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SuzuKR

SuzuKR

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  • @BearMerchant said:

    this is like the 1 millionth post about this. starstruck is still busted on her. nobody wants to deal with this anymore.

    Source of evidence?

    @Pumpkinbros said:

    agreed 1 billion percent, blights counts as special attack so should nurses

    Blight attacks with his power itself during the power. Nurse's power is exclusively movement and she comes to a stop before she attacks with zero carried momentum from the blink, even if you queue the attack to happen on the first possible frame.

    This is the reason that Demogorgon's Shred is M2 (because it attacks with the power) while Spirit's out-of-phase attack is M1, because her power is exclusively movement and the attack comes immediately after the power ends.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186489#Comment_3186489

    Saying Spirit has better movement than Nurse is just wrong as thats just taking into account running in a straight line (which btw, even then its not that big of a difference) because you're not taking into account the fact that Nurse literally ignores obstacles while Spirit still needs to walk around them.

    If Spirit moves from point A to point B, that entire line is a threat. If Nurse moves from point A to point B, only the lunge range around A and B is a threat. Spirit can also move wherever in those 5 seconds she feels like, in case she feels like scrapping her original target location. Once Nurse picks a destination, she's stuck going there and can only readjust after another charge and blink (assuming the earlier was her first blink).

  • Back in my day if we got sick we just died. It's no fair that modern generation people got all those fancy-schmancy meh-dee-sins and vax-eens and other shabbalabbadingdongs.

  • @RonMan32 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185495#Comment_3185495

    I stand by the idea that they should sacrifice a slot. But maybe they could make it a generic non-teachable and give Wraith something new in it's place (all of his teachable suck). And also buff it and give it a bonus effect so it doesn't feel as much like a "this is a perk that I don't think gives me any advantage, I just NEED it to not get sick" situation.

    I agree, colorblind settings should've been a perk instead. Hard-of-hearing people should have to use Spine Chill. People who get migraines should have to play with only three perks.

  • The Remnant is quite poor as anti-loop, and leaving the loop or baiting the Dredge work great against it. If there is a cluster of lockers (lockers directly connected with each other), locking only one will work because the teleport priority is survivor interacting with the locker (inside/locking it/opening/leaving/etc)->locked->random.

  • And this is a Lethal Pursuer problem instead of a game loading problem why? Other games deal with this issue by not letting anyone move or do anything until everyone has loaded in.

  • DBD players understand comparisons (impossible)

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186450#Comment_3186450

    Aura reveals don't make it impossible to midgame but they do make it much more difficult to mindgame. If the survivor doesn't know you have an aura reveal it might as well be a free hit, for example the first aura revealed by I'm All Ears. Even if the survivor knows the Nurse sees their aura they don't always know the Nurse's position which again makes effective mindgaming harder.

    I have tried chasing people down as Scratched Mirror Myers and as Nurse. One clearly is possible (it just takes way too long) while the other clearly is not. Assuming the survivor is looping something low and big enough to not be mindgame-able.

    https://forum.deadbydaylight.com/en/discussion/comment/3186455#Comment_3186455

    Wraith and Spirit don't get a blink after using their power and they can't go through walls.

    This is why I continue to argue that Nurse's 2nd and later blinks be considered special attacks.

    I fail to see the problem with something being harder. If a survivor really is worried about aura perks, they can run Distortion/Object and counter that back.

    Spirit’s exact location is completely invisible unless there’s grass or whatever, and she makes the entire line she runs past a threat range where said line can be anywhere in a circle of where she can run, because she can swing out of it at any moment. Nurse threat range is limited to lunge range around first blink destination + lunge range around second blink destination. She can’t hit everything along the way. Spirit’s power also doesn’t require committing to a specific location and she can run back at hyper speed if she wants. Furthermore, Spirit covers more raw distance than Nurse (7.04x5s vs 20+12m blink). Lastly, Nurse has windows of safety in the travel time between the blink the survivor can use to reposition. Spirit will run that entire distance, so the moment her power charge fully finishes, everywhere near her is a threat.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186440#Comment_3186440

    https://www.youtube.com/watch?v=AF4i2Zkn6Z4

    This youtuber makes more than 10 one hit blink in this video and he has hundreds of video with Nurse only.

    https://www.youtube.com/watch?v=4uh2C6BtBw8

    Otz proving that a sub average nurse player have an easy time with 3 blink nurse.

    1. YouTube content will be inherently for views.
    2. Landing one hit blinks on terrible survivors means literally nothing.
    3. He also has literally 7200+h and is a semi-comp player Nurse main which means his very existence throws a monkey wrench in matchmaking.
    4. 3 blink is busted and needs a rework. Basekit is perfectly fine.
  • The match shouldn’t be over while a chance of comeback exists no matter how small.

  • I don’t know why people are bringing up the Pig example. Pig is 115 and attacks WITH her power like Blight does. It’s just Ambush is garbage. Nurse’s power is like Wraith or Spirit’s. It is purely movement. The attack is done separately after moving. Despite Ambush being garbage, it is on-demand Undetectable that can do huge curves around objects with no cooldown the way powers like Nurse/Blight/Spirit/etc recharge work.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186440#Comment_3186440

    You're just repeating yourself now.

    Nurses can and do use aura perks to get wallhacks and consistently land 1 blink attacks on survivors who have no chance to dodge. Is that on survivors for misplaying?

    Nurses have never even had to try to hit survivors with 1 blink unless they fail to let their 2nd blink charge up or they use the Matchbox without the Bookmark. They've never actually had to get good at 1 blink hits, they've almost always had their 2nd blink available.

    Any bump up of Nurse's speed will make her as fast or faster than survivors as she already moves at 96.25%. (Thanks @Shroompy.) I wouldn't complain if she got bumped up to say 105%, same as Tier 1 Myers, as a trade off for making her 2nd and later blink attacks special. But she would need a nerfing addon pass as well.

    I am willing to compromise.

    Aura reveals don’t make it impossible to mindgame. If that was the case, mindgaming her in the open would be impossible. Using the second blink is part of mindgaming.

    My bad, worded it wrong earlier. 110/115% would be busted. Less than 110 is basically the same as being 96.25% because it would be utterly useless for walking and she’d still have to blink everywhere. Have you tried chasing someone as a M1 Huntress/T1 Myers before? Nurse has zero reason to walk unless she’s at least 110, but making her 110+ would break her.

    Nurse’s basekit is perfectly balanced and designed. Only range and 3 blink addons need changes.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186357#Comment_3186357

    Survivors make mistakes all the time, even good ones and especially when under pressure from a good killer like a good Nurse.

    What is your point? I am starting to think you're out of good arguments to defend your precious main. I'd love to see some since I love deconstructing them.

    https://forum.deadbydaylight.com/en/discussion/comment/3186360#Comment_3186360

    Well get uploading then. You're just making up statistics to defend your point to make it not seem anecdotal.

    If the Nurse is within 20 metres of a survivor she has the opportunity to hit them in 1 blink. Survivors can make it hard but not impossible. That is a statement of fact. This is where the fun is, it becomes mindgames on mindgames. If you can never land a 1 hit blink in those spots, maybe you're not as good as you think you are bro. You've never actually had to try to get those 1 blink hits because you've always had your crutch second blink anyway.

    Why does everyone always circle back to Nurse needing some or all of her blink attacks needing to be special? Because aside from having to wait for her blinks to recharge she always has her power on demand and can blink 30 metres hit someone with a "basic attack." That's straight up BS and no one but Nurse mains care what your defense of it is.

    If they bumped up her walking speed a little bit as a trade off for making her second and third attacks special could that placate you at all?

    If you can’t avoid a one blink hit, that is literally on you for misplaying. A killer should not have to rely on the other player being bad to use a perk LMAO. If a killer is in range and cannot attempt to attack you at all, that is what is bad design. That’s how you end up with nonsense like M1 killers who have no option except to run around in ovals until they catch up, then finally get the pallet out, then catch up again. If you are close to the killer, you should always be in potential danger. Using the second blink is literally part of mindgaming. That’s like calling walking backwards to pallet stun a killer a crutch LMAO.

    If Nurse is slower than survivors, the movespeed is useless. If she’s as fast or faster, it completely removes mindgaming because she just walks at you to a pallet or window. If you want advice on playing against Nurse, you can just ask you know. It’s not rocket science. It just requires player skill and not relying on map RNG to save or screw you. If you can’t win mindgames, you deserve to be getting hit. The worse player doing better in chase would be stupid.

    There’s a reason good survivors will do actually fine in chase against an equally good Nurse, regardless of Exposed.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186296#Comment_3186296

    Anyone who says the Nurse can't get a hit with one blink is probably just bad at Nurse.

    If a survivor ever makes the HEAVY misplay of ever dropping a pallet or vaulting a pallet or window the Nurse has an easy opportunity to land a 1 blink hit.

    Yes no duh a Nurse can get a hit with one blink if the survivor is stupid or misplays or corners themselves after a chase.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185931#Comment_3185931

    Maybe so, but that's not the point.

    I'm not debating their movementspeed here, what I'm commenting on is the reasoning given in the other comment being insufficient on its own.

    Funnily enough you are further proving my point here by, instead of doubling down on their initial point made, bringing up another reason for her to be 110%.

    It’s almost like there’s multiple different reasons.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186287#Comment_3186287

    Point stand, Nurse come back in mere seconds unlike other killer which is an advantage, a synergy that no other killer beside Spirit has and you have nothing to say against that.

    Why is the perspective that "Nurse does X too well" instead of "other killers suck too much to get decent value"?

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186248#Comment_3186248

    That still doesn't change the fact that Nurse can just blink as she hear the survivor and she will be chasing a guy with 30s of exposed in a matter of seconds.

    In MYC's case because there is a distance requirement survivor can counter it by unhooking before the killer reach 32m distance and/or play stealt and against most killer they would have a good 10s before the killer comes back which is not the case with Nurse.

    In both case when the perk activate the killer know, which ain't an issue in and of itself but the fact that Nurse can come back in mere seconds, unlike other killer, is a freaking huge advantage and synergy she has with those perks. Being able to start the chase almost as the survivor get Exposed is what I consider too strong, survivor lose out on having 10s or so to hide.

    Which is literally what mindgaming is for.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186130#Comment_3186130

    I know it's garbage in it's current state, I even said so. Regardless if it was to be made viable for other killer it would be too strong on Nurse because she could come back to the survivor in a matter of second. SMH you guys are 1 dimentional and can't read more than 1 sentence. I could state 210623478963452789234652347890634589234623478293478345676234283457989634 buff to killer but if I would want 1 killer nerf you guys would be: SuRvIvOr SiDeD

    It can be buffed without breaking it. 60s CD if the Exposed is activated in the 30s window, 40s if it isn’t. Exposed duration is 30s. Nurse coming back doesn’t matter because the survivor can mindgame to not go down.

  • @DBDVulture said:

    https://forum.deadbydaylight.com/en/discussion/344304/in-game-mechanic-to-prevent-survivors-from-taking-a-game-hostage-by-hiding

    Instead of forcing people to move with AFK crows it should be tied to : have you gotten more than 200 points toward the objective in the last 60 seconds. If the answer is no then you get crows.

    Once you have a crow that means you have about 20 seconds to start getting points. Obviously if you had crows and were attempting a totem the timer should pause. But if you get the totem 75% done and stop then you should get your second crow (and the resulting explosion).

    Not sure about the exact numbers but that’s also a very interesting idea.

  • Another issue is maps like Coldwind lighting or orange/yellow-ish map objects that make seeing auras an insane pain.

  • I genuinely enjoy playing solo queue.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185841#Comment_3185841

    The final paragraph is assuming a survivor wasn't killed early. If survivors are cut down to 3 players the game plays out far differently, as you cannot properly progress the game on the survivor side. When normally if S1 is on hook, S2 went for the unhook but got caught and ran away taking an injury, S3 goes for the backup unhook, and S4 can progress gens. With 3 people (or fewer) that removes the 4th survivor gen progress entirely and snowballs the game to a quick (and unearned imo) win for the killer. This would reward tunneling even further.

    3 people is meant to be a disadvantage. It also isn’t unwinnable, especially depending on number of gens left.

  • @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185937#Comment_3185937

    I think we need time limit for trials. Let's say 25 minutes. But the problem is with that, who will win if both sides don't complete their objectives.

    The only way it would go that long is if the generators still didn’t end (since Endgame Collapse would end the game in 2/4m). The generators were failed to be fully completed, so the survivors would die. If that’s really such an issue, it could become a null match that doesn’t count either way for MMR.

    @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186067#Comment_3186067

    The funny part is, the same could be applied for a killer who didnt got kills and now the exit gates are open. Why reward killer for losing? I want my off the record and other perks activated. Since the killer lost.

    See? Its not a lose.

    The game isn’t over until everyone is dead or out. If it was over when gates were open and no one is dead yet, that would instantly end the game. A near guaranteed uncounterable escape is illogical and was thus made unavailable. Yes, 2 being dead before gens are done is not explicitly a loss and can be survivable by both of them, which would make it a draw. But it means the killer did excessively better than them. Rewarding a side for doing badly is stupid.

    The actual equivalent example would be a basekit addition where if gates are open and no one is death hook or dead, gates are blocked for a period and all survivors become Exposed and Mori’able so the killer has a stupid high chance to make a comeback after being stomped.

    Just cause something is stupid doesn’t mean a second thing should also be stupid.

    @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185937#Comment_3185937

    Not true, fail hope is fun, hopeless is not.

    Dont you tell me 1 hook and 5 Gen done, a hopeless situation for killer, is still fun?

    I find every game fun no matter what regardless of side, result, or build. I genuinely enjoy DBD.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186025#Comment_3186025

    You're not wrong but you don't always have an injured survivor nearby hook and I'd argument my point it not really that she will down you on her way back but that unlike other killer she will be able to start chasing you almost instantly which is huge.

    Look at Dragon's Grip, does that not pose an issue? As the survivor touch the gen they will be screaming & revealing thier location for 4 second and be exposed for 60. Don't you find it an issue that unlike every other killer beside maybe Spirit she'll be able to start chasing almost instantly? BTW don't look at the cooldown, that's an other issue that need to be fix... IMO right now it's way too long.

    BTW I used to think Spirit was too strong too but I was completely against the way they nerf her. Personally I would have removed her Husk thus telling survivor when she phase to remove the stupid 50/50 on 75% of the loops in the game alongside M1 nerf so she can't use insta down alongside her very strong mobility.

    Dragon’s Grip is basically garbage unless it’s paired with specific perks because it only lasts 30s, can be tapped by someone injured who can also immediately hide after, and has a massive 80s cooldown.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186070#Comment_3186070

    Survivors could also fly on top of the asylum and it was flashy as hell, that doesn't mean it shoudl've stayed

    That breaks the game. Hug tech doesn’t.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186037#Comment_3186037

    Why? Wasn't bump logic better, let's make sure that blight can be played at his fullest potential.

    Because it’s a cool flashy tech that’s fun to do.

  • @drakolyr said:

    https://forum.deadbydaylight.com/en/discussion/comment/3186033#Comment_3186033

    To be honest, this AFK Crow feature is not good. Why punish survivors even more if they have a hard time? Instead they should get to the core issue and buff them, when for example only 2 are left.

    Lore wise, it would also makes sense. The entity feeds on hope, not on totally death.

    yes, let’s reward the side for losing

  • There’s no reason to remove it. Bugs can be accepted as features all the time.

  • @Freddy96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185906#Comment_3185906

    Devs clearly stated hug tech is a bug, so using that bug makes it an exploit

    https://forum.deadbydaylight.com/en/discussion/comment/3185775#Comment_3185775

    I said either remove hug tech or make him 110%

    https://forum.deadbydaylight.com/en/discussion/comment/3185768#Comment_3185768

    I'd rather have the hug tech finally fixed till then 110% is the only way to make it up for it

    Hug tech is weaker than bump logic anyways.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185994#Comment_3185994

    No I don't think the perk combo I mentionned way above is only an issue on small map. Even on the biggest maps she can traverse them very fast and comeback to kill an exposed survivor. If she use Make Your Choice she can blink twice to get 32m away from hooks then as soon as the unhook happen she can come back in a matter of seconds and unless you're poopoo with her you will down that person because you will still have 50+s.

    MYC has a cool-down. If she’s immediately leaving hook to get out of the needed range, just have an injured person go unhook. Also mindgaming is how you stay up against Nurse regardless. Any moderately sized map is more than enough room to stay out of Starstruck range most of the time.

  • @RoastedGarlic said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185975#Comment_3185975

    Well i'm tired of games that should've already ended going on 10-20 minutes longer because 1 survivor wants the hatch and the killer wants a 4k. I'm guessing you haven't been in a 3 gen scenario where the killer can just prevent gens from getting completed at all, will not let you bleed out and will just carry you around unless you wiggle out down right refusing to let you die or hook you, together with your last remaining team member both holding you hostage.

    while I understand that isn't very often it shouldn't happen at all.

    It’s the survivors’ fault for getting 3-genned in the first place though. They should be doing gens. If the killer and other survivor is doing what you said, that’s reportable anyways. A hard time limit on the match would be good though. If it runs out, everyone dies and the game ends. Eg, 30m.

  • @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185871#Comment_3185871

    ROFL Literally both side are like this and regardless of that the game has some issues that need to adress. By your logic we can't do anything and/or can start with problematic killer simply because you happen to be a killer main. God damn it, I use to follow the StarCraft 2 scene, even new/bronze player had better arguments that you guys do ffs.

    https://forum.deadbydaylight.com/en/discussion/comment/3185886#Comment_3185886

    Last sentence also apply to you. So what is Nurse wouldn't be able to use M1 perks? IMO I'd buff some into activating for both M1 and special attack like Jolt because they deserve to be activated on both type of attack.

    But there is no problem with Nurse using Exposed. Map design issues are not Nurse issues.

  • @RoastedGarlic said:

    Nah, maybe the hatch should spawn at 2 but it doesn't open without a key until 1 survivor remains. IDK but 2 man end game is ruining the game. Most of the time the person im left with doesn't want to fight to the finish they rather just wait until i die, which i do because instead of hiding i'm doing gens. Maybe give crows to people who aren't interacting with things. Something needs to change though.

    Hatch escape should be impossible if more than one person is alive.

  • @alpha5 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184665#Comment_3184665

    According to the patch notes of PTB 2.0.0 the main component of the game is the chase. So, go forth and chase. Though thank you for showcasing BHVR would rather ban its players for what little agency they have left than fix their flawed gamedesign.

    And survivors are expected to repair. So go repair? LOL

  • The running in a corner loophole could be killed off by making it so the timer goes slower instead of stopped while running. This would give ample time for finding things like Devour Hope but would not allow running in a corner forever. Eg, 50% or 25% speed (4m or 8m of pure running respectively).

    And this wouldn’t affect a survivor running from a killer anyways, and if Wraith is following invisible or whatever, it’s not like the crows suddenly tell him the location of a survivor he doesn’t know. He’s literally following them anyways.

    @Laluzi Thoughts on this change to the running timer? Made some edits to the original post.

    Another idea could be what @SgtMittens suggested of requiring people to leave a certain radius.

  • No, cause the game is still winnable and doing gens/chases/etc even in a hopeless situation is still fun.

    There does need to be an in game mechanic to prevent survivors from taking the game hostage though.

  • @Mister_xD said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185612#Comment_3185612

    According to that logic Huntress too should move at 115% movementspeed, as she can not use her hatchets around the same small rock loops Blight can't rush around - but she doesn't, which heavily implies that your explanation is incorrect.

    Huntress can attack without physically being there. Blight can’t.

  • Because you are wrong. There is not a way for the game to tell if it is intentional or not in a way that cannot be tricked.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185439#Comment_3185439

    It's not impossible to hit good survivors with just 1 blink especially at short range. They can make it more difficult but they can't make it impossible.

    Your analogy comparing the Nurse landing hits with a single blink to the weakest killer in the game naked against noobs is just melodramatic hyperbole. I expected better from you.

    Honestly I would expect the good Nurse mains to actually welcome the challenge of trying to use Starstruck when it only counts on the first blink, but I guess there are a lot of Nurses that just want to keep their easy mode.

    Being in short range in the first place is a misplay, or that you eventually got cornered after a chase. In both cases, the survivor got themselves in that situation.

    @BananaBlooD95 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185439#Comment_3185439

    Even if she stand in a corner of The Game she still cover more than 60% of it and yeah she might lose 1/3 of the radius because it land outside the map (like for every killer) the thing is she can catch those survivor in a manner of seconds unlike other killer. Point is she abuse this perk much more than other killer due to her power and is broken on some maps.

    Dragon's Grip is poopoo, nobody ever in this history of DBD think it ever was good.

    Make your Choice is a good perk. Never really was Meta but always a viable one depending on the killer & playstyle.

    Hex: Devour Hope ; well like every hex perks it can be deactivated because you use it. Most often then not you'll get 1-2 down then you lose it, that being said if survivor are very unlucky it will have a god-like spawn in Lery and survivor will never find it leaving you for snowball, but that happen about as often as it get destroy before being used.

    Hex: Haunted Ground. This perk's activation is so random and survivor will just hide the entire 60s. It's too unreliable and let's be honest here, at best you'll get 1 down.

    Hex: Noed ; only usefull if you make it up to endgame with 4 survivor but then they have an easy time breaking it. If there's like 2 survivor making it to end game, you don't even need it to get a third kill. Just too situational to be called good IMO.

    Iron Maiden, who tf use this perk for exposing survivor? Legit the only killer I've seen using this are Huntress and Trickster.

    Rancor tell the obsession the killer has it, the obsession needs to be still alive in endgame & the obsession can play smart end game too. Again just too many variables there.

    Starstruck is good, but too good in the hands on nurse. Nurse player will juste destroy the survivor. Vs other killer people do not need to wait the full 30s to make their moves but vs a Nurse she can come back at you in like 5s.

    Gideon is god awful design for multiple reasons including being way too small.

    @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185488#Comment_3185488

    To which the reply might be "and...? 🤷‍♂️" Why does every killer need to have the ability to make a normal hit?

    Sure, it would mean Nurse loses access to certain perks that requires Basic Attack hits, but so what? There's only 12 perks this would impact (Jolt, Sloppy Butcher, Unrelenting, Franklin's Demise, Save the Best for Last, and the Exposed perks NOED, Dragon's Grip, Hex Devour Hope, Iron Maiden, Make Your Choice, Rancor, and Starstruck), that still leaves about 90 other perks to choose from. It's not like Nurse would have a paucity of perk choices.

    Honestly I haven't really seen a great argument against the idea.

    Because Exposed isn’t problematic in the first place.

    @Ayamir said:

    Nurse enjoyers living in some kind of fantasy world where Nurse is a perfectly balanced killer beceause she isn't 4.6 so it's totally fair for her to teleport through all buildings floors with double range right...

    I went against 3 Agitation + Starstruck Nurses on Midwich yesterday my bad skill issue I should just hide and waste 30 seconds not doing gens while my teammates are dying on hooks.

    really such a skill issue !

    Nurse is the only broken killer in the game rn and always was,talking about public matches don't bring comp matches where there are rules and people dont bring the strongest stuff to make the other side miserable comp games are a joke if we're talking about balance.

    You: "Well this extremely poorly designed map showcases an example of poor design so actually the problem is the killer."

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3184444#Comment_3184444

    You just exposed the flaw that I was talking about by mentioning the 3-gen instance. Many, if not most 3-gen instances, are within the standard 32m terror radius from edge to edge. That is if the gens are laid out 1 --- 2 -- 3 (positioned roughly so), when you are at gen 1, you are terror radius distance of 3. Also in terms of killers with hyper-mobility, in the form of teleporting through walls or dashing at speeds equal to or greater than 6.0, you can still reach each edge and prevent gen progress, cheesing survivors to death.

    Also if you sprint in a corner nowhere near gens or in basement you can bypass this, especially with Lightweight. Then all survivors need to do to prevent being reportably delaying the game is tap a gen every 9 or so minutes, since 10 is the reportable duration. I think if the survivor is bypassing these checks hiding near the gens within terror radius it is far better than hiding across the map on in basement.

    In general survivors shouldn't be penalized for actively attempting to progress the game, by hiding near gens and progressing them when the killer isn't there. They should be penalized for being on the opposite side of the map or where killers won't look, and cheese the mechanics. If a survivor is hiding near a gen then the onus is on the killer to seek them out better, be that getting better at recognizing hiding spots, mindgame leaving better, or bringing intel perks such as Whispers or Darkness Revealed.

    Yeah there’s the current loophole of running in a corner. Was considering adding a minimum distance requirement.

    Even with close-by gens, survivors can still chip at them. Lack of ability to do so only comes down to either lack of solo queue info or gens spawning way too close (eg Lery bug where a gen spawns like 10m from another).

    Non-bugged 3 gens are absolutely manageable even against mobile killers. You have a survivor on each of the 3 gens. If the killer commits to chasing a survivor off a gen, the fourth can get on that gen to have all 3 gens progressing simultaneously. Even without that, just 1-2 others on the others still means continuous progress. If the killer drops chase, then that means they got nothing after other survivors got progress chunked on the gens.

  • The game isn’t over just because you finished the gens. If that was the case, the game would end the moment the gens are done.

  • You yourself already acknowledged it would be overpowered. Cool does not justify busted.

  • Even with his techs, his power is not usable on every single location and tile in this game. Which is why he’s 115%, because he needs to be a walking M1 sometimes.

  • F13th and DBD operate almost completely differently. F13th has its own issues where it’s literally easier to kill Jason if you have a team than to play normally. This would just be a design and balance nightmare in DBD and additional unnecessary clutter.

  • @RonMan32 said:

    I do think the tunnel vision of killers is a huge mechanical choice so I respect not adding a slider. Too many stealth plays that happen like a every other survivor game basis wouldn't be possible with a greater FOV. I oppose an FOV slider and support the devs in that call.

    BUT I think people who REALLY want increased FOV should get it. I think Shadowborn should stack with Monitor and Abuse and I think Shadowborn should be increased significantly. But I do think you should still use a perk slot for it, if you're gonna completely kill near killer juking stealth the cost is a slot.

    I get why people think it's silly making a video setting a perk, but it's really mechanically necessary. People who favor stealth survivor builds would stop playing the game if they added a slider. The tunnel vision is mechanically important, I'm sorry people get motion sick, hopefully Shadowborn gets a buff and they allow it to stack with an also buffed Monitor and Abuse.

    Hell maybe Shadowborn should just unlock a slider so you can still pick specifically what you like. "Shadowborn FOV" under settings. But you gotta spend a slot, it's not just an accessibility thing it's a tangible advantage.

    FOV jukes don’t work on native if the killer has half a brain. "This survivor just vanished after (vault/stun/swing/whatever), there’s no tracks going anywhere else." There is literally nowhere else they could be other than below/behind the killer out of native FOV. And hiding on peripheral still doesn't work if the killer is an actually good player that knows they should be checking side to side to specifically prevent missing people on their periphery anyways.

    And all of this still doesn’t matter, because accessibility is still more important. Are some colorblind settings easier to see scratch marks on some maps for? Sure. Does it matter? No. Would a visual heartbeat for TR for people hard of hearing be an advantage against quieter TRs even for people with normal hearing? Does it matter? No.

  • Yes, I'm the kind of person that thinks rewarding a side for being utterly stomped is illogical. Glad you can tell!

  • @Ghoste said:

    I see it as a balance thing. Wider FOV provides an advantage, hence it being a perk. I mean it’s good enough that some of you never take it off, so clearly it is valuable. Sorry for you people with motion sickness though.

    This Is Not Happening provides an advantage, and almost no one uses it. It's almost cause it's like the advantage is virtually negligible. And even if it did have a larger impact, it still wouldn't matter. Accessibility is more important. Rebalance around it.

  • @AetherBytes said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185061#Comment_3185061

    And then they lose for certain. You see the issue now, or do I need to get some letter blocks to spell it out for you?

    Its not about helping them, it's about not causing a stalemate that neither side is enjoying. Thats why the scape is a hatch, that neither increases or decreases MMR.

    Yes, it is almost like that is what happens when one side overwhelmingly stomps the other. Do you think if gates are opened while no one is on death hook, that the gates should become temporarily blocked and that all survivors should become temporarily Exposed and Mori'able so the killer has a chance to make a comeback after getting absolutely obliterated?

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