SuzuKR
SuzuKR
About
- Username
- SuzuKR
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@indieeden7 said:
Yeah he'll slide past you...if he doesn't attack...which he'll have no reason not to????
You do realize if you actually left the surface properly (break LOS and then separate immediately), he literally cannot reach you in time when he realizes?
-
Hug tech complaints are so weird. The Blight uses a gimmick that looks flashy but is actually tremendously weaker and easier to counter than bump logic, and somehow people take issue with it for it being unintended/needing less Rushes.
-
@StarLost said:
My guess is that they don't balance this game around the top MMRs, and - looking at gross kill rates - Nurse is the worst killer in the game.
Not that they should be balancing around lower MMRs (cough Wraith, Cenobite) but if they are going to nerf killers because they are overperforming at lower MMRs, why not buff killers that are underperforming at lower MMRs?
That seems fair, doesn't it?
https://forum.deadbydaylight.com/en/discussion/comment/3140699#Comment_3140699
It's a cute idea, but I'm not sure how much it would do.
The issue in solo isn't communication, it's cooperation and coordination. And you aren't going to force that Meg hiding in the bushes to do gens no matter how much you ping her.
https://forum.deadbydaylight.com/en/discussion/comment/3140730#Comment_3140730
Gen speeds was absolutely a 'real' question.
SWF doesn’t imply coordination or cooperation well either. If they’re not good individually, voice isn’t going to help them much.
-
You can literally see the aura for when to let go of the gen right before Pain Resonance goes off.
Eruption with comms is simple to play around the Incapacitated, and would be for solo if they had better communication options too, which they should have anyways. Just say "I’m about to go down" before you go down so people know to let go.
DMS isn’t punishing you for doing a gen, it’s rewarding the killer for pushing you off the gen.
-
@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/3140624#Comment_3140624
Exactly having comms is like having 3-4 perks that don't need to be equipped.
I think the biggest problem there having is trying to figure out how to buff solo without buffing swf.
A ping wheel on a short cooldown (1-3s or so) to prevent spam. The pings only allow preset messages so people can’t say dumb nonsense. Eg, "being camped", "do this gen", etc.
Could improve it even further by adding some automation. Eg, if a chase starts, it automatically pings "in a chase" or something so you don’t have to manually do it.
-
Why would they nerf Nurse? She’s balanced. Mob opinion isn’t relevant to balance.
-
@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/3140079#Comment_3140079
The point is that killers with snowball potential have limiters in place to stop them going too insane. Myers and plague have resources to use and ONI has to keep survivors constantly injured to stay powered up. Bubba has to charge a saw and lose distance to get a hit which gives plenty of time for survivors to move, Windows and pallets also stop the saw.
Nurse has no limiter to her slugging and snowball potential. If she sees you she can hit you basically (especially with range). The perks I was referring to were starstruck and to a lesser degree HG. Assuming agitation nurse has a 44m TR when picking up and moves at around 105% while carrying. She can cover most of the map with that and then use tracking perks like BBQ to seal the deal. Exposed is simply too much for a killer who can ignore obstacles and get hits anywhere on the map.
The perk is only an issue on nurse. Characters like slinger use it well but it’s not blatantly OP on them
Myers is awful. Plague is heavily reliant on RNG. Oni is screwed by predrop and running and is a useless M1 until he can get a hit which won’t happen for a long time on a lot of maps. Bubba’s power is absolutely awful on most tiles. Nurse always being able to continue to perform is why she is good design. The only cap is whether she or the survivors can play better, not some inane hard limit. If a player is able to play better than the other, they should always be able to succeed in trades. Hard limits trump skill expression.
-
Judging others for how they play is pretty cringe.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3140178#Comment_3140178
How much distance can you put before you have her again on you? Even if you used overcome, that will gain you 10 sec at best
Doing well can go for ~1-1.5m against Nurse.
-
Fun is subjective and thus irrelevant because there is no way to make something "more fun" that everyone will think is more fun. If it’s balanced, it doesn’t matter.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/comment/3140143#Comment_3140143
At that point, It depends more on the nurse being bad than anything survs could possibly do
Objectively incorrect. Mindgames are from both ends, because it is both players reading the other and trying to bait or outpredict the other. Even the best Nurses in the world get 3-4 outed against the best survivors in the world in some games.
-
@Rovend said:
https://forum.deadbydaylight.com/en/discussion/341578/when-will-nurse-get-nerfed
If nurse hasnt been nerfed yet, she is not getting nerfed anytime soon.
I mean, the devs knew that a good nurse just stomps 90% of the playerbase and she literally bypasses any game mechanic to defend against her(pallets, windows, different floors). They even knew that nurse would be even more buffed after patch 6.1.0 and didnt care at all.
They are probably more inclined in nerfing Prove thyself and OTR.
Fun fact, mindgaming is a core mechanic innate to the game for every single killer.
-
@Ebonbane2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/3139943#Comment_3139943
Playing for hatch in a 2v1 is a legitimate strategy. There are even challenges that require playing for hatch. The scenario of holding the game hostage you are referring to is a coordinated effort by the two survivors to not progress the game. If that's the case then film then report them and use the recording to back up your claim.
However, what is likely happening is two survivors chased off a gen initially, becoming more cautious approaching the gen and leaving as soon as the TR sounds. Never actually making it to the gen to make progress. This is easily tested by walking away from the gen. If it never gets repaired, report them and submit your recording. But I would imagine in most cases the gens will get done.
Um. I’m not sure if you didn’t properly read what the thread is about, but this is specifically about never repairing gens. As in, gens never progress. And yes, it can be video recorded and reported. But there needs to be an in-game solution because currently, unless you get lucky, or happened to run specific killers/perks/add-ons that help, it is absurdly difficult to end and can be dragged on for 10-30+ minutes of pure hostage taking.
If they were repairing and then hid when killer came by, that’s fine. Not touching a gen ever is against rules.
-
So I take it that you also just leave teammates on hook to die/don’t mind if teammates leave you on hook to die? If survivors can get a 3 out, trying for a 4 out seems kind of cringe. Makes no sense why they want to get the maximum result. Completely incomprehensible and illogical. Imagine people not playing the way you want, how rude.
-
Survivor: Not sure. Probably Reassurance because keeping immature hook-suiciders trapped in the game is based.
Killer: Shadowborn
-
@Ebonbane2000 said:
This is a non-issue. It's not happening often and you have the tools to find the survivors in Whispers, Spies (and Iron Maiden for locker hoppers).
If it is happening often, maybe look within for the solution (don't slug, don't tunnel for 3v1, don't camp). Yes you can choose to do those things. But you are not the only one with choices that can make the match unfun for others. Asking the Devs to hand you kills because using Whispers and Spies is "too hard" or "takes a perk slot" is the very definition of entitled.
They may sell a perk to monetize the issue, but I highly doubt it's something that is even seen as an issue at this point.
Congratulations, you are actively blaming the killer for not happening to run perks in case survivors actively break rules to hold the game hostage. Killers should not be forced to take perks because people might break rules.
It’s hilarious how you think legitimate gameplay is even the tiniest bit comparable whatsoever to actively breaking game rules to specifically NOT play.
🤡
-
@feechima said:
https://forum.deadbydaylight.com/en/discussion/comment/3139913#Comment_3139913
I've seen and had Nurses get two or three downs from Starstruck when a Nurse 'doesn't' immediately know where people are. Picking up the survivor and getting starstruck effectively paralyzes all survivors in the TR. No flashlight saves, or for people working on the gen or just happen to be in the vicinity they are forced to run far away (which is usually why the nurse catches them after hooking a survivor-seeing scratchmarks). Now the survivor will either have to run to get Starstruck off them and risk leaving scratchmarks or try and hide in which case she will know where you are with AA. Also, a nurse does not have to commit to hooking. She can simply pick up a survivor, get starstruck and AA value, drop the survivor and then blink onto the survivor standing nearby. Unlike BBQ which you can anticipate, AA is not something you will be alerted to unless you have Distortion.
You shouldn’t be near each other in the first place against most killers. Splitting up is good against almost every killer in this game. Even more so against hyper-snowball potential killers like Nurse, and even more so if they have Starstruck. Fatigue, then picking up, then dropping takes a ridiculous amount of time and literally isn’t even worth it in most situations unless someone is super close. Flashlight saves have always been a risk regardless of killer. AA isn’t going to prevent a save since it only happens after carrying actually starts anyways.
-
This is a ridiculous amount of work for no good reason.
-
@feechima said:
When Awakened Awareness releases paired with Starstruck Nurse Mains can expect really short games. Either people are giving up on hook or not playing at all.
AA is bad though. Nurse fatigue is almost always 3.5s default. Pick up takes 3s. In 6.5s, a survivor can run 26m. You can be out of the range before the pick up even finishes, even if you start literally right beside the Nurse. The linger also means nothing, because it only lingers on people who were still in the 20m when the carrying ends.
-
@RakimSockem said:
Probably a controversial opinion here but I'm going to assume that there's only 2 survivors left when the hide and seek began because hide and seek with 3 or 4 survivors left would be silly (but not impossible) .
Going under that assumption, there's 2 possibilities for why the hide and seek game started.
- The survivors are just scared babies and they know there's no possibility gens will get done so they'd rather hide. Solution: you'll find them eventually, just keep searching (I DO happen to run whispers every game but even if you don't there's only so many places to hide and half the killer roster has teleportation or fast moving abilities to get around the map at this point)
- The killer wanted to slug for a 4k and waste everyone's time instead of just hooking the 3rd person, the survivors were able to pick up and heal that person somehow, and then they started the hide and seek game just to be petty and deny the killer a 4k, matching the killer's petty energy. Solution: Don't slug for a 4k and stop wasting people's time and just hook the person you downed UNLESS you have immediate knowledge of exactly where the last person is already.
So with that said, no new solution is required.
- Takes ridiculously long without specific powers, add-ons, perks, or good luck.
- Ah yes, don’t do entirely legitimate gameplay strategies in the hopes the other side won’t actively break rules to hold the game hostage.
🤡
-
I don’t understand why people keep trying to argue it’s not against the rules. It’s not up for debate, BHVR has already explicitly stated it is against rules.
-
@WishIcouldmain said:
https://forum.deadbydaylight.com/en/discussion/comment/3137361#Comment_3137361
Yeah, her basekit is fine, but her basekit already gives her strength beyond any other killers, she doesn’t need the strongest add-ons in the game.
Range and three blinks are fundamentally unhealthy because they remove or reduce her counterplay, I agree. They should both be fully reworked.
Recharge is strong but not overpowered because it doesn't change the mindgame itself, only makes it happen more frequently. And while not relevant for most players, is almost necessary at very high levels of play because of how brutal her basekit recharge time is at that level of play.
-
God please no. This would be such an absolute nightmare to balance.
-
If they're going to be a one-time use, their effects would need to be insanely buffed and there would need to be tremendously more Scourge Hooks available from the start.
-
@Whitkey said:
you already have an ingame solution: Aura Perks.
i know its hard to swap out one of your prob 4 gen slowdown perks but atleast you can stop crying about hiding :)
Ah yes, thank you for your incredibly genius insight no one could have possibly thought of: Equating running perks that this game makes as an option, which is completely within rules VS Being forced to run certain perks to deal with the chance that survivors you play against might decide to actively break game rules to hold the match hostage.
-
oh boy, Nurse thread #876
-
@Biscuits said:
https://forum.deadbydaylight.com/en/discussion/comment/3138549#Comment_3138549
I would love to sit down with a developer and ask them what a survivor should do in a situation where the killer is slugging for a 4k and the killer is camping the body while proxying gens. I have a feeling their answer would not be to your liking.
How are they camping the slug and proxying gens at the same time? Pick up the slug when they’re not nearby, or work on a gen???
-
It blows my mind that "Play the game" is a hot take for some people.
-
Hiding for hatch is literally intentionally refusing to participate in normal gameplay of trying to progress the game. Realistically, without specific powers, add-ons, or perks, the killer will never find someone hiding on purpose like this. The killer is (probably) trying to find where the remaining survivors are, so they can end the game, or checking the gens, to see if anyone’s come by to try and find people near them. They are engaging in normal gameplay. Hiding and doing nothing except waiting for the other to die is not normal gameplay.
Attempting to repair and being chased off is fine. Attempting to do literally nothing is not. Will it get you killed? Sure, maybe. But the reason you’re even in that situation in that first place is the killer did better than the survivors and have whittled the numbers down already. It is literally the point that it is largely in their favor. Either way, they are getting at least a 3K if not a 4K in that situation. Sort of like how it’s extremely in the survivors’ favors if Exit Gates were opened and the killer has 3 total hooks the entire game with no one on death hook is at least a 3 out if not a 4 out.
-
@Gandor said:
https://forum.deadbydaylight.com/en/discussion/comment/3137678#Comment_3137678
Just watch any serious tournament. Survivors will not even try to loop her. They just hide. If found they go to die into corner to buy as much time as possible for other survivors to do gens. And this is very specific to nurse. For blight you at least try to camp pallets. If the killer is unloopable, then there is a problem in game.
Also. Nurse is the #1 killer for a long time now (and this even disregards all the bugs she currently has) - and you can watch virtually any streamer with more then 1000 viewers (be it killer or survivor main) and you are guaranteed to have nurse/blight in top of their killer tier list. If you don't see her as busted, then that's a you problem. The whole community knows that she (along with blight - but now way above blight thanks to how broken in addition to how OP she is) is the strongest killer in game.
It would make a lot of sense for this game to have more then 2-3 killers in top tier (I would aim for at least 6 TOP killers and another 10 viable killers - viable means like huntress is right now).
You are objectively wrong about comp. Survivors in comp do try and loop her and do it quite well. Strongest =/= Overpowered. I cannot believe I have to actually make that clear. If you want more top tier killers, buff the weaker ones????? It’s not rocket science.
@ChuckLit said:
https://forum.deadbydaylight.com/en/discussion/comment/3137987#Comment_3137987
What proof or source do you want ffs? A lot of people are crying about that she is super unfun to go against. Look around here on the forums. There's your "proof". This is not some kind of crime investigation lmao.
I recommend you to play some more solo q survivor. It's a blast going against Nurses and Blights back to back because they're the only viable killers and playing with randoms whose skill levels are all over the place.
I already said it, buff other low-tier killers all you want, I really don't mind, I want to see variety.
I don’t know why you think "unfun" is relevant at all. That is an entirely subjective standard and useless because everyone disagrees and there is no objective way to make it fun for everyone. Balance and performance is objective, and she performs evenly against players of equal skill. So, do you have sources that prove she is overpowered?
Solo queue needs their information level buffed to the level of SWF. That is a solo queue issue, not a Nurse issue. Solo queue struggles on literally anything and everything.
-
It’s good to take hiatuses. Self health is always more important. I’ve done so and it’s helped me enjoy DBD more when I came back. Have a good break!
-
@badrepo said:
Just do tracking perks
Wow, it’s maybe almost like people shouldn’t have to use specific perks to have to not be stuck in a game held hostage by people breaking rules.
-
@ChuckLit said:
https://forum.deadbydaylight.com/en/discussion/comment/3137678#Comment_3137678
What sources?
######### you're on about lol. Freddy was literally the worst killer before his rework. That's why they changed his power.
Pro tip: I don't care what you think.
Sources to prove she’s overpowered. No proof = meaningless.
@aBot said:
Someone has 350+ win streak with the nurse. There's absolutely something that needs to be nerfed with her.
A solo survivor got over 400 escapes in a row, is solo survivor busted? Or is it maybe, gee, almost, super good players will be better than what matchmaking can match them against almost always? Wow, gee, I sure can’t tell what will happen when a semi frequent comp player using hyper strong builds goes all out in pubs.
-
I think it should be reworked to let Blight rush vertically into the sky and then dive bomb survivors like an orbital kinetic cannon.
Just gaining charges back? Psh, boring.
Becoming a skydiving missile? Metal as hell and clearly not busted 👉👈
-
@Omans said:
Can't believe we have Nurses in here trying to claim new Dead hard is better.
I'm sorry that you have such a difficult time understanding something so incredibly basic.
Old Dead Hard: 0.5s of i-frames + a (roughly 6m? or so?) dash: Dash is irrelevant without the i-frames because it's Nurse and a lunge will likely hit unless it's edge-range anyways if they've already blinked accurately to the survivor. The i-frames allow nullifying a blink hit attempt.
New Dead Hard: 0.5s of Endurance + no dash: The irrelevant dash is gone, if you successfully take a hit, you get a speed boost and go even further than before.
-
@NinthCrystal said:
Nurse was already the strongest killer in the game, and now with nerfs to DS, DH and gen speed she's even stronger. Nerfs definitely are in order to balance it out. Or even better - a long overdue redesign. It's evident she's a relic from the past that doesn't fit the current game design at all.
Dead Hard is literally stronger than before against her. Dead Hard was good because the i-frame allowed someone to evade a hit. The dash is basically irrelevant. Endurance instead of i-frames does the same job even better because actually taking a hit gives way more distance now. DS should go back to 5s and gens should go back to 80s.
-
@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3137868#Comment_3137868
It does, it's feedback, the point of this forum.
Subjective standards are not good points for mechanical changes because there is no objective way to achieve the best result.
Person A thinks feature X is fun. Person B thinks feature X is unfun. Who do devs listen to? How do you make something "more fun" when "fun" is an entirely subjective standard people will disagree on? You don't. Which is why it's irrelevant to balancing.
If something is balanced performatively, it doesn't really matter if some find it fun or unfun, because there will always be that divide no matter what.
-
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/3137844#Comment_3137844
If your team will always consist of a weak member, that needs to be taken into consideration.
It would be illogical to ignore it completely.
Also, please stop insulting me. It does nothing.
The issue here is dual-sided. You won't always have a bad teammate. You also won't always have a super amazing team either. Both, as well as the average need to be all considered. Balancing around potential bad teammates means it becomes absurd when there are none, and similarly vice-versa.
-
@Rokku_Rorru said:
https://forum.deadbydaylight.com/en/discussion/comment/3137835#Comment_3137835
That they do, but it doesn't mean we have to always be bias to points people make it honestly feel like a one sided discussion whenever survivor/killer is discussed, which is more I'm getting at, 0 acknowledgement of frustrations the other side faces.
It's not nice to go against, it doesn't feel like an intended interaction at all, literally get the reward of the chase holding your power without finishing the chase.
Entirely subjective standards mean nothing. Thinking it feels nice or unintended is irrelevant to actuality. The Lament Configuration is an item, ergo, perks that affect items affect it. Using a perk to have to not finish a chase to do so is working as intended by game standards, and BHVR has said nothing to the contrary.
-
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3137834#Comment_3137834
Considering there is no evidence that says she is fine, you probably shouldn't use that reasoning. It's really bad.
The default is there isn't an issue. Proving otherwise requires evidence. BHVR has never stated there was an issue. Good players playing against other good players do just fine. There is no evidence to the contrary.
Please learn what you're talking about next time.
-
@Rokku_Rorru said:
The killer should also commit to the chase to get the box honestly, always with the double standards. You can't commit to it if you are forced to drop it.
It's almost like killer and survivor have different standards because they have completely different playstyles and objectives which are not comparable.
-
@Belzher said:
Imagine thinking Nurse is fine
Do you have evidence to back up your claims?
-
????
-
@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3137779#Comment_3137779
Yes keep ignoring your completely wrong original comment lmfao
Because the combo is utter trash on literally anything except horribly designed super small maps? LMAO
If you can't get out of 20m distance when you literally have early warning from the moment they go down, I uh... don't know what to tell ya anymore. LMAO
Sorry that you're incapable of somehow holding W away from the direction of the slug, I guess?
-
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3137775#Comment_3137775
You're asking for sources that these changes benefit nurse??? Lol just play the game...
I'm not giving out misleading information like the rest of these nurse mains.
Oh no, the Bloodlust change that she makes zero use of because charging her power immediately cancels it building up.
Oh no, the attack recovery change that means nothing because fatigue overrides attack cooldown.
Oh no, the post-hit recovery change that means basically nothing because she will spend the entirety of the recovery in fatigue regardless and then needs to charge up again for another burst anyways. It doesn't suddenly make them unable to exit her range.
Oh no, the pallet break change that's completely irrelevant for her.
There's a few that benefit her, like the 90s gens which was a bad change among others. But most of these changes are pretty much completely irrelevant.
-
@SoloQKev said:
I wish they would nerf her in solo q it is trash
Or.... buff solo queue information to SWF level, which makes more sense and means devs don't need to juggle solo/SWF balance.
-
@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3137765#Comment_3137765
“Distressing isn’t even good”. It’s almost like this perk is used on basically every impossible skillcheck doctor and a lot of starstruck and coulrophobia builds, etc. No duh it’s not a good perk, we are talking about combos here. And on this map and the map “the game” it is very good
Yes congratulations, another horribly designed map that's (1) absurdly small (2) has 25-29 god pallets that spawn per iteration (3) has basically no decent windows.
-
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/3137756#Comment_3137756
Yikes.
https://forum.deadbydaylight.com/en/discussion/comment/3137758#Comment_3137758
You shouldn't have to lie to yourself to defend something. That usually means it isn't worth defending. Come on..
Feel free to give sources since you love to trashtalk misinformation so much.
-
Uh? What?
The Remnant is quite weak as anti-loop and is only good on weaker loops and is completely unreliable on anything stronger.
Map mobility is fairly limited and large downtime during Daytime, and building Nightfall requires doing well with injuries/hooks/keeping people injured.
What are you even going on about?
-
@D2night said:
https://forum.deadbydaylight.com/en/discussion/comment/3137555#Comment_3137555
Distressing on midwich with starstruck basically makes the whole map be covered with star struck if you’re in the middle/close to it. It’s definitely a good combo, Especially with nurse. And the new perk will show survivors within 20 meters while carrying and after hooking a survivor (for 2 seconds after). It might not proc every single time, but there is a good chance it will proc A LOT on a map like midwich. There’s 2 floors and a lot of the gens are basically right on top/below one another. That perk paired with starstruck is crazy on nurse especially on this map. I don’t understand how you couldn’t figure this stuff out but these perks are definitely good in combos lmfaoo
Yes congratulations, it's almost like Midwich is way too small and that is bad design regardless of anything else. It's good for literally every single killer for its size, exit gate positions, and basically no decent loops and only offering hold W/a few good pallets. Distressing is a complete gimmick perk and awful for anything except stuff like that, and map offerings shouldn't even exist with the way maps currently are.