SuzuKR
SuzuKR
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Honey, it's time for the 5001st Nurse thread of the day that adds nothing that isn't already present in the half-dozen other currently active Nurse threads!
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@Brimp said:
I would say make the max penalty 15 minutes but not outright remove it. This community time and time again have proved themselves (guilty of this myself for horrible maps) to dc for the pettiest of reasons. A clown with pinky finger but lands a direct once every 10 bottles against you? DC
Nah, it going up to 72h is fine. There's no excuse for DCing that many times anyways. It should hurt.
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@Thusly_Boned said:
https://forum.deadbydaylight.com/en/discussion/comment/3157698#Comment_3157698
Yeah, not to sound like a jerk, but this is what it boils down to. I've had rare days where my internet was on one and just stopped playing after 2-3 bootings. Just trying to force it to happen is inconsiderate.
If someone routinely has these issues they probably stick to offline games until better internet options come along. It's not fair, but it is what it is.
Yeah, it sucks for the player. Not like it's their fault their computer or internet sucks. But there's also the perspective of knowing that you're likely to crash and then queuing anyways when a crash would mess up the game for the other 4/5 players.
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It blows my mind that immature players that have the gall to act like they have the moral high ground after they ruin the match for the 4 other players after they themselves decided to queue up, knowing they might face something that is a part of the game.
It's depressing that it's apparently a difficult concept to grasp that if you don't want to face a part of the game, you shouldn't queue up in the first place. If you have a problem, take it up with devs, don't take out your immaturity on the other players.
DCing over a part of the game you literally decided of your own volition to queue up for is beyond utterly pathetic and immature.
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For things like healing, repairing, blessing/snuffing, etc, they have a total number of charges that you must fill to complete the action. For example, a generator takes 90 charges. The default repair rate is 1 charge/second. The below is the formula for calculating the total time it would take to do a given action from 0 to full:
[Charges needed] / {([base charges per second] + increase1 + increase2 + ... + increaseN) x slowdown1 x slowdown2 x ... x slowdownN}
Speed increases are additive, speed reductions are multiplicative. They always go off base speed. For example a healing with +100% speed from WMI and -20% from Mangled would be:
[16 charges needed] / {([1 charge per second] + 1 charge per second from WMI) x 0.8 for the Mangled} = 16 / 1.6 = 10 seconds taken.
The reason Mangled is 0.8 is because (1 default charge per second - 0.2 for the 20% slowdown of Mangled).
For things without a progress bar (eg, pallet break, attack cooldown, etc), it's just a flat multiplier to the number itself. For example, a 40% attack cooldown reduction on a 2.7s default is 2.7 x (1-0.4) = 1.62 seconds.
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If you are crashing that often and still decided to keep queueing up, that is on you. Like yes, it's not your fault you crashed. But you knowingly queued knowing it can crash and ruin the game for the other 4 players.
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DBD is a game.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3157008#Comment_3157008
That's not what 'OP' being in parenthesis means.
I was not saying that best = OP even though in this case yes, Nurse who is the best killer is also the most OP character in the game.
I don't care what they do with nurse at this point, as long as they do something soon. Tired of going up against a Dead man's pain resonance nurse spamming her best addons and having nurse players pretend like the bug fix to her purple range addon makes her fine.
DMS+PR is its own issue.
Range addons are dumb and need a rework regardless of speed being removed, same with 3 blinks.
Basekit Nurse is perfectly fine.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3157028#Comment_3157028
"The reason the ADS spam into instant shot was busted was bceause it means anything a survivor might use in response to a potential shot is effectively made useless because a shot can be faked over and over. Eg, Dead Hard, trying to dodge/duck behind cover and losing distance, etc."
Whats the difference between that and the Deathslinger literally just marching towards the Survivor? You even mention that it was instant ADS yourself. Why try to force a reaction when the shot is already unreactable??
Because getting rid of all predictive options means they have nothing left they could even chance a success on, and if they try to duck and weave side to side, they lose a lot more distance than you do?
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Map offerings would be fine if all maps were balanced, but they’re not.
So they should either be disabled (and re-enabled one at a time as each map is balanced), or reversed (so the offering reduces the chance of the map RNG sending players there).
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@Mxmay said:
Hey everyone,
I already posted this in another discussion but it got lost among other answers and I would really like to have a constructive discussion about this changes I thought about.
So here are my suggestions and to be clear I do not think they should all stack together.
I think on one side, camping should punish the killer:
- By making the rate at which the survivor goes to stage 1 to stage 2 slower depending on how close the killer is from the hook. Some sort of base-kit reassurance.
- Face camping in a 6 meters area could even be punished by providing a mini kindred to the survivors as a base-kit, showing the killer in around a 5 meters area.
- It could also blind the killer from all aura reading perks or add-ons after a few seconds standing near the hook.
- Grabing a survivor while unhooking another should not cause the survivor to be in the dying state when dropped after so the killer is not able to slug and face camp. When dropped, they would fall on the ground and get up directly but injured while they have an endurance effect and/or a haste effect that apply to them for a few seconds. This way the killer is forced to hook this survivor or to let the survivor go.
- Losing BPs after a certain amount of time spent near the hook (as you lose points for the chaser emblem after 10 seconds) and having a big minus of BPs when near the hook when the hook stage changes and this amount of BP lost would go up for each hook stage switch while you are face camping the survivor.
On the other side, survivors should be somehow rewarded in BPs or/and have more ways to counter it or inform others about it:
- On the first hook stage, as the game love so much skill checks, you could actually have a classic skill check with a great skill check area that would reveal the killer in a more or less 10 meters area around the hook each time you hit a great skill check for around 3 seconds that survivors outside of 30 meters of the hook could see.
- Chances of unhooking yourself should augment overtime if the killer is nearby allowing for example at the very last seconds of stage 1 a 30% unhook chance and then a buffed endurance of around 8 seconds if so.
- A screaming sound of terror could be also added when the killer is close to the hook that every other survivor could listen in all the map, so they know they have to go together for the unhook or decide to work on gen instead. This could only activate and be used by the survivor on hook for each 8 seconds where the killer stayed in a 10 meters area around the hook (going in and out of the area would stop and start the timer again). It could also altered the killer vision or audio or even cancel the possibility to grab the survivor unhooking you when timed correctly.
- Gaining BPs and survival points for each second spent with your lovely face camping killer in order to at least compensate the non fun of the situation and the risk of losing a pip.
What do you think about these suggestions? Of course they should probably not be applied all at once, it is more ideas here and there.
1/3/4 on first part are too abusable.
2, and 3’s effect on the killer on second part is too abusable.
BHVR has already tested ideas including multiple of these ones and scrapped them for abusability. There are two types of people that camp. One is people that use it as a strategy. The other is people who don’t care. You will never ever make this second group not camp. You could do every single nerf and they’d still camp. Why? Cause they don’t care if it’s good or not in the first place.
Giving survivors more Bloodpoints and whatever is a great idea though.
So then what can be done? Well, the first group does it for strategic value. So give buffs for leaving and staying out of hook distance basekit to incentivize leaving hook. As a theoretical example, basekit temporary time-limited stronger-Ruin. Then this rewards pushing other survivors off gens but only after they leave the hook area and stay out of the hook area (unless a chase leads them back into it). If there’s no incentive to be pressured to camp for strategic value because it’s more rewarding to not, the first group will naturally camp less.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3157008#Comment_3157008
all you were doing by ads spamming was slowing yourself down, a Survivor couldnt react to his ADS animation anyway so if they were attempting to dodge they were just slowing themselves down as well.
Also please, go annoy some one else.
Can you please learn what you’re talking about? The reason the ADS spam into instant shot was busted was because it means anything a survivor might use in response to a potential shot is effectively made useless because a shot can be faked over and over. Eg, Dead Hard, trying to dodge behind/duck behind cover and losing distance, etc. Instant ADS alone is already unhealthy because it’s unreactable, ADS spam nullifies even any predictive escape attempts (eg, playing around Deathslinger being likely to try and shoot when you come near a pallet/window)
If you don’t want nonsense to be pointed out, don’t post on a public forum?
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@dugman said:
Sadako is due for a balance pass, they at one point intended to havenew killers on a schedule where they would do a balance pass on them after about six months but the perk rework and other things in the 2022 roadmap put that on hold.
Personally though I think Nurse is the one killer most in need of a revamp. She’s both too powerful for high end Nurse players and too hard to learn for new players and her unique style makes certain perk effects a bit busted. Not to mention staring at the ground all the time is the most annoying killer mechanic in the game.
If I had to pick the changes I’d want for her, they would be
- Let her keep her head up during Blink stun so she’s not staring at the ground half the match.
- Show a small indicator similar to Plaid Flannel where she’s blinking to (not the same size as Plaid Flannel, though, that indicator is too large and bright, especially at close range, it’s a bit distracting.) This helps new players without making a big impact for veterans who can mostly ignore it.
- Make her Blink lunges be Special Attacks versus basic attacks. Imagine if Demogorgon or Victor or Wesker got to use Exposed perks with their special attacks, for example, and then make it an even more powerful special attack. That’s the current situation with Nurse.
- Finally with all those changes in tweak her Blink refresh timer up or down to balance the whole thing out as needed. (It’s hard to tell if the above changes make her more or less powerful overall but either way adjusting the refresh time is a straightforward balancing parameter that can fine tune it.)
What is wrong with having harder characters to learn and master? If people want simpler experiences, there’s multiple characters they can play. Dumbing everything down for the sake of the average playerbase makes no sense. If you hate the looking down part so much, don’t play her? Others don’t mind it.
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@White_Owl said:
https://forum.deadbydaylight.com/en/discussion/comment/3156581#Comment_3156581
That's not true. She once had a shorter walking lunge when lunges depended of movement speed, but then lunges have all been standardized
Um, I’m not talking about it walking lunge. I meant post-blink lunge.
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Twins/Myers/Sadako/Freddy
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3156777#Comment_3156777
The goal is to have a balanced game yes, but also for that balanced game to be fun and enjoyable. Thats the whole reason why patch 6.1.0 happened. It addressed the most common complaints from both sides. Also people weren't complaining that Deathslinger was OP, they were complaining that we was simply unfun because just his presence alone was enough to zone you, and you weren't going to react to something that had a 200ms animation. And no, its not just the "nerf this survivor main flavor of the month", Nurse has been an issue for as long as she's been in the game and this last developer update gave us a perfect example. Nerfing a mediocre perk for the entirety of the cast except for Nurse, and what do ya know? The perk gets nerfed. (Yes I'm talking about Awakened Awareness).
Yes I have played HS, not enough to give a ######### about balance I just like running around with a Bomb Lance and sticking unsuspecting people while taunting them in VC. I do remember when the bow was added and don't really remember having an issue with it. But it just goes to show that no matter what side you play or even what game you play, every one will think that something new is busted because they refuse to learn. Take Off the Record or Reassurance for example.
Also I played during the time when Clown got released, and yes people were calling for nerfs myself included because he was new, and they didn't know how to deal with him yet. Instead of nerfing him they buffed him, and pretty quickly the call for nerfs dwindled. You can see the same situation with every single killer out there, because I and many others loved to mistake 'Frustrating' with 'Overpowered'. This is something you still see people fall for to this day.
Also, yeah I never thought of playing killer mb, let me go do that real quick
https://us.v-cdn.net/6030815/uploads/BHZBMXL4LYK4/image.png
https://us.v-cdn.net/6030815/uploads/Q7KS7FJYIZ67/image.png
https://us.v-cdn.net/6030815/uploads/RTFD6UWGMZIY/image.png
I know, shocking right? A killer player who doesn't victimize himself. But it just looking for a good time
Deathslinger was changed because the survivor literally had zero options against ADS-unADS spam into instant shot. Please actually learn what you’re talking about.
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3155936#Comment_3155936
..so?
Why does nurse get to be the best (OP) killer for 6+ years?
It’s embarrassing you still think best = OP. Also that you don’t see the nonsense in just making something a worse version of another thing instead of its own thing.
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Rebecca is super adorable.
Wesker is insanely fun.
HYPE
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@Gandor said:
I don't know if the issue comes from autoaim, but I saw 1 additional problem with hits after blink. Or to correct myself - during blink. Sometimes when I blinked barely behind survivor and pressed m1 before blink finished on my screen, I was able to land that hit.
It does not happen often, you need to barely blink behind the survivor (or little bit next to survivor), byt it's still a hit with your back. That does not feel right to say the least. It's not always against survivors - mind you. I had several instances where autoaim locked on a barel/tree/wall etc instead of continuing the lounge. That also does not feel good.
The auto aim in general in this game really needs a setting to let people turn it off.
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3156223#Comment_3156223
FoV techs after a missed swing are pretty confusing
There is only so many places a survivor can go. If you don’t see them immediately around, one of your first few steps should be checking behind/below.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/3156585#Comment_3156585
And why couldn't they make it shorter than it already is? It's already quite forgiving for a killer that can literally go through walls at 300+% speed.
I don’t really consider it necessary, but it’s more reasonable than some of the utterly nonsensical ideas on this forum at least.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/3156581#Comment_3156581
What's your point?
??? You asked couldn’t they make her lunge shorter, and so I was letting you know it already is shorter than a default lunge.
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Survivors don’t have abilities because they would be an utter nightmare to balance, and it means there’s people who are SOL for liking weaker characters. That is a terrible idea.
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@Breadn said:
https://forum.deadbydaylight.com/en/discussion/comment/3156570#Comment_3156570
Couldn't they bandaid this by simply making her lunge shorter? I mean, she's already so strong I don't think anyone would complain. Maybe just a 20% decrease?
Her lunge already is shorter than default.
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This is less of a Nurse/hitbox specific issue and more of a latency + high-speed movement result that’s not really avoidable. It’s the same principle as Huntress hatchets. The hatchet hitbox is a perfect sphere the diameter of the hatchet. Every survivor has the same hitbox (which does not match the visual model) for balance purposes. Factor in that a full-charged hatchet goes 40m/s and even 60ms ping is a 2.4m difference. Nurse goes up to 13.333m/s, which is less extreme, but has a standard swing hitbox (which is more or less across the screen of a hit). So any part being in the minor difference will count.
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If I remember correctly, BHVR adjusted it to not mess up muscle memory sometime recently, but just never mentioned it.
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@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3156265#Comment_3156265
If the game isn’t over why are survivors perks disabled when the last gen is completed? Can’t have a one sided brain my dude it’s not over for either sides
Because those perks exist to de-incentivize reckless tunneling when there are other things left for the killer to do? Which does not apply to endgame? Can you please think before saying things that make no sense?
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@soulfire22 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156261#Comment_3156261
yeah, i got proof, go play a match vs nurse lmao the fact you are arguing and asking for proof for things that we already know is just baiting an arguement i dont know what you want to see here but im not taking the bait.
Okay, so you don't have proof. Got it.
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??? Why would a killer using a strategy to get a kill would be toxic? That makes no sense. The game isn't over until the lobby screen appears.
There is literally nothing else for the killer to do in endgame. No gens to protect. What else are they supposed to do?
Why do you think you're already out before the game even ended?
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@soulfire22 said:
https://forum.deadbydaylight.com/en/discussion/comment/3156255#Comment_3156255
first off i already established that i play with a swf, and we generally do not care, so no, i am not screwing my teammates over, so thats redundant. second off, a killer who can ignore walls, ignore pallets, immediately blink up and down floors, and also cover the distance of a lithe speed boost through multiple walls and blink AHEAD of you, is broken, and needs to be reworked, its a fact.
Do you have proof to back up your claims? Nurse is just fine, and equally good players will do fine versus her. Range/3 blink addons need a rework but everything else is a non-issue.
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@soulfire22 said:
nurse is unfun to play against, its a general thought that most people hold true, and when i am with my swf they will immediately go next against a nurse, which basically leaves me to do the same because they are already gone, im sorry but its just not an interesting killer to play against at all.
I don't know why you think that's relevant. Fun is a subjective standard that will never ever be met for all players in any versus game ever. You shouldn't queue up if you don't want to face things that are part of this game. ESPECIALLY not if you're not a 4-man stack, because then you're screwing over your teammates.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3156193#Comment_3156193
She did miss multiple blinks so then she just kept kicking the gens if this continue too long eventually survivors make mistake as well. She did many mistakes but slow down perks and nurse ability to move quickly around map helped her recover. Maybe to fix 3 gen situation there should time limit on games let's say 40 minutes that should be enough for killer to get 4K if there is only 2 survivors left hiding they should get sacrificed instantly to entity after that.
I completely agree on a time limit, but I think 40m is excessive. Honestly, 20-30m would be fine IMO. If a match has been going for 20-30m and it still hasn't ended, something's up.
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This is extremely and completely busted. Increasing hook stage timer/pausing hook timer/etc are ideas BHVR has literally tested and scrapped for that exact reason. Punishing camping isn't how you reduce camping. Rewarding not camping is how you reduce camping from those that use it as a strategy. People that don't care about it being a strategy or not will do it regardless even if you make every single possible nerf to it.
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@kizuati said:
honestly no because i really want the fov tech to stay alive
It literally does not work even on native FOV if the killer has any common sense.
"Wow, this survivor just suddenly vanished, where could they possibly be?"
Literally the very first place to check is behind/below themselves.
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@redjasper said:
I can see what you all mean with nurse being difficult to learn. My opinion is that she's just different in all ways to the other killers on how she can acquire a hit and that's why she's difficult to pick up. But once you got her, you got her. If I were to rephrase my original post, it would be to say that her skill-ceiling is high and such kinds of conversations. I do in fact think it's just people patting their own ego when it comes to nurse. There's nothing special about going against a "good" Nurse with Lethal Pursuer, Floods of Rage, BBQ and Pain Rez in a match with range add-ons. And saying she has a high ceiling is compensating the crutch.
The ceiling comes from mindgaming against increasingly better players who know how to mindgame and evade you. This is precisely why good and great survivors do fine on average against equally good and great Nurse players. However, matchmaking-wise, good players are unlikely to face other good players given there's less of good/great/insane players than average. So matchmaking will put them against average players. Beating average lobbies is not hard with any killer.
Beating those actually equally good or better survivors is different.
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3156200#Comment_3156200
I also think most of what changes they make are based on the newish players and the average players.
And not those who play the PTB and/or the top skilled 2% or whatever who make it their business to find each and every exploitable nasty combo & tech with each update.
The odds of facing that 2% or whatever is also extremely small as any given average player. The odds they'll face average players is quite high given there's not enough people of their own level. But because of how many average players there are, the odds any specific player faces them is quite low.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3156190#Comment_3156190
You mean a rare interaction that only memelords like Benjo use?
If anything proximity based Starstruck is a buff to half the cast since not all killers have a 32m terror radius. Might make the perk actually worth running on Killers that aren't Nurse. Would also work against survivors who are oblivious - another buff.
Nurse shouldn't be allowed a 44m exposed radius, It's just over the top.
Yes, great idea. Kill off gimmicky fun combos just to prevent a non-issue interaction.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3156163#Comment_3156163
- That question was directed at @Shroompy.
- It's not longer relevant.
- It's a rhetorical question.
- I already answered it.
No, I'm not going to answer it again.
Old Dead Hard was quite literally uncounterable when used for distance against most of the killers in this game save for a few/a few under specific circumstances. But guess that's inconvenient.
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@Deathstroke said:
https://forum.deadbydaylight.com/en/discussion/comment/3156157#Comment_3156157
Nurse can move so fast between the gens and get hits so it's imposible situation to win in soloQ when we have to spend time healing gens got regressed. Maybe very good coordinated swf could won.
First of all, if she's getting hits that fast, that is also on survivors or matchmaking.
Second of all, solo queue issues is not a Nurse issue, it's a solo queue issue that needs its own addressings.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3156175#Comment_3156175
No it doesn't, outside of knock out or blindness being used - survivors always know where a killer who picks someone up is because of dying state aura reveals.
On top of that No Killer is undetectable while carrying on a basekit level without some very niche perks.
Starstruck being a permanent 32m radius around the Killer* seems fair to me.
*While carrying
There's all sorts of ways to game it currently. On demand timed stealth and then pick up to prevent Starstruck reveal till timer runs out, for example.
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@Brokenbones said:
Range addons are being nerfed so
All I ask for is Nurse & exposed perks be tweaked. Be it Blinks as special attacks or the idea that Alf guy put forward about only the first blink being considered basic.
Alternatively, nerf Starstruck so that it's based on proximity to killer and not terror radius so you can't change it's range with TR perks like agitation
If Starstruck works off proximity, then that becomes a problem because it automatically means the survivor knows the killer is in that distance, which also screws over stealth.
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If I'm missing some sort of balance problem that would happen from this, I would love to learn what it is, BHVR. I genuinely cannot think of an actually meaningful issue. Everything I can think of is already addressed above.
Regardless, even if this does make for a balance problem, would it not be better to balance around this capability instead of forcing certain people to use a perk to not get a migraine?
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Rework range and 3 blinks completely. Problem solved.
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3155945#Comment_3155945
What is the counter to old Dead Hard used for distance to a pallet/window for a standard M1 killer?
The counter was to get it nerfed. Mission accomplished.
You still haven’t answered the question. Are you going to or not?
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@Deathstroke said:
Nurse is just bit too strong now defending 3 gens. Last match agains't her she started to do that once survivors started getting upper hand. The match lasted very long and eventually she won. We almost got two gens in that area done but it was not enough she missed multiple swings but even if she landed one that was enough pressure to gens to regress down and we had to heal. In soloQ this games was imposible to win only very good swf could won this scenario.
Getting 3-genned is on survivors. Break it early. Even if the killer ignores elsewhere to patrol the 3-gen, all it takes to break it is have more than 1 of the 3 gens being worked on simultaneously.
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@mizark3 said:
https://forum.deadbydaylight.com/en/discussion/comment/3155943#Comment_3155943
At least be more accurate if using White Room math. If she hit on the 2nd blink she enters fatigue immediately on hit for 3.5s (2+.5 2nd blink+1s swing, hit or miss) where she moves at .96m/s, then walks 2.5s at 3.85m/s, and walks at 2.89m/s for the 2s charge then Blinks the 20m you didn't account for. Survivor gets 1.8s at 6m/s and 7.7s at 4m/s for your 41.6m (which I checked the math, and it was right). Killer gets 38.765m in that same timeframe. (3.5*.96[3.36]+2.5*3.85[9.625]+2*2.89[5.78]+1.5*13.33[20]) With Nurse's movement accounted for The survivor now is 2.835m away with a 2nd blink still available.
I would recommend against spewing misinformation and falsely claiming someone else is, when they are clearly just being hyperbolic.
Maybe people shouldn’t add useless hyperbole to a discussion that is objectively incorrect. Even if we go off the 3 seconds they stated for recharging a SINGLE blink after the initial hit (which a survivor has no excuse to ever be hit by outside of a misplay), in those 3s, the survivor runs 15.6m (6m/s for 1.8s + 4m/s for 1.2s), while the Nurse doesn’t even finish fatigue (0.96m/s for 3.5s) unless she got the earlier hit with a single blink which is 100% a survivor misplay.
But sure, let’s be gratuitous and say Nurse immediately charges and goes after the 3.5s fatigue is over. 3s, 3.5s, who cares about accuracy right? Then in those 3.5s, Nurse moves 3.36m while the survivor moves 17.6m (14.24m difference gained). And then in the 2s it takes to charge, Nurse moves another 5.78m (2.89m/s for 2s) while the survivor runs another 8m (Nurse has moved 9.14m, survivor has moved 25.6m for a net difference of 16.46m)
In short, before the Nurse has even a chance to resume pursuit by finally actually blinking, the survivor has made 16.46m on the Nurse. At this point, going up to 20m in 1.5s (travel time is based on charge regardless if Nurse manually shortens the blink) leads to up to 29.14m vs 31.6m from each starting location post-hit.
However, landing a one blink hit is almost never happening outside of a survivor misplay, and this assumes the survivor did nothing to change up their path or that Nurse has to adjust to regain LOS or so on and so forth (eg, going sideways/behind cover/etc). Realistically, Nurse will have to charge up to ~1.2s and travel time of up to ~1s to attempt to readjust for attempting to land the hit with the follow up blink. Which can still again, be mindgamed or avoided the way the initial blink was.
What does this mean? After each successful hit, Nurse has a realistic downtime of minimum 3.5s fatigue+2.5s recharge+2s charge+1.5s travel+up to ~1.2s charge+up to ~1s travel for around 9.5s + (up to ~2.2s). In short, anywhere from ~10s to 11.7s, before another hit can even be attempted. Every 1 blink into fatigue is ~7-8.7s (2s fatigue+1s recharge+2s charge+1.5s travel+up to ~1.2s charge+up to ~1s travel) bought. Every 2 blinks into fatigue is ~10-11.7s (2.5s fatigue+3.5s recharge+2s charge+1.5s travel+up to ~1.2s charge+up to ~1s travel) bought. All of which can result from successfully mindgaming or evading a Nurse and thus making the better call just to fatigue after 1-2 blinks instead.
I would recommend learning what you’re talking about before trying to lecture someone else, thanks. :)
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@Zomb1eB0y said:
https://forum.deadbydaylight.com/en/discussion/comment/3155988#Comment_3155988
- They changed it for no reason then? Gotcha.
- Ha ha.
- Commonly played = Good reason, old Spirit for example.
- That is incorrect. I played against Eternal and they only completed one gen. I didn't use range by the way so it's not a skill issue.
- Yes and no.
- I’m glad you agree BHVR was justified in adding Overheat to Billy/nerfing DS to 3s/buffing Bloodlust/increasing gens to 90s/every other change they’ve done. Cause clearly, they’ve never made a bad or illogical decision ever.
- Yes, we should clearly pander to immature trash ragequitting and suiciding on hook, amazing idea.
- Can you even pretend to know what you’re talking about? Old Spirit was nerfed because you could not tell when she was using her power, where she was using her power, how fast she moved in her power, her max possible power duration, her power recharge speed, or anything else due to there being basically complete zero info to work off of.
- Yes, amazing, a singular game clearly proves your point. God, I knew the forums were disappointing but this is a record. What do you think averages are? Hint: It doesn’t mean there’s zero standard deviation.
And here we have yet another person who still probably thinks AA was anything more than a joke of a perk, even on Nurse.
[2.5/3.5s of fatigue/2.7s of cooldown]+3s pickup = A survivor that starts 0m from the killer can run over 20m before the pickup animation even finishes. = The killer cannot even turn around let alone walk anywhere yet. Let alone a survivor that starts further from the killer, because survivors should be staying split up against basically every killer except Twins anyways.
Since I clearly need to restate this for some of the people in this forum, AA only gave the lingering 2s aura for people still inside the 20m when carrying ends. This means dropping (which also takes time) or hooking (which also takes time getting to a hook and then the hook animation itself). Now, let’s try an incredibly basic question. What does that mean for survivors who leave the 20m before the pickup animation can even end? Ding ding ding! It means the linger does literally zero to them! Wow, cool! Amazing! Such an insane perk!
Before someone asks something stupid like "How are we supposed to know the Nurse has AA?" I’ll do them a favor and answer it: You should be staying split up by default against every killer except Twins regardless of their build. Let alone a Nurse you might think has Starstruck + AA/Infectious/whatever.
If you’re in a corner for some reason and can’t get out to the other side, just hop in a locker for a few moments when you notice someone went down till carry and hook is done and 2s or so. Wow, amazing! Cool! Lockers hide auras, isn’t that super neat?
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- AA was garbage even on Nurse, the nerf made no sense
- People being immature is not reason to change something
- Commonly played is not reason to change something
- Good survivors do fine against equally good Nurses
- Nurse basekit is perfectly balanced, only range and 3 blink addons are a problem
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@ByeByeQ said:
https://forum.deadbydaylight.com/en/discussion/comment/3155220#Comment_3155220
No, they can't.
I'm talking about in areas where there are low obstacles and even some pallets, possibly even strong pallets.
Deathslinger only gets one shot and the survivor can duck behind cover to make it harder. Even if he does land the shot he still has to reel that survivor in which takes time. If he doesn't reel them in and injures them with a chain break he has to wait for the chain to break which takes even longer, not to mention the stun after. He's just not as fast as Nurse.
Pyramid Head is really hard to aim with his power and it's easily dodged. He might be able to land a hit faster than Nurse but not nearly as reliably.
Doctor? You're must be joking. Nothing in his kit makes him faster or the survivors slower to be able to make him get a quick hit in this scenario. He's one of the worst examples you could have used.
Huntress is the only killer that can compete in this scenario. The survivor can dodge and take cover but with skill a good Huntress can still get the hit but still often not as quickly and reliably.
The Nurse is the most efficient. She can blink right on top of the survivor and land a hit, this is the almost the fastest hit possible barely slower than a Huntress hitting you with a quick charged hatchet first try. If she misses with the first blink she can use her second blink for another try, this makes her the most reliable. If the Nurse scores a down with the hit she is always right on top of the survivor for a quick pick up after her fatigue making her save even more time.
https://forum.deadbydaylight.com/en/discussion/comment/3155848#Comment_3155848
You can try throw around big words like "objectively" to make it yourself sound smarter and make your points carry more weight, but anyone with more two brain cells to rub together can see right though it.
Good Nurses get to have fun at the expense of up to four survivors every game. Old Dead Hard could only frustrate one killer at a time. That means the Nurse is up to four times worse than old Dead Hard.
You haven’t answered the question.
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@maximo99ac said:
BOYS NURSE HAVE TO WAIT THREE SECONDS BEFORE SHE CAN BLINK AGAIN I REPEAT THREE SECONDS, IF THE SURVIVORS IS GOOD HE CAN MAKE 5 MAYBE 6 METERS
i know how to play againts nurse even then is an awful killer to play againts
Why do you bother spewing obvious misinformation?
Recharging both blinks takes 6s. Charging up first blink takes 2s. Travel time on first blink takes 1.5s. 9.5s is 38m. If you got hit, you ran at 6m/s for 1.8s of those 9.5s meaning you go another 3.6m for a total of 41.6m.
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@neb said:
I'm curious but how would people react if nurse couldn't blink through walls or solid objects? Maybe up her walking speeds if that change would happen.
That would literally be worse Blight.
