anti-loop is the solution. Brilliant idea. I can see no possible problems with this.
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Unfun is irrelevant if there’s no balance issue. Fun is subjective and you will never ever have a versus game where all players always have fun.
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@buffcoyote said:
https://forum.deadbydaylight.com/en/discussion/comment/3159388#Comment_3159388
"Seems like you’re just deflecting and don’t actually have any evidence that it’s easy for Nurse to win games."
"So you won’t provide evidence that she’s easy is what you’re saying? So then why should I believe your claim that she’s easy?
If you claim something, want the devs to do something about it, you should be able to provide evidence for your reasoning. Otherwise it just looks like you’re whining."
Play innocent if you'd like, but it's clear what stance you're taking. As I said, provide evidence that Nurse doesn't make for easy wins (you can't, because everyone knows Nurse is the best killer in the game) or not.
- Devs have never ever stated she is a problem so far in her roughly 5-6 years of existence after her rework, nor that she needs or is slated to receive a change to address any such supposed problem.
- The only allusion to her ever was a single crap perk getting nerfed (range and linger) for some reason (which the range nerf was rightfully reverted anyways before live patch).
- Devs have buffed 17 different perks that post-buff became good, insane, or even better than they already were despite already being super good on Nurse. Never once has she been stated to be an issue during these.
- Devs have released 40 different perks that are okay, great, or insane on her. Never once has she been stated to be an issue during these.
- McLean when asked on stream about how often Nurse comes up in discussion when it came to devs working on perks answered that Nurse came up more often than expected, but that the devs never held off on an idea cause of her.
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And here we see a great example of whataboutism, and why mob opinion isn’t a good basis for changes.
The Blast Mine change was illogical. A lot of people thinking something doesn’t mean it’s true.
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An official response would be really nice, as I genuinely can’t see a good reason that still applies.
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I’ll do what I want. I don’t care about how good he is or not.
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IMO, 3 biggest problems are:
- The DBD community’s attitude and immaturity issue
- Map and tile design/spawn logic
- Disparity between solo queue and SWF level of information
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@Neprašheart said:
She's just as huge problem as SWF with VOIP is.
As long as players are allowed to use voice communications in a game that was meant to be built on the lack of informations in the first place, those two will always be problematic.
Thing is, you can't nerf nurse until you nerf SWF, and nerfing SWF would result in a loss of playerbase, which is like shooting yourself in the foot from the business perspective. You can't do one without other one, and just doing one would've resulted in a loss of money incomes, and therefore even the game's development and life overall.
The way I see it, SWF, especially those with third party programs, do(es) cause the most issues of all the possible stuff that could be causing issues in the first place. Not only they do break the game balancement, but they do also screw up the Solo Queue at the same time by doing so.
Thing is, it's too late to admit mistakes and change it..
First of all, the game wasn’t originally balanced around comms, but it was rebalanced somewhat around it afterwards as an intentional part of the game.
Second of all, you will never ever stop people from queuing up together and using voice. Even if you remove the ability to queue together which would be stupid and kill the game, people could just time queue solo to get together anyways.
Third of all, the way you actually "balance" an unavoidable situation like SWF play is to buff solo to SWF’s level of info and then rebalance the game around all survivors being SWF. The only thing SWF means is being able to share info, not that they’ll actually be good. Then it becomes only balancing around SWF instead of juggling solo and SWF.
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3158224#Comment_3158224
Should I do the same?
Okay..
Bad player thinking nurse and Blight with broken addons should be given free wins in 99 percent of their games simply because they chose the character LMAO..
I’m sorry you have such a tough time understanding objective reality :(
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Comp player thinking Nurse is OP LMAOOO
Comp player thinking Blight is OP LMAOOO
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@Pumpkinbros said:
I love Beetlejuice, but.. this is not what dbd needs lmao, it's too serious, the song you provided doesn't really fit the vibe I'd imagine actually... I could totally see a TV show or a movie but a musical would need a lot of development
A comedy musical would be the greatest thing. DBD is already serious enough as is, something to kick back and take it up a notch on the fun factor would be a nice gap.