SuzuKR
SuzuKR
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Comments
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@Valik said:
https://forum.deadbydaylight.com/en/discussion/comment/2925436#Comment_2925436
I really don't see how.
It's binary.
You lose line of sight, you run contrary to normal pathing.
She blinks - you do your little spin or DH.
She either hits you or she doesn't.
Rinse and repeat for 7 minutes (Probably shorter, because if she's a good nurse, she's not going to miss much)
I don't see how a killer pointing at you and damaging you regardless of sightlines, pallets, mindgames, spins, or perks is considered 'fun'.
Because the sole and exclusive way for her to land a hit is by beating you at a mindgame. It’s the most skillful kind of chase you can possibly have. Nothing is decided by map RNG. It’s entirely decided by which player is more skilled at mindgaming.
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Get over it, maybe? The progress towards better balance is making all players have SWF level information and ability to communicate (ping wheel or whatever), and rebalancing around that.
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Fun fact, there’s this super easy solution. It’s called… drumrolls please, “Don’t DC.”
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@Gplays2000 said:
https://forum.deadbydaylight.com/en/discussion/comment/2923813#Comment_2923813
She is definitely not balanced lmao
Which is why she averages out to a 2K when players of even skill verse each other on an even map. Geez, I wonder how much longer it will be until people quit blaming matchmaking or map balance on character balance. When one side is better than the other, the results are obviously slanted. Same when a map favors one side largely or the other.
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@Hitari said:
the fact remains that a decent nurse has an easy time hitting a very good survivor whereas other killers don't have it as easy.
there is literally nothing viable you can do against a nurse. atleast vaulting and throwing pallets wins you some time against blight or spirit.
match a 200 hour nurse against a 1k solo que squad and the squad will probably loose. nurse does not have the highest skill ceiling. her power is not that complex. it DOES comes down to muscle memory, blink close, blink closer, hit. anticipating movement is something most killers have to do to score a hit as making split second desicions is. there is obviously going to be p1ssed off nurse mains who will loose the ability of playing killer if she ever gets nerfed and i'm fine with that. the month nurse was disabled was probably the most fun month to play survivor
Time played does not equal good. Equal games results in equal matches.
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The entire point is it takes time.
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lmao no. Do the gens if you want an escape, or hope to find the hatch first/with a key if you’re the last one. People don’t deserve an out when they didn’t finish their job.
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BT does not need buffs.
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The Broken add-on is literally bad. Legion wants people to waste time healing. Healing versus Legion is stupid to begin with unless you're going for an unhook.
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She was released in a different time, and got heavily nerfed as the rest of DBD was also changed. She went from a maximum of 7 potential blinks to 3 now, has to actually recharge her blinks (used to be instant once fatigue ended), and she had faster base movespeed.
She's in a spot of perfect design and balance in her current state (With the exception of Torn Bookmark and her distance blink add-ons).
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People will talk about good or god Nurse players and ignore that there are equally good or god survivors.
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If you don't want to play, then don't queue up.
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The removal of the decay is stupid and completely overpowered and abusable.
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Mangled/Broken is literally bad for Legion. You want them to waste time healing.
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@KnotEnthusiast said:
Only change that Nurse needs is to make her swing out of blink a special attack, so it can't one shot exposed players. Blight's swing out of rush is considered special, yet Nurse's isn't. And she makes perks like MYC, Starstruck, or DHope just really dumb.
Because they are nothing alike. Exposed perks are fine on her.
Blight attacks WITH the Lethal Rush. Nurse uses the power exclusively for movement. She cannot attack with the power itself. She moves, and then does a regular normal attack after reappearing at which point she has no momentum.
@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/2923460#Comment_2923460
You try running at the Nurse, she blinks at the ground to make sure she doesn't pass you. You hide behind a wall, she can just blink through it and hit you. Pre-drop a pallet to slow her down she just blinks through it. There's literally nothing you can do against her.
Mindgame better. Sounds like you got read hard. That's a you problem.
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"Omega Blink"
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Man, people will really ask for nerfs to the best-balanced killer in the game.
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DS/Head On/Flashbang I guess? That’s about it. You aren’t meant to fight back.
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No. That would be literally busted.
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Absolute favorite games ever.
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Skill issue
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@Rickochet said:
https://forum.deadbydaylight.com/en/discussion/comment/2920033#Comment_2920033
I'd rather take 0 bp and give the killer less points for not getting hatch than sit there for 4 minutes waiting :/
Have fun with the deserved DC penalty then.
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ok
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Huntress: Better locker spawns around the map or changed to Clown-like recharge system
Oni: Can 100% from passive gain
Pinhead: Can’t break his own chains, environmental break takes 0.5s instead of instant, teammates breaking chains for another makes the chains switch to them instead of breaking, chains from longer distance take longer to break
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People realize how cyclic playerbase works challenge (impossible)
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/2912920#Comment_2912920
Yeah the accumulating penalty can be a bit harsh toward legit loss of connection or real need to go afk.
The shorter initial time isn’t a bad thing though, ramp up at 5 min intervals and cap at 20 mins.
Is that enough of a deterrent though?
If you’re losing connection that often and choose to keep playing anyways, that’s on you. Sure, it’s not intentional. You’re still screwing the other 4 players whenever the internet cuts out. Same with going AFK for some legit reason that often. If you know you’re in a situation like that, that is on you.
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No
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@Orion172 said:
Why do survivor Boon totems make sound so it's easy for the killer to find, but killer hex totems don't?
There's a lot of discussion about balance in the game and here is another example.
Because Boons are infinitely usable and Hexes die.
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You can’t see MMR
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Why? They should remove great skillchecks but that's about it.
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Best is Descend Beyond: Second-best designed and balanced killer in the game
Worst is… IDK, Binding of Kin maybe. Design disaster.
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Disconnecting because you don’t like how the game is going is pathetic.
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Why do people keep citing the useless kill rates that BHVR themselves disclaimer as basically worthless??? The data accounts for literally no factor separation. Any skill level/map/loadout/etc is all combined. The data is basically worthless.
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People need to quit calling different opinions crying.
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I wonder how long it’ll take before people realize that other killers are subpar to varying degrees and Nurse is where she should be.
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Slug and down the others. This is a you problem.
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Divine Intervention is irreparably unbelievably stupid overpowered.
Divine Protection is irreparably unbelievably stupid overpowered.
Hook change is completely busted.
Whispers doesn’t need any changes.
Dead Hard’s busted reason is the unconditional dash.
Decisive doesn’t need changes.
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Yes. Haunted popping later is a lot worse than popping early. Popping early MIGHT end the game near immediately, sure. But popping later in when people are death hook and whatnot will be an absolute disaster.
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Getting to a point where you are being slugged for the 4K means either the survivors massively misplayed, or the killer massively outplayed.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2917318#Comment_2917318
She really is not good designed.
She is the killer that promotes the most skill on both sides when all players are decent or better. A standard M1 115% killer will both auto-win and auto-lose some chases just off sheer object RNG. For instance, if it is a dead zone, the survivor has nothing they can do. The killer will just walk up and the chase is an automatically over, due to the tile RNG leading to a dead zone in that location. On the other hand, if the killer ends up at a strong tile setup (eg, long wall jungle gym), no matter which way they go, the tile allows for the survivor to make the safe choice, making the tile effectively near-unmindgameable and heavily into the survivor's favor. This is further exacerbated when strong tiles are connected. In a situation like this, the killer will auto-lose the chase, because the only way to land a hit will be to spend an insane amount of time to brute force through the loops. Again, tile RNG predetermines the result.
In comparison, by virtue of the genius design that lets her ignore walls, she turns all chases into exclusively skill versus skill. What would be a dead zone for an M1 115% is not for the Nurse, as she cannot walk up to you, and the only way for her to land a hit is by beating you at a mindgame. On the flip side, she also does not auto-lose at what would be strong tile setups against an M1 115%, because if she wins the mindgame, she will go through and land the hit onto you. What tile it is really does not matter, other than line of sight or lack thereof. The only factor that matters is which player is more skilled at mindgaming the other. Even besides Nurse, mindgaming is the most important and skillful aspect of chase, as that is directly player skill versus skill at baiting and reading which way people will go.
This is precisely why Nurse is the best designed by a landslide. Even Blight still has to obey physical limits, even though he can 50/50 almost any tile the way Nurse does. Balance-wise, Nurse performs balanced as well. When players of even skill go against each other, she averages out to 2K both in and out of tournament setting. MMR puts better players against worse players, but that is a matchmaking issue, not a balance issue. If one side is a lot better than the other, it is a given they will probably win.
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Drawback balancing isn’t inherently bad, it leads to fun stuff like Plague’s add-on that trades direct infection for object infection playstyle, or other similar heavy down+up side.
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People that are transphobes are usually also morons. Stuff like “That’s not what my fifth grade textbook said”, ignoring how much more there is.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2917244#Comment_2917244
IMO they should keep her Power (the Blinks), but change her ability in a way that the Blinks are not the only way for her to get Hits. Her entry level should be easier, but the power overall should be weaker. So something like not being able to blink through walls, but being at least 4.4m/s Movement Speed. So it should not be a complete Rework like Freddy.
BUT - this will never happen. Because BHVR does not want a big backlash from Killers who seriously think that the one broken thing of the past should stay in the game.
Or… she is good design and doesn’t need changes except to a few problematic add-ons.
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@Veinslay said:
https://forum.deadbydaylight.com/en/discussion/comment/2917005#Comment_2917005
I wouldn't call it entitlement. I think what they're asking for is a working matchmaking system where you could play with builds like that and get matched against players that aren't looking to finish the game in 4 minutes or make it as miserable as possible. The system in place doesn't work at all. I could lose 30 matches in a row with 4 escapes running a weak build and I'll get matched with the same efficient teams over and over again because BHVR will not make them sit in a queue long enough to be matched with someone on their level. That doesn't seem like entitlement to me, it's pointing out issues and hoping the developers will fix them.
I mean yeah ideally, the game puts people that want to try together and people that want to chill together. But it doesn’t yet, and people need to get over themselves and quit expecting opponents to match how they want to play.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2917001#Comment_2917001
I dont get you... like is it not possible to chill and be able to see sweaty players in your mind or something?
If you are playing to chill, what the other side is running or how seriously they are trying is irrelevant.
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@OpenX said:
https://forum.deadbydaylight.com/en/discussion/comment/2916991#Comment_2916991
Yeah idk about this post. I ran into a dedicated bully squad earlier doing that locker flashlight BS which basically has no counter at all. Then since they were all swarming me on RPD as Nemesis eventually the zombies closed in and got them all.
Then I was told "What kinda killer needs AI to do their job for them wah wah" after they pretty much exploited locker flashlight saves and one of them then admitted to being a nemesis main???
Weird game, they only got 2 gens done but I probably got robbed of a hook like 5 times. You would have two people sitting in a locker next to eachother and you just cannot open them, so dumb. Luckily it's only the second time I have run into a squad doing that.
Flashlight macro's, teabagging at every pallet, etc etc etc and I guess the sweat is just all in my head
Then you can go for the survivors not doing the locker stuff. And if you’re playing to chill, it shouldn’t matter what they do or say anyways. You aren’t trying to win or play seriously.
@Veinslay said:
It's not fun to anybody to get dumpstered over and over again because they keep getting matched with people playing at maximum efficiency while they're trying to see if they can get their trail of torment build to work
It’s entitlement to expect other people to not be serious just cause you aren’t. Either they can get over themselves and accept they will go against people trying, and test that build in a forged-by-fire method, or they can play more seriously.
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@Brimp said:
https://forum.deadbydaylight.com/en/discussion/comment/2916995#Comment_2916995
I never said anything about a random talking but it is annoying trying to chill and the most interaction you get is someone pre dropping or using exhaustion when you outplay them.
Then you don’t want to only chill. You want some degree of say over how the game goes. So then either play a bit more seriously, or get over it.
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@Brimp said:
There is def sweaty matches. I've seen decent survivors do everything they can to not go down like body blocking or pre dropping against even m1 killers then act all good. You can't tell me that's not someone exceedingly trying while I'm over here just trying to enjoy some clown or ghost face.
If you’re just trying to chill and enjoy some Clown/Ghost Face, it shouldn’t matter at all. Why do you even care what some random you will probably never see again says?
@egg_ said:
I would've agreed to the post until i read the last part.
Running certain perks on survivor affects the gameplay a lot more than running certain perks as killer.
I find myself saying "oh, I'm getting tunneled" far more frequently than "oh, I'm getting genrushed/can't keep up with gen speeds" all while not running full meta builds. The point I'm trying to make is, wanting to play chill as survivor still makes me want to actually play the game for longer than 2 minutes. Meanwhile I can play however I like as killer and games will last definitely longer than that.
Yeah, that’s fair. But you can do stuff like take partial or full meta but play chill, or just work on practicing looping and whatnot so you last longer even when tunneled, etc. The fact there is the annoyance with being tunneled means you do want some say over the match even if to a minor extent. I don’t care what I run as survivor, because it doesn’t bother me at all whether I get tunneled or not. I’m playing for fun and I have fun regardless no matter what.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2916959#Comment_2916959
It's tricky - because sometimes making matches more even is going to mean changing the balance of the game, and sometimes it might not be.
A game should be balanced around even averages when match ups are even skill. Nerfing or buffing something because it does well or not when one side is better than the other makes no sense.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2916935#Comment_2916935
Ah, I see. Yes, in those incredibly (I'd say artificially) 'fair' scenarios, then sure. But I don't think this is a good balance metric, much as I don't think gross kill rates are a good balance metric, for much the same reasons.
When I say 'even skill', I'm talking about situations more representative of the way this game is played by the majority of the playerbase at intermediate MMRs. That would be the data I'd be most interested in, and sadly - I don't think we'll ever have access to it.
I don’t consider it reasonable to call something unbalanced because MMR gives uneven matches. Which ideally, the recent planned changes will reduce. If one side is better than the other, is it unbalanced they win? Or would it be weirder they don’t win? Basically that. Even matches lead to even results, showing it is balanced when the matches are even. So the goal is to make matches more even, not change the balance itself.