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SuzuKR

SuzuKR

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SuzuKR
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  • You realize you literally are not meant to wiggle off without a lot of help, right? You went down, why the hell would the killer be punished for getting a down lmao?

  • Nah. Hook suiciders can suffer. Give like a 10s or so window after Reassurance is used where it can’t be used again, but no skillchecks show up during that time so they can’t suicide either. Then, even if they try and keep you there, with the 10s barrier each time, you’ll die eventually.

  • Maybe one day someone will actually give proof. Should be easy with how apparently busted she is.

  • No. The only change she needs is some constraints on fountain RNG so they aren't completely awful with bad luck.

  • Objectively incorrect. Good players have done so just fine.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140261#Comment_3140261

    I'm actually a killer main. He's not fun for anyone. Theres just no skill in it.

    Wow, very amazing that you can somehow know the mindsets of the entirety of the playerbase. Get over it maybe?

  • People that think playing smart and efficiently is toxic will never fail to bewilder me.

    What, is an enemy toxic for going for headshots in an FPS because they do it better than you do?

  • These are absolutely ridiculous insane nerfs LMAO.

    You are literally asking for a 5.5s fatigue (4.5 into swing for +1) into 8s charge for a 13.5s downtime LMFAO.

    M1 isn't even an issue.

  • Immediately useless against voice comms.

  • @DragonMasterDarren said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142150#Comment_3142150

    So because the game can't be perfectly balanced, we should just let Nurse continue to break the game in half by simply existing

    Forgive me for failing to see how that makes sense

    Nurse isn't an issue though. Do you have actual proof?

  • And you know this how? You can't see the number.

  • @Xenostem said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143028#Comment_3143028

    Wow another sweaty nurse defender. Dude she need nerf she was top of s tier before her bug fixes + before 6.1 update that nerf survs and buffed killers (shorter sprint after hit + shorter wepon cleaning animation) her recharge addons also turn her back to old nurse with always had blinks. With was remoced for a reson. + no one cares about your cringe crying about not nerfing nurse. They are on same lvl as of dead hard defenders where they cried that dead hard don't need nerf. They said: i always dead in the wall so this perk sucks or other crap like that where good players totaly abused it. Here is same thing with nurse where bad players like you say she is not broken because you suck at her. We don t consider coments from potatoes. The truth is that half good and really good players at her can easly 4k every game with her + geting good at here tooks around 50 games if you are not total bot in video games. I personaly main blight (with also need small nerf to base hit + nerf to his 2 most broken addons in game) + billy and i can say that this killers are hard to get good and then master where with nurse after 46 games i mastered musle memory of blinks and all i have left is to msster here (learn other usefull tricks) but at this moment i can win omkst evry game with no addons and no slow down perks, also i don t use starstruck. He for sure need nerf to here power so it counts as m2 attack so perks like starstruck get get buffed to be better on toher killers, she should also like spirit don t see auras inside her blink ( i m talking about trleportation with also is short , takes around 1 - 4 second on looong blinks) this would allow aura reafing perks to get buffed too. Now after 6.1.0 her power got indirect buff which made her even stronger, with increase need of nerf. I would ssy taking away 1-1.5 m of here blink range + extra 0.5-0.75ks recharge of blinks would balanced out all this changes. Also her third blink iri addons should be rework back as viper said with that small buff to blink recharge. I also would delete best range addon and recharge addons. After all of this she would stay on top of s rank but the gap betwen here and blight would be mouch smaller. Also about blight nerf. Huhe tech shouldn t be removed but compaun 33 and ring should be totaly changed and his basick power should recharge around 0.2s longer for token ( maybe shorter/longer) + there should be penalty for mising rush because now even when i miss hit i allways get hit or palet down any way because surv have no time to make any distance. I would also buff weaker killer amd nerf perks like deadlock/ circle of healing/ prove they self, with buffs to weaker perks like self care, metal of man, buckle up, tanata itd. And yes i know mom and tanata was rework recently but this reworks were just phatetick. Tanata is nowbonly usefull and strong on legion plague and usles on others and metal of man is even more waste of time than before. Just stop defending broken ######### i was allready anoyed on dead hard defenders and now i have to face same salt with nurse.

    S-tier =/= busted.

    Shorter sprint after hit is basically irrelevant. That only helps killers who can continue to walk behind the survivor at a quick pace after their attack cooldown. Nurse fatigues, meaning a survivor gains larger distance, and then she has to recharge and charge to pursue again. She moves in bursts, not continuous movement. The shorter sprint distance loss is completely negligible because it doesn't suddenly differentiate whether or not you can exit her range.

    Weapon cooldown is irrelevant because she fatigues after blinking, and that overrides weapon cooldown, and lasts much longer.

    The recharge add-ons don't turn her back to old Nurse. Old Nurse regained both blinks instantly on fatigue end. Double recharge still makes it take 4s which happens concurrently with fatigue, which is 2s base + (0.5s per chain blink) + (1s if she swung at all regardless of hit or miss).

    Ah there's the ad hominem. Dead Hard is not comparable. It was completely uncounterable for most killers when used for distance to a pallet. Every single thing Nurse does can be mindgamed.

    Good players will win almost every pub lobby game because average players are not good. This is why you see good players win basically every game regardless of survivor or killer or build.

    Blight has a perfectly balanced basekit.

    Every Exposed perk has counterplay built in, as does Nurse herself. Exposed perks on Nurse are completely fine. Same with auras.

    How did she get an indirect buff in 6.1.0? I'd love to hear you somehow explain that.

    Nurse's basekit is perfectly balanced, as are recharge add-ons.

    If she is so clearly overpowered, it should be very easy to find lots of statistically significant proof that she is overpowered. Go on, I'll wait. If you don't have proof, your claims are worthless.

  • LMAO.

    1. Camping is a strategy. Pressure gens.
    2. Legion doesn't need a nerf at all whatsoever.
    3. Game filters are a god-awful horrible idea. You are not meant to be able to pick those things, and there is no good reason to allow it.
    4. [w/e]
    5. Tunneling is a strategy, that would be stupid busted and overpowered.
    6. Read above.
    7. Unconditional 100% unlimited duration reduction is absolutely busted and overpowered unhealthy design.
  • @Phasmamain said:

    Nurse’s high skill floor and balance issues can be rectified with a full rework. That way new nurse players will have an easier time and nurse can be more balanced as a whole

    Ah yes, what a genius idea. Remove high skill ceiling characters that allow players to have something to work towards.

  • Like Aetherbytes said, depipping is not deranking.

    Well technically, grades, not ranks, but degrading means something else entirely.

    Anyways, to go up a grade, you need several pips. For example, to go from Iridescent II to Iridescent I, you need to get 5 pips. However, you cannot go back to Iridescent III if you already hit Iridescent II. However, you can go from Iridescent II with 4 of the 5 needed pips all the way back to 0 of the 5 needed pips.

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/comment/3143023#Comment_3143023

    Yes, but also no. I'd hate to be hooked at 5 gens and then left on hook but constantly had my timer paused for the entire duration of the match, and while I don't feel like this would happen often, there should be a safeguard against this.

    Hmm. What if after Reassurance ends, there's a 10s or so period in which Reassurance can't be used immediately again BUT during those 10s, no skillchecks will appear? Thus, morons can't use that 10s to hook suicide. But it also means eventually, they will be able to die even in situations where the survivors and killers work together to try and keep someone hostage (even if it takes a while).

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142137#Comment_3142137

    She is just watch supalf versus other streamers and they go down in less than 50s. What hope casual players has agains't her even if best survivors can't run away from her even 1 min?

    Ah yes, the 7200h Nurse main that frequently plays in competitive tournaments that uses super strong builds and plays all-out in pub lobby matches slaughtering most players clearly makes zero sense. You do realize if every chase took a minute or longer, that is literally unsustainable for the killer, right?

  • Yes, that’s literally the point. Why would it eat perks? Getting stunned and blinded and having the kick nullified, and then having to kick it again takes up a lot of time.

  • @ViperTheCharon said:

    2 -> 2.5 -> 3 second fatigue

    3 second recharge each blink (also recharges in fatigue)

    Recharge addons decreasing recharge time from 3 to 0,99 seconds

    Can Instadown with Blink Attacks

    "Nurse's Basekit is completely balanced"

    Correct. Feel free to show actual statistically significant proof she overperforms if you think otherwise.

  • The absolute most gigachad part of Reassurance is denying immature morons their ability to hook suicide, which is based. Anyways, the opinions of people who suicide on hook are irrelevant. Reassurance should stay the way as is. The only way it could keep someone hostage is if the killer works together with the survivors which is against rules anyways.

  • If you don’t put /s, there’s going to be idiots that think you’re serious lulw

  • @deckyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142367#Comment_3142367

    spent several games running deja vu and specifically avoiding a 3 gen. turns out, the 3 gen can be a lot bigger nowadays because you get a whole lot more time to patrol it. i'm guessing either you casually just assume things about the game to be exactly the same as they always were in the face of enormous sweeping changes, or your killers aren't very good.

    dredge can 3 gen on any 3 gens in the entire map that have close enough lockers. like, something about the last generator needs to be addressed. my suggestion is making it so there's 4 gens instead of 3. alternatively, survivors taking longer to fix the first gens and accelerating, keeping the total time spent repairing the same but making the last gens less easy to patrol.

    if all the response you have to offer going forward in this thread is "desipte the huge changes to timings across almost every aspect of the game, the game hasn't changed a single bit" i'm just not interested in hearing it.

    Skill issue.

  • It exists to disincentivize survivors from dive bombing the hook and unhooking in front of the killer’s face without any real threat (taking a hit and leaving), which would be utterly moronic.

    I’d be fine with removing it, but ONLY in return for making the unhook animation uncancellable, so there is no way to avoid being downed if you do something stupid like trying to unhook in the killer’s face. Then it allows for trading, not risk-free hook dive-bombing.

  • lmfao these are absolutely insanely huge nerfs to an already balanced killer (outside of range/torn bookmark)

    her basekit is completely balanced

  • Hook suiciders don’t get a valid opinion.

  • @Kaitsja said:

    Nurse needs a full rework. Nurse presents a problem that other killers don't in that she ignores all resources survivors have at their disposal and only becomes more broken when you slap on basically any of her add-ons.

    I played Nurse back when 7 blinks were still possible. I was still very new to the game at the time so I didn't have much in the way of success. I also played Nurse back when Hawkins was still in the game to varying degrees of success. So I am by no means new to Nurse. I have 1300 hours, most of which are as survivor with about 500 hours being almost exclusively killer, and while I am by no means a master at Nurse, I can do well enough that I can 4k against an average team fairly consistently.

    I firmly believe that Nurse is an outdated killer who needs a full rework and doesn't fit with the current state of the game. This rework shouldn't happen until maps have been shrunk, however. When we have smaller maps that allow for M1 killers to actually start patroling gens without losing like 75% (Not meant to be accurate) on two gens at the start of the match, then we can get a Nurse rework.

    1. Mindgaming is a core mechanic to the game for every single killer in this entire game
    2. Range/Torn Bookmark are busted, recharge is fine
    3. Beating average teams consistently means basically nothing. Anyone good will do that regularly, because average players are not good. This is why you see good players win almost every game regardless of side or build.
  • @TeabaggingGhostface said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142367#Comment_3142367

    The killer can force a 3/4-gen on certain maps (like azarovs), though that's more of a map design issue than anything else

    Yes, that's a map design issue that would exist regardless, and the map shape itself needs a rework.

  • Getting 3-genned is literally the survivors' faults. Identify it and break it early. If you don't, that's on you and the other survivors.

  • @Hoodied said:

    Honestly bhvr removing hug tech will force them to fix Blight’s collisions so we take those

    More like bug it to hell and back.

  • @versacefeng said:

    https://forum.deadbydaylight.com/en/discussion/comment/3142179#Comment_3142179

    Losing LOS isn't viable. Most maps are outdoors and lack that factor. And even if you do lose LOS, she's going to catch up because its Nurse.

    You can still mindgame her in open area.

  • @PaintedDeath said:

    And I don't think it's a longer stun. Currently the perk is completely outclassed by OTR. I have a suggestion that impacts how it activates. I say it should be unlocked by maybe getting an unhook or something, and once unlocked you can activate it once whenever you like while being carried.

    Maybe once unhooked it isn't canceled by a conspicuous action, but rather a generator getting repaired or something. Maybe once unhooked, you have to actually start repairing a generator to unlock it. It needs a different way to fire, or something because as of now you are better off with OTR in every.single.case. OTR provides anti-aura reading as well as grunt reduction, as well as the endurance for 80 seconds which can proc Overcome allowing you to get away after getting tanking the hit. DS doesn't even last 60 seconds, I spent the last few days trying to make use of DS and I couldn't get it to fire once. I did this trying to anti-tunnel with OTR, but DS would end before I got a chance to fire. I tried it without OTR and it still wouldn't fire because it would end before the killer downed me again.

    Being that DS's theory is that you are striking the Killer with a weapon, maybe as long as you have an item with a charge, you can consume all the charges to fire off your DS? That would be a more interesting perk.

    Ah yes, making it completely overpowered like original DS by letting people use it without even getting tunneled, amazing idea. It's almost like survivors are not meant to have offensive options outside of pallets (and blinds, I guess).

  • Creepypasta/SCP/etc stuff is impossible for licenses because of copyright and intellectual property ownership nightmares.

  • Nurse & Blight: Both of them require actively mindgaming and adapting to how the killer plays.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141857#Comment_3141857

    Don't know who or what you are referring to, but this has been said again and again and again. Comms on tournament level survivors are as broken as nurse.

    Ah yes, the Discord voice comms that let the person in chase stay up longer in chase by forcing her to fatigue without being able to get a hit in over and over, amazing conclusion.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3141574#Comment_3141574

    But you would need to look for a good place to loop, hope it has a totem, bless it, lure the killer, hope the killer is not fast(nurse/blights), just to start getting some value out of it. I dont see how overpowered it could be at 5%

    The fact it adds an insanely massive amount of time to chase which is an auto-loss in time efficiency for every single killer without mobility and anti-loop both? Which means they are quite literally forced to drop the chase the second someone goes inside that area and then spend time looking for wherever the hell the Boon is, squash it, and then have to repeat that the next time someone takes the killer to the re-booned area? 5% is literally game-breaking.

  • @Omans said:

    Funny that all the Nurses are telling on themselves by talking about counterplay here.

    There are so many situations where you are getting hit by the nurse no matter what.

    No wonder they think she is balanced if they haven't learned how to zone or blink correctly with her. They are why her kill rate is the lowest.

    I would love to hear your explanation for why arguably the best Nurse in the entire world currently was quite literally destroyed in a 3-man out by also some of the best survivors in the world.

  • @ThatOneDemoPlayer said:

    Coldwind just needs to be a night-time Map again

    Maps with orange-reddish colored objects also make it ambiguous to see through, which is why I suggested the outline/black circle backdrop.

    But yes, Coldwind is blinding even besides auras.

  • @Sandt21 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140340#Comment_3140340

    because all boons have a 24 meter range.

    I say raise the speed bonus to 5 percent. If your gonna run the killer near the totem to begin with, might as well make it worth it, since the killer would break it at earliest possible convenience

    5% is literally game-breaking levels of overpowered. Let alone for something that could be literally anywhere in a 24m cylinder with infinite height.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140685#Comment_3140685

    A killer with no mechanical counterplay is not balanced.

    Her counterplay is literally "I hope the player is bad at blinking".

    Mindgaming is skill-based counterplay. The person that is better at reading, baiting, and out-predicting the other will succeed in each trade (an attempt to land or evade a hit). And so both players will constantly need to adapt and adjust to how the other plays. Mindgaming is reliant on both sides. It is not just whether or not the killer is bad. It is also whether or not the survivor is better.

    If what you said was actually correct, very good Nurses would never ever lose ever. Except that is objectively and completely laughably incorrect. Even some of the best Nurses in the world will have games where 3-4 survivors escape versus them. Why? Because they went against some of the best survivors in the world, who are equal to them in skill.

    When the skill matchup is even, so is the match (outside of extenuating factors such as unbalanced maps, people not trying, meme builds, etc). It is not Nurse’s fault the game cannot give even skill matchups consistently to higher-skill players.

  • @Audiophile said:

    LOFL. I'm totally with you OP. If this game is supposed to be fun in some way for both sides, Pinhead is the worst killer in the game by far in terms of fun to play against. Especially in solo where you cant coordinate who gets the box and when and some survivors still dont seem to understand how it works.

    I don’t know why you think that’s even remotely relevant. Fun is subjective and others will find fun something others find unfun. That is why it’s irrelevant to balance. Don’t like it? Tough, get over it. If it’s balanced, it doesn’t matter. You cannot make something objectively "more fun" because fun itself is a subjective opinion. This game will never be fun for all 5 players always. Nor does it try to be, because that’s impossible regardless.

    As for the point on solo queue, it’s almost like that means solo queue information should be buffed, not handicapping a killer who also has to play against non-solo.

  • The only situation I would agree is if it makes it overpowered. But if it doesn’t, then yes. Removing flashy and fun gimmicks that aren’t even OP like hug tech/reverse pallet stun/etc is just a bad decision.

  • Remove (almost anything) is a bad idea. That is how you alienate players. That is literally why the Freddy rework was such an awful thing. It completely deleted a killer that people liked from existence.

  • @adam1233467 said:

    Just make that he cannot look down while using the rush? No changes to his hitbox and is a simple solution

    Um, you do realize sliding is an intentional mechanic on Blight, right? It’s literally why he has a collision detector attached to the camera angle so he can reduce it by looking down. The only unintended interaction is sliding by starting the Rush already hugging an object, thus "hug" tech. All other forms of sliding are intentional.

  • What’s wrong with low skulls?

  • That would make Kinship busted. You could literally force the killer into a lose-lose in which the killer is forced to proc it, or make an intentionally stupid decision to prevent it proccing which would require giving a free unhook. The reason Kinship is balanced is because it requires someone to go there. Also that it only works once, not twice. A double proc is literally more than an entire hook state's worth of time (68s).

  • $1 for a skin? LMFAO

  • It's a waste of time for no good reason.

    A. You self-unhook, now you immediately go down and get slugged for 60s.

    B. You don't self-unhook and you wasted time.

    C. You don't attempt out of spite to waste more time.

    EDIT: As Karu said though, I have no problems with just giving the free points.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140774#Comment_3140774

    He can change his Rush direction when he's at the end of the car. He can start sliding one way, then go another. With Speed add-ons, there isn't much of an opportunity to react to that.

    Unless you are suggesting Survivors simply camp pallets and drop them instantly against Blight (which is a sure-fire way to lose fast on most maps), I'm not seeing the idea here.

    The only tiles that is super hard to play against without a great guess are ones that are super weak against any killer regardless because of how small the tile is and how useless it is besides the pallet. Tiles that aren’t that super small are a lot more even.

    @Grum said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140770#Comment_3140770

    You do realize that breaking line of sight isn't actually possible at a lot of loops? Most Blights aren't going to bother hug teching if they can't see you in the first place.

    First of all, if you don’t break LOS, you literally see what Blight is trying to do. Second of all, on most objects, Blight has to look down to not slam the object.

    @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140777#Comment_3140777

    Except, they can keep sliding and just use another Rush to catch up to you.

    You don't make enough distance to get anywhere on most maps.

    It takes time to readjust, find something to slam on, and then turn all the way back around and then resume chase with someone who would’ve made multiple turns by then. Let alone if you can’t slam on something because nothing to use for redirection on at your angle/distance. How fast Blight goes ends up backfiring in situations like this because it takes him way off.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140770#Comment_3140770

    The issue there is that if you are in a position where the Blight can't see you trying to break LOS, you also can't see them hugging their way towards you.

    You've gotta guess.

    That’s literally part of mindgaming. If Blight usually tries to go for sliding at tiles like that, then you already have an idea of what to expect. Blight also has to guess if they’re going to expect sliding and just peel off.

  • @indieeden7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3140770#Comment_3140770

    Most Blights aren't going to hug tech around an obstacle where they can't see the survivor though are they?

    ??? That’s one of the most common places to use it at, because you use it to slide around instead of spending multiple Rushes to ricochet. Also on many objects, you have to look down to even have a chance to slide well meaning your vision is even further reduced.

    @Pulsar said:

    I think I'd rather see what they produce first, before calling it a waste of time.

    I do think that the hug tech, coupled with Blight abnormally large initial swing hitbox can make for some very unfair situations.

    It's not something that I'm super concerned about but boy it does not feel good when you find a car loop and you just know you're gonna get hit around it.

    If there’s a pallet, it doesn’t even matter because you just drop the pallet on him. The exact issue with waiting for the result is that it’ll probably create massive bugs.

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