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SuzuKR

SuzuKR

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SuzuKR
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  • @FeryGEN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3153561#Comment_3153561

    No, it was that it gave both survivors an effect, but it would be nice to have a perk so that the rescuer would be able to get endurance, instead of the rescued, then the killer would have a choice

    So then the unhooked gets basekit BT or Off the Record while unhooker gets this perk and we’re back to where we started. Or you somehow make the perk able to negate their Endurance, which is a god-awful idea. The unhooker should never ever get Endurance ever, under ANY circumstances. That is completely overpowered and stupid. That is literally punishing the killer for cycling targets, and literally rewarding the survivor for dive bombing the hook and unhooking in the killer’s face.

  • I hope you understand doing this is a pretty big risk, because if the survivor mindgamed you, it means you auto-swing into a miss which extends fatigue massively.

  • @FeryGEN said:

    Bad idea with Endurance for both, but how about an effect where 10 second BT is given to the saver and not the rescued?

    That is literally what was removed for being busted.

  • No Mither + Object of Obsession is a pretty good build if you want to get a lot of looping experience. The Broken status + aura reveal will usually make them come chase you.

  • This is something I’ve tried to make clear over and over but that this forum basically refuses to accept.

    There literally is not enough players at absolutely insane skill levels to consistently give full even-skill lobbies. That’s not a balance issue. If you match a Chess grandmaster against a high school chess club, no duh it would be a landslide stomp. The odds of finding enough players on of them same skill level in the 4:1 ratio needed in the same region in the queue at the same times is basically a miracle.

    Furthermore, how different Nurse is from other killers ends up with a lot of survivors not even trying to learn how to actually play against her.

    Basekit Nurse is a complete non issue.

  • Her basekit is completely fine as is. Range and three blink addons are the only issue. Your idea completely kills using basically any perks except slowdown on her, which also makes zero sense considering aura and Exposed aren’t an issue in the first place.


    The power change completely deletes a high skill-expressive character and dumbs them down into just being terrible but simpler. 110% 1 blink is utterly worthless garbage for traversing the map. It’s also utterly worthless garbage for chase at anything except point blank blink across pallet/window which becomes even less skillful because you give her a free hit at any window/pallet once she catches up but her power is completely worthless till then because 1 blink is the world’s easiest thing to ignore.

    And you make her do all that, just to have the basekit she has now which already is completely mindgameable as is and defeats the entire point of simplifying her, but time-limited and with all perks except slowdown worthless on her.

    Matchbox is outright horrible. Shortens the already limited basekit Nurse mode for some inane reason.

    Torn Bookmark is literally just gutting.

    Spasmodic is completely horrendous design that makes the survivor able to do literally nothing because she walks at them till she gets to a pallet/window and then guaranteed hits them, but is completely useless garbage at crossing the map or expressing power creatively in any other way in chase outside of that.

  • The entire reason it was removed is it is stupid overpowered. You are literally asking for a free unhook in the killer’s face.

  • @Aneurysm said:

    Having her power be something you work for. Some powers are strong enough they shouldn't be active all the time (corrupt purge, demon dash & strike) but they're balanced by having restrictions on them.

    Corrupt Purge: A ranged multi-hit ability that gets screwed over by fountain RNG on a killer who is a useless M1 without this power. Injured doesn’t matter if there’s no anti loop and no mobility.

    Demon Dash/Strike: A hyper fast dash that can be done continuously across the entire map and an inherent AoE multi-hit instadown that gets screwed over by maps, predropping and running. On a killer who is a useless M1 with literally zero anti loop or mobility until at least the first hit happens, which can easily be delayed for 2-3+ gens.

    You sure that’s the examples you want to go with? lmao

  • Literally useless garbage in phase 1. Complete non-threat that survivors can literally just ignore.

    Does all that for 2 blink+chain blink which is still just as completely avoidable via mindgaming as it already is now. Then becomes utterly useless garbage again.

    4.4 is utterly useless without a power. 4.6 without a power is awful on literally any decent tile let alone 4.4. Even with the power, it’s god-awful for literally everything except just chasing a survivor to a point blank window/pallet and then blinking over, which just makes it a worse ranged killer.

    This is a terrible idea in literally every single way.

  • @Shroompy said:

    Give her 2 modes

    Her first mode, she gains charges (1 charges/s) passively and can't blink. Instead, holding down the power button allows her to steal Survivors breath. Doing so will grant her 2 charges/s in addition to the 1 charge she already gains passively.

    After having at least 20 charges, she can go into her second mode. Which replaces the ability to steal survivors breath with Blinks, and she no longer gains charges passively. (There would be an audio cue for when she switches, and a small animation. Not as long as Oni's transformation, but something similar) leaving this mode manually causes her to go into a 3 second fatigue). The reason why she needs to gain charges is because 1 charge = 1 meter for her blinks. This means if she has a max of 64 charges, she can do a fully charged blink and a fully charged chain blink, twice.

    This would definitely be too much if they just slapped it on there with nothing else so to compensate:

    -Shes made into a 4.4m/s (110%) killer

    -Blinks recharging as we know it today, is no longer a thing

    Of course some of these numbers could be tweaked a little, but this is just to get a general idea

    This fixes a number of issues, firstly if a Survivor properly outplays The Nurse, she gets punished for it accordingly. She cant just blink all willy-nilly and has to be conservative with her blinks. Secondly, making her into a 4.4m/s killer still allows her to catch up to Survivors, especially now that she needs to recharge her blinks manually. Lastly, it removes the feeling of clunkiness that recharging Blinks currently gives. Since after shes done her fatigue she can Blink again immediately, at the risk of maybe loosing line of sight on a Survivor and wasting her charges.

    This would make her literally garbage.

  • Reduce the size of maps that are too big. Increase the size of maps that are too small.

    Rework range addons completely.

    Change the achievement to be 2 blinks and then a grab instead of 3 blinks.

    Rework the 3 blink effect completely.

    Problem solved.

  • Making this game fun to spend time on

    Being able to play with friends

    A lot of builds to try out

    Nurse/Blight basekit

    Cool cosmetics/music

    Cool event rewards

    Replayability

    A lot of characters to pick from

  • Don’t queue up if you aren’t mature enough to handle playing against things that are a part of this game. People that DC/suicide on hook are a disease ruining this game for everyone normal.

  • @LepewSurvivor said:

    Even if you only allow to avoid 1 killer, a high mmr swf could use their 4 bans to avoid all Nurse, Blight, Spirit, and 1 other A tier killer forever. Giving them basically permanent easy games.

    So, they have easy games... What's wrong wit that? As long as both killer and survivors are having fun, I don't see a problem with that. It is a better alternative than one of the survivors DCing or Suiciding because they don't want to play that killer again, no?

    Also, say someone really likes is a meta killer and they're pretty good at them. They queue up. Every survivor at their rank has their killer avoided. Their queue will take way longer than it should to widen to include lower rank players who don't have the killer avoided... then they get into a 1 sided stomp where noone had fun. Or... they never get a game at all.

    Yes, you are right, in some cases, queues will be longer for some killers... but again, isn't that better than a DC/Suicide? Like any new feature, it should be tested and metrics captured to understand how it is affecting queue time and DC/Suidides. Neither of us can accurately predict the impact of such feature without data: we each may have our biased view of the Dbd universe, there are many different classes of players that this solution could impact (soloQ, SWF, killer casual, killer hardcore, ...).

    I say run a pilot/test, get data, and drive conclusions to keep or toss.

    Nah. People need to grow the hell up and stop DCing/rage quitting/suiciding on hook.

  • @Cybil said:

    Luckily behavior implemented a ground breaking "attack" mechanic that all killers can utilize. I know that it's a little controversial, but I think it will do the job when it comes to survivors taking the game hostage.

    Have fun attacking survivors you can’t find because they actively break game rules to hide and refuse to participate in normal gameplay to hold the game hostage. Oh, and no crows, because they intentionally avoid it while refusing to repair. Maybe one day you’ll actually understand what you’re talking about.

  • Imagine judging others for something that’s none of your god damn business.

  • Ah yes, a split second of a flashlight should immediately hard counter a killer’s entire power who literally cannot do anything without their power as a 3.85m/s. What could possibly go wrong?

  • gee I can think of absolutely no possible problems that could arise from this idea, no siree

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150650#Comment_3150650

    Nurse is holding back both perk design and map design, all by herself. That can't wait a "looong" time.

    Seriously what's so much more important?

    You feel like coming up with an excuse for why they've never addressed her or changed her when they buffed 17 perks and released 40 perks that are okay, great, or amazing for her?

    Or why killers like Legion/Plague/Spirit/etc who are the likely reasons behind nerfs to things like Thanatophobia/Stridor/etc aren't holding back perk design because they got one single perk nerfed, much like how Nurse has only ever been hinted at being the reason for nerfing a single perk?

    Or any actual evidence whatsoever for her holding back map design?

    Or is that too inconvenient?

  • @Regulus47 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150481#Comment_3150481

    Then I'm sure you won't mind going against a 4 man beamer squad with a Meat Plant or Garden of Joy offering with meta perks and comms every single game, then.

    Yes, it's part of the game. So were 0 hook moris and instagen BNPs. Doesn't mean they should stay that way.

    Yes, I don't care what other people use. Because it's part of the game. If I think there's a balance problem, that's something to take up with devs, not the players.

  • I dunno, why make Nurse thread #9000 talking about the exact same thing multiple other active threads are?

  • DBD players when people use something that's part of the game:

    image.png


  • People need to understand "opponent" =/= "enemy".

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3150270#Comment_3150270

    You can differentiate, it's just that, so can people who want to abuse it.

    There is no legal way to differentiate it that cannot be tricked. That’s my point.

  • @Carth said:

    I wish her blink functioned differently and she was a 110% movespeed killer. I think the problems she has will continue to exist even if you hid the auras of survivors during blink charge and made it so only her first blink counted as a normal attack. I also think making both attacks special is bad as nurse would get zero value out of those perks forever which feels lame. I can't think of a good way to change her power and make her 110 that isn't awful though

    That said this is about the equivalent of using the hardcore survivor challenge as proof killers are in dire need of buffs due to a hardcore swf stomping multiple killers back to back to back.

    Killers that change the standard chase formula is a good thing. It keeps game design from being stale. There need to be more killers that alter fundamental mechanics of chase.

  • It’s literally not possible to differentiate.

  • Her basekit is perfectly fine. It is literally why good survivors against equally good Nurses do fine.

    Range/3 blink is unhealthy design and need full reworks (change achievement to 2 blinks into grab so 3 blink effect can be removed entirely).

    Recharge is strong but fine, and even necessary at ultra high levels of play (not that this matters to the majority of players).

  • @Xenostem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3149965#Comment_3149965

    she took a lot of skill back when she was full of bugs like: power cancled if you swing to fast, no blink bug, dead zones on maps where you wasn t able to blink, and many more but now all of that is gone. it takes around 30-50 games to satrt 4k every game as here if you played dbd as other killer allrady and you are not potatoe in playing video games. hard to get good and then master killers are blight and billy ( specaily bill) but even artist take more skill than nurse to use her power as best any loop power.

    "she took a lot of skill back when she was full of bugs"

    🤡

  • @Xenostem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3144821#Comment_3144821

    Bhvr today nerfed wesker perk so it s not game braking because on nurse. While on other killers it would be ok or maybe needed even buff. And you say that nurse is fine. Many many perks could get buff if nurse wasn t existing in this game. So yes all blinks must be m2 attack and she should not see auras in blink animation also considering surv nerf her blinks shpuld be 1-2 shorter ( fiest blink) second 1-0.5m and re charge addons should be nerffed changed.

    Congratulations on the hypocrisy.

    BHVR nerfs one perk that is bad on everyone including Nurse, alluding to Nurse and other killers (given the pluralized description), and suddenly this means Nurse holds back perks.

    How terribly inconvenient for you, that BHVR has also buffed 17 perks and released 40 perks that are okay, great, or insane for her. Also BHVR nerfing other perks due to other killers.

  • @Clockwork_Enigma said:

    https://www.youtube.com/watch?v=WeHyxFd4jd8

    Once more I would like to re-iterate something.

    Nurse is the only reason that Killers cannot have fun with Perks in this game. This game would be better if:

    • Nurse was finally hard nerfed to the ground (Blinks are shorter, post-blink attacks are special attacks)
    • Nurse was completely removed from the game (and all players are refunded for her cosmetics)

    This game's design is suffering because of one Killer. She either needs a nerf or needs to be removed by this point.

    Yes, one single perk that was bad on everyone including Nurse getting nerfed for some reason that alluded to Nurse and other killers (because of the pluralized description) means Nurse is holding back balance.

    But I suppose it would be inconvenient to acknowledge the 17 perk buffs and 40 perk releases to perks that are okay, great, or insane for Nurse. Also other perks nerfed due to other killers.

    Congratulations.

  • "People are suiciding and complaining and giving up because they refuse to play the game, so we should change the game for those immature players." What?

    in Nurse Comment by SuzuKR
  • Just going to leave this here.

    Hitchens's razor is an epistemological razor (a general rule for rejecting certain knowledge claims) that states "what can be asserted without evidence can also be dismissed without evidence."[1][2][3] The razor was created by and named after author and journalist Christopher Hitchens (1949–2011).


  • Devs are sided towards trying to have an actually even game. People that think otherwise are literally ignoring evidence.

  • The double standards are absolutely hilarious.

    BHVR nerfs one single perk with a note alluding to her and other killers given the pluralized description, and this is suddenly "this single killer is holding back perk balance".

    But buffing 17 perks that are good or insane on her and releasing 40 perks that are okay, great, or insane on her while never once changing her or stating she is an issue is… inconvenient to remember, I guess.

    BHVR nerfing other perks due to other killers having problematic interactions with it is… also inconvenient to remember, I guess.

    And what makes it even funnier is it’s over a perk that logically isn’t good on anyone, even Nurse. You can start 0m from the Nurse and exit the range before the pickup animation can even finish, meaning she can’t even look around or move yet till you’re already gone.

    And if you’re in a corner or somewhere you can’t do that, all it takes is hopping into a locker for a little bit till they hook and leave. Even with Starstruck, unless they have Infectious/good game sense/saw you physically or scratch marks or whatever, that would remove AA spotting you, which would also mean Nurse wouldn’t have an immediate target to laser with Starstruck either. And even besides Starstruck/Infectious/AA/etc, survivors should be split up against Nurse regardless anyways.

  • I hope you understand that these changes would make her become completely busted and uncounterable because she runs a tile faster than the survivor does and then just blinks across at any window/pallet for an actual unavoidable hit.

    Nurse doesn't need a rework anyways. Only range/3 blinks does.

  • Ah yes, nerfing a perk that's bad on everyone including Nurse for some reason because of concern with Nurse clearly means Nurse is overpowered.

    Which is why they've buffed 17 perks that are good or insane for her, and released 40 perks that are okay, great, or insane for her, also without changing her.

  • Does a grand total of nothing if they don’t use it to run away and try to take a hit instead. If they run away, nothing is bodyblocking your way to the unhooker. If they try and take a hit, the speedboost does nothing cause they’re staying in your face.

  • @jayoshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148451#Comment_3148451

    But it does prove my point that they nerf new perks because of certain killers, i.e. the nurse. I mean they literally said that's why. They said especially when paired with other perks, not only when paired with other perks.

    And you're telling me the PTB version of AA was bad on Nurse? Where you can run Starstruck, AA, Lethal Pursuer, and Distressing. So with those perk combos - anyone that was in the Nurse's terror radius as she is hooking someone, she can see their aura for 4 seconds after the hook and blink to them while exposed. That's bad for nurse? Hell even with just AA alone being able to see a survivor that is in your TR while hooking someone for 2 seconds that you can quickly blink to is bad for Nurse? I don't buy that. Pair AA with BBQ and you can see any survivor after a hook unless they are able to get to a locker. Yeah you can say run away from the nurse as she picks up or hooks someone but there are times you can't get away or even think you're outside of her TR and you still get SS. I know this has happened a few times. I strongly disagree with you saying PTB AA was bad for nurse. It was amazing for her and I'm sure if they kept AA the way it was, every nurse would run it.

    I don't mean to be rude but with you saying PTB AA on nurse is bad makes me think you're trolling now.

    AA is 20m. Not Terror Radius. A survivor that starts 0m away from Nurse can run out before of the 20m before the pickup animation even finishes, meaning the Nurse can’t even look around or walk yet. The linger only applied to people who were still in the 20m when the killer hooks or drops, not people running out before then. If you’re in a corner and can’t get out of 20m, hop in a locker for a little bit while they hook and then leave, and you dodge the aura read meaning they won’t know where to look for you with Starstruck anyways.

    BBQ + AA is in 20m and outside of 40m. 20-40m is complete safe zone, and locker is a safe zone at any distance.

  • No, hook suiciders can suffer.

  • @jayoshi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3146119#Comment_3146119

    I would like to bring up the "devs reworking perks because of the nurse" since you're not convinced this is the case. This is their update to Awakened Awareness. They didn't flat out say it's because of nurse but like, cmon, who else are they talking about lol

    "Awakened Awareness: This perk grants the Killer aura reading while they are carrying a Survivor. On the PTB, this effect also lingered for 2 seconds after the carried Survivor is dropped, hooked, or wiggled free. This effect could be a little oppressive on certain Killers, especially when paired with Lethal Pursuer to extend the aura reading effect and Starstruck to make Survivors Exposed. For the release, we’ve removed the lingering aura reading from Awakened Awareness. As a result, Lethal Pursuer will no longer extend the duration of Awakened Awareness’ aura reading"

    So why not make this update from the PTB to those certain Killers only instead of every killer?

    Because it creates consistency issues when people have to memorize different versions and the devs also have to balance different versions? There is 100 killer perks and like, 29 killers. And this is constantly increasing.

    AA didn’t even need the nerf anyways. It was bad even on Nurse.

  • Don’t queue up if you’re going to give up.

  • Nerfing AA didn’t even make sense. It wasn’t even good on Nurse, let alone others.

    Nurse’s fatigue after a down is 3.5s usually (2 blink into swing). If the survivor misplays and goes down to a single blink, it’s 3s.

    Standard M1 killer attack cooldown is 2.7s.

    Pick up animation takes 3s.

    In the 5.7/6/6.5s it takes to finish picking up the survivor so they can actually start to look around/move, a survivor can run 22.8/24/26m. Meaning, even if the survivor starts literally right beside the killer (0m distance), they can leave the 20m range before the killer can do anything with said info.

    Dropping also takes time, during which people can also run, if the killer decides to immediately drop if they see someone.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148022#Comment_3148022

    Alright I think we’ve come up with a compromise. I’m hoping for what you suggested there as well, and for Nurse to stay the way she is basekit. As I’ve said before, I don’t like seeing any character get gutted if they don’t need to.

    I would absolutely love if the Nurse achievement got reworked to not need the third blink (eg, 2 into grab), so the third blink effect can be deleted and changed entirely.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147944#Comment_3147944

    That assumes that you can move in a straight line in whatever direction you please, so you're not in a building, a corner of the map, a jungle gym... also assumes the Nurse isn't running Agitation, because I see that on a lot of Starstruck Nurses anyway.

    Let's not delude ourselves into believing the devs weren't thinking of Nurse when they made this change.

    Maybe devs thought of Nurse, but it’s frankly irrelevant. AA was just bad even pre nerf. And nerfing one interaction they think is problematic is not holding back perk balance as a whole.

    Also, if you’re stuck in a corner or something and can’t run out of the 20m, just get in a locker for a little bit after someone goes down till they hook and leave and you completely dodge AA, which in turn means she also wouldn’t have a read to follow you on Starstruck with.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3148007#Comment_3148007

    Well if range and 3 blink weren’t in the game at all then it won’t be much of a problem. I know range is getting nerfed but they’ll probably still be pretty strong. I don’t think she should have really strong add ons, and if she didn’t, then basekit won’t need much.

    I think range and 3 blinks should be reworked into a different effect entirely. They’re fundamentally disgustingly unhealthy design and basically remove her counterplay. I think basekit is perfection in comparison.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147987#Comment_3147987

    Well in that case if she does have those perks, you’re pretty much dead before you even understand what she has. I just feel like there should be some aura restrictions to Nurse as auras are too powerful on her. Just make it to where when she charges her blink, auras are invisible. It will be a fair balance of counterplay there and it won’t ruin her completely. I’m trying to be reasonable as I don’t wanna see Nurse nerfed to the ground or any killer for that matter, I just think a couple of restrictions will do and she’ll be fine.

    Do you understand she has roughly the same time spent crossing the map across large distances (eg reacting to BBQ) as a 115% does by walking? She moves in bursts and downtimes, whereas 115% walks steadily. Auras aren’t an issue on her, and you can figure out them after a single time they proc and avoid it thereafter. Also, you say playing around perks, but you should be doing most of these things regardless of her build anyways, like staying split up. Her basekit is fine, range/3 blink is the only problem.

  • @Whoudini said:

    https://forum.deadbydaylight.com/en/discussion/342592/the-myth-that-nurse-holds-back-perks

    "This would be a little oppressive on some killers, especially when paired with starstruck to make survivors exposed" quote from the devs, they themselves r designing perks with nurse in mind.

    I’d love to hear your explanation for the 17 perks buffed and 40 perks released. All of which are okay, great, or insane on her. Without ever changing her or making any statement that she needs or will be changed.

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147977#Comment_3147977

    Just letting you know that I edited my post before you replied. I don't respect you.

    I literally could not care less what you think of me.

    @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147981#Comment_3147981

    Alright so a survivor is supposed to waste gen time just to counter two perks the killer may not even have. Very helpful.

    I mean, it becomes pretty god damn obvious if you stay in 20m for some reason and then she immediately blinks towards where you were. Same for being further than 40m and her also immediately blinking towards you.

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/3147513#Comment_3147513

    But do you even take into account the killer also having BBQ? I’m sure many killers will run that combo and there’s almost no counter to that.

    ??? AA is 20m, BBQ is 40m. Getting in a locker beats both. Being in 20-40m non-boundary-inclusive beats both.

  • @Cybil said:

    https://forum.deadbydaylight.com/en/discussion/342547/awakened-awareness-nerfed-because-of-nurse

    I was always unsure if they were really balancing perks around Nurse specifically, but this is blatant proof. This is just ridiculous. Address the problem child already.

    Yes, that is clearly why they never changed her despite buffing 17 perks and releasing 40 perks that are okay, great, or insanely good for her. Them nerfing one single perk that was basically garbage even before the nerf. Amazing conclusion.

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