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Weederick

Weederick

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Weederick
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  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/830844#Comment_830844

    No triggering, you just don't seem interested in actually engaging and instead want to make assumptions about me based on the fact that I watch a popular streamer sometime, while saying "Just use your head brah" to justify your napkin math. Just don't see this conversation going very far so I'll bow out. Laters.

    Saying that you lose 0.45m is not napkin math. Buying 1kg of apples is not napkin math. You threw that random claim from a streamer, which i bet he didnt say, and i disproved it. Gave an example, you ignored it or dont understand or cant be wrong. Whatever

    Here's a Tru3 game.

    https://www.twitch.tv/videos/507493898?filter=all&sort=time

    Same guy who apparently made that claim. buuullshit. I dont even see a difference. Patient, calculated blink instead of spamming nonstop. Thats how nurse is played anyways, he often waits longer than 3s anyways to get that perfect blink. As you should play her

  • Am i the only one who enjoys solo queue? I like the randomness. You never know what happens. Noobs in lockers, toxic neas, looping aces, claudette in the corner. Swf and highranks is just genrush and loop for an easy win. I enjoy those immersive random parties. The game is not balanced around organised groups.

  • Make most maps smaller. Like coal tower

    Replace the godwindows ffs

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/830844#Comment_830844

    No triggering, you just don't seem interested in actually engaging and instead want to make assumptions about me based on the fact that I watch a popular streamer sometime, while saying "Just use your head brah" to justify your napkin math. Just don't see this conversation going very far so I'll bow out. Laters.

    You literally just threw that random claim from a streamer without evidence and ignored my easy af example. Here's a Tru3 game:

    https://www.twitch.tv/videos/507493898?filter=all&sort=time

    Seems like Nurse is still the same. From Tru3 who apparantly claimed it? Wait what?

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/830766#Comment_830766

    Dude this is an unreal level of dissonance and I'm genuinely impressed.

    Good luck in the fog and i hope you have a great day.

    Ehhhh, i didn't meant to trigger you. You start the discussion in a cheeky way... genuinely confused about your reaction. But have a good one too

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/830742#Comment_830742

    Iol so napkin math is fine for you but i need to go dig through vods? Kk

    You get that the cooldown is after the already significant fatigue, right?

    You could use your own head instead of listening to streamers. Tru3 also thought billy was the worst at release.

    Compared to old nurse: You blink close to the suirvivor, but miss. Old Nurse was easily within range for her next blink. New nurse walks 3s and loses half a metre, is she still in range? Come on dude

  • @CaptainCastle said:

    https://forum.deadbydaylight.com/en/discussion/comment/830729#Comment_830729

    true proved that if you miss your blink attack a survivor can run in a straight line and you CANNOT catch up in 2 blinks because of the cooldown.

    It sounds like you're relying on napkin math too heavily.

    Well i call bullshit on that. :D

    You dont even lose half a metre because of the cooldown. Show me that "proof", im all eyes and ears.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/830702#Comment_830702

    I'm seriously questioning if you play Nurse or just look at numbers. You are basing a lot on perfectly blinking max distance which is not the norm.

    I honestly dont get what you're trying to proof. In a chase you blink at the survivor, fulldistance or not. Its simple. And then you're always in range for the next one, unless you blinked in the opposite direction. What are you trying to say?

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/830645#Comment_830645

    Those speed numbers only work if using full distance blinks which are mainly used in traveling across maps. Maps also need to be clear of obstacles that can get in the way of landing at that max distance. As stated earlier overall distance has been diminished because you are forced into 1 blink mode.

    If using full distance blinks in chase you can easily be juked and waste a lot of time. Chases become longer around structures and buildings as blinking twice without a hit is too risky to make

    You lose like 0.1m when you blink into a tile. What else are you blinking for mobility? 1 Fullcharge blink and then you're at 4.87 m/s. Thats it. The distance is lower than before, but still better than the others.

    In a chase you should aim for the survivor, your m/s doesn't matter. And once you went for a double blink, hit or miss, you are always in range for the next double blink. Its literally the same nurse gameplay, except you wait 3s for a double blink miss. Thats it

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/830551#Comment_830551

    Out in the open with nothing that can block your view of the survivor.

    If purely looking at 1 blink new vs old ignoring cumulative distance they seem similar. But before you just didn't 1 blink around the map or in chase. You 2 blinked and that's where it begins to hurt.

    Blinking twice in the old system, in 2 blink cycles took you ~178 meters in ~34 seconds. Blinking only once in the new system in the same amount of time ~33s takes you ~158 meters and takes 5 cycles to complete.

    Take into account terrain isn't alway flat and open and blinks might not take you as far as you want them to.

    Just as a bonus. The time it takes for a single cycle current two blink is 11.9s and travels 58m. In the same 11.9s the old Nurse could travel 70.3m.

    So mobility wise, she got nerfed from 5.90 m/s to 4.87 m/s.

    Considering that this is still faster than other killers 4.6 m/s, her mobility is still above average. More importantly she can skip terrain which adds extra distance and blink up and downstairs if needed. And her movement type gives less warning.

    Her lethality potential is still the same, except you wait 3s more if you miss. All things considered, she is still the best killer, right? Her chase has way more potential than Spirit and she has arguably better map pressure, since Spirit has to wisely choose between mobility phasing and 110% patrolling. Better than Spirit sounds more than managable to me. Granted you do take on the challenge to get the blinks right.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/830524#Comment_830524

    Sorry, I took your comment as it isn't a big deal to lose 0.45 meters.

    Even though you are losing much more than that.

    You lose a lot in the grand scheme of things, as blinking is a very fast travelling method. But you only lose 0.45m while you are following the survivor. So in a chase, it acts exactly as a 3s cooldown. Once you caught up to the survivor, you should always be in double blink distance.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/830438#Comment_830438

    If it's insignificant then you wouldn't mind having it removed.

    If its insignificant, you shouldn't cry about it.

  • @ABannedCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/829753#Comment_829753

    She is now boring to verse. You can near enough outrun her now by running straight forward. If you have like a 10-20m headstart of her by the time she fatigues, she needs the entire map to even catch up to you, even on the biggest maps. This is even more boring than looping.

    By the time she catches up to you, you just need to successfully LOS mindgame her ONCE, and you can run to the other side of the map with ease again.

    You lose 0.45m during the 3s cooldown

  • Completely disagree. Legion and MoM was a mistake (which they fixed "relatively" fast for dbd standards), but year 3/clown-update was a turning point in this game. They finally did real killerbuffs. Bigger, meaningful changes to improve killers QoL.

    Gotta cut the devs some slack. They did really bad in the first 1-2 years, but now they care about balance and do the right things. You forgot infinites, 2 years of DS, instaflashlights for 1 year, bugged scratchmarks for 2 years, killer audio not working for half a year and so on.

    Then they removed palletvacuum, nerfed vaults, game slowdown perks, nerfed second chances. Buffed freddy and spirit. I think they're actually doing a pretty good job so far.

  • Quentins are peaceful creatures. Kates are rarely toxic too, even though she's often played.

  • Enduring. Snack those pallets

  • Meg and Kate

    All killers until the red ranks, then mostly toptiers and some piggy

  • I ready up when i join the lobby

  • Survivors have a higher skillfloor, but the balance is survivorfavored. That doesn't mean they have a higher skillceiling though. Back when infinites existed, you could run around the window for hours and win against the best killers. But looping infinites is not a high skillceiling, even though it "outskills" everything the killer can do.

    I'd give genrush the fault that survivors look unskilled. Since even bad survivors can hold M1 consequently to win games. You dont even have to get in a chase. If the game was balanced, then both sides have around the same skillceiling, slightly higher for killers due to thinking aobut 4 survivors compared to 1 killer, and having 17 different abilities to master.

  • She's different from M1 killers and i like different playstyles, as long as they're not overpowered (old nurse)

  • He could have some value buffs. I feel like he's similar to pre-buff Hag. In theory he should work and be viable, but in practice his values (slow amount, duration, reload time, etc...) are a bit too low to be effective enough.

    I think his killrate was one of the lowest at some point. Just a little buff devs and he could join the viable killers

  • Selfcare

    Botany Knowledge

    Iron Will

    Balanced Landing


    Killers: Enduring + BBQ for most. Rest depends on the killer

  • On a staircase, my back felt really bad afterwards. I was just 10 metres away from my room, but couldn't quite make it.

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/808173#Comment_808173

    What I believe is that balance should be coming from the top, and the players should be adapting and learning from other skilled players. If I may bring up an example, R6 Siege balances around their competitive scene, their top players to a very good degree of success. For overall longevity and health, balancing around the top tends to give the game a longer life. Eventually, DBD will die down in popularity, and all that will be left is the hardcore fanbase, which are the people who've put serious time and effort into becoming very skilled.

    With a game balanced around a median of players, you relinquish the right to have actual fair play. Balance inconsistencies will arise simply due to better players utilizing unbalanced mechanics that might have a higher barrier to entry than the average player cares to get to. Instead of making the process of getting good rewarding and fair, you'd be trying to cheese the most unbalanced mechanics to your favor. OoO is an excellent example of this.

    It's remained unchanged since it's release for the most part. It's a perfect information perk that neuters over half the roster. There's maybe two killers that you'd be in an actual disadvantage if you were to use the perk. Even now, it kills Trapper to the point of him being a simple M1 killer and in a coordinated SWF, neuters Hag to an outstanding degree.

    I say this from experience, as I have participated in many tournaments ranging from low profile to very high profile. My team, Instant Dodge, have won TydeTyme's 750$ tournament and several of Space Esports' weekly ritual tournaments that went for 150$ for first place. Of course after Marth started helping them out, they've gotten a lot better since the anniversary tournament. But this is just to state my credibility.

    This also brings up the issue of SWF. If I'm going to be honest, it'd be dumb to nerf it directly or remove it. Instead, I personally believe that the game should implement voice chat for solos so they have the opportunity to not get left out if a nerf meant for swf ends up hurting solos far worse. Given there needs to be an option to mute certain players and mute it entirely for obvious reasons.

    From that I can finally see the playerbase agreeing to balance the game towards the top players, SWF in particular.

    That would of course mean major killer overhauls, but for the health of the game I think this is a necessary step in order to reach true balance. That's my perspective.

    Good PoV, this is how it should be. In regards to competitiveness, this game is way off beeing competitive, if there imaginary rules for the players. When players have to learn unwritten rules like "no looping infinites" or "no tunnelcamping" etc, then competitive games boil down to abusing those unbalances for the win.

    If the game could be played without feeling bad and dirty, if you can do whatever you want and its commonly agreed upon beeing alright, then the game would be balanced for competitive play.

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/807999#Comment_807999

    So why do something that is more risky to get the same result? BP of course, but if we completely disregard that, why are you putting yourself in a handicap? A killer who does everything in their power bar hacking/exploiting to do their objective, which is sacrificing as many people as possible, is better than someone who takes the long way to reach the same goal.

    Would you rather mow your lawn with a hedge trimmer or an actual mower?

    I dont care about BP or pips.

    I prefer to take the route, that benefits me in the long term. You can take the easy way and get easy wins, but you will also get less experience this way and end up worse than someone with the same amount of hours.

    Proxycamping and tunneling is incredibly strong if applied right, but it also means much less chases and opportunities to improve at them. Less experience patrolling gens, finding survivors, checking survivors habits and developing game sense. I dont mind losing or making mistakes, if i improve at the game faster.

    If you only care about winning, you can always go back to tunnelcamping with best addons and mori. Doesnt make you better at the game in the long run though.

    tl;dr: Riskier plays in return for faster learning.


    Its similar to weightlifting irl. You sweat and suffer, but overtime you end up stronger than the guy chilling at home.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/807999#Comment_807999

    https://us.v-cdn.net/6030815/uploads/549/56XPQ0SSS3YD.jpg

    Just because he said fewer hooks, doesnt mean he ment camping. Heres a screenshot I took where I 4ked and ended a game in roughly 2 minutes as OG Freddy. As you can see from the Chaser points, I didnt camp (it wouldve shown up in red text if I was too close to the hook). I had a real nice snowball right away, and ended the game with a total of 5 hooks (no mori).

    That's an argument. Sometimes survivors mess up so bad, you don't get to hook everyone 3 times. I didn't look at it this way.

  • Killer A is the better killer.

    Everyone can proxycamp for easy kills. Its what every noob do, what your instincts are, when you know nothing about the game. Applying map pressure and patrolling gens while still 4k'ing takes experience and bravery to leave the hook.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/806747#Comment_806747

    She isn't scary on any non Autohaven map, she is actually a joke on most of them. Every good Huntress player doesn't seem to stand even a chance agaisnt good SWF teams, even Scott and Umbra get rekt before they can do anything agaisnt them. And they also DC on Haddonfield, Lery's, The Game, etc. And if you need to DC on a certain map because a killer can't stand a chance there, then that killer isn't top tier IMO.

    Ok, i'm not gonna try and convince you 2 years after her release of why she was a top 3 killer on pc, before spirit and hag.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/804982#Comment_804982

    LOL Huntress breaks the game for the best survivors, don't make me laugh. The best survivors will make her a helpless 110% M1 killer for the most part, even 2000 hours Huntress mains like Scott Jund or Umbra get rekt as Huntress when they get a decent survivor team or just a bad map and even they don't think that Huntress is worth of top 3, so stop praising her so much.

    Freddy can slow the down a lot more than Huntress can, he has a much better map pressure than her and his chase potential is also very good, plus, he has a much better perk synergy than Huntress has.

    Plague can also slow the game down a lot with specific builds and force survivors to cleanse, if they still don't cleanse, she can just use an Apple ( yellow and green add-ons, really not hard to get ). She has a much better tracking than Huntress and she also counters a lot of the survivors perks.

    Demogorgon has better map pressure and also a very good chase potential. Yeah, his Shred is useless at certain loops, but that's literally the case with Huntress hatchet, however, Demo is 115% speed killer, while Huntress is 110% speed, so Huntress suffers more because of these than Demo.

    Alright if you think so. I'm not scared at all against any of these killers. Loop the M1 killer, gg. Huntress can be ######### scary, depending on their skill. And everyone gets rekt by good survivor who just power gens or if you land on Haddonfield. Losing games occassionally depends more on the survivors. I dont praise her, i just share my experience as and against her. She HAS a fighting chance against good swf groups, like i said, all you need is a good start and landing some good hatchets can take care of that. Where as M1 killers are the usual business.

    Can't relate to you, that hatchets are unusable on some loops. Apart from infinites, her hatchets are usable on almost every loop. Low loops are free hits, but even high ones force a mindgame atleast. Na man, huntress is toptier easily imo

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/804794#Comment_804794

    That’s the problem though: “normal killer problems” aren’t fair. It is literally impossible to control the match if survivors just choose to slam gens. This is not how the game should be balanced.

    https://forum.deadbydaylight.com/en/discussion/comment/804863#Comment_804863

    This adds nothing to the discussion. What’s funny is that everyone questioning the Nurse nerfs has legitimate talking points. People saying the nerfs were justified have no rebuttal or anything beyond “get gud” or, my least favorite, “NUrSe bReAks dA GAME”. Come back when you have an actual argument.

    Its not fair too, that a killer was so good, she can even beat that other overpowered thing. Balance means balancing everything, even your own side. Or else we would still facecamp and infinite and point at each other. Cant remove infinites if facecamping stays. Cant remove facecamping if infinites stay. Then we dont remove either of those and nobody is happy. One step at a time. Genrush is long overdue for a look though, agree on that.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/804886#Comment_804886

    I highly disagree with Huntress being 3rd best, she is very mediocre for the most part and I would take Freddy, Plague or Demogorgon over her against good teams, especially if I would know that I'm not gonna get Blood Lodge. On so many maps you can make her a 110% speed M1 killer or even make her DC, it's insane. And you're wrong, any other killer can catch up to survivors at these loops, but Huntress can't, that's why these are infinites only for her and not for anyone else.

    Now please show me where I said that it's unfair for killers to lose perkless and addonless against good teams, I wait.

    Okay, then we're definetely not on the same boat. Do you play on PC or console?

    Plague is literally a wannabe Huntress, that gets her huntress status denied.

    Demogorgon is a worse Billy and Freddy is a good basic killer, but basic nonetheless.

    They dont have huntress ranged attack, she plays a different game and that game can break the best survivors. Thats why i consider her toptier. Although she is harder overall than Spirit and Nurse, she is not in the same league as the other killers.

  • @noneofyourbusiness said:

    https://forum.deadbydaylight.com/en/discussion/comment/804886#Comment_804886

    no this isn't true good spirit/nurse(still) can stomp with ease even best survivor so u know

    Highly doubt they can do it consistently, if survivors tryhard too. Depip squad and perkless tournament gave mixed results. A 4 minute clock is only beatable with a lucky start. Get a lucky down, slug and hope survivors play their first chase badly. Else you're getting genrushed. That goes for every killer basically, but skipping chase mechanics is almost necessary against great survivors to get that quick first down when all the pallets are up.

    @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/comment/804886#Comment_804886

    She shouldn't be the exception, she should have been what all killers be like: dangerous. Not a plaything.

    Thats what nurse currently is, isn't she? A toptier killer, but a balanced toptier killer, not a godlike toptier killer. You still have to keep your heads down, you still cant toy with nurse. She's the most lethal, but she may lose the timerace now due to the lower threshold for errors. That can be an incentive to some to become a great nurse or a deterrant for those who dislike the challenge.

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/804794#Comment_804794

    Sincerely, I highly doubt that Huntress is top tier anymore. Literally half of the maps have an infinite for her and with abandoning chases being the only "counter" to said infinites says everything about how "great" Huntress is.

    Yes, Spirit lacks map pressure without add-ons, but I never brought her into discussion.

    I already said that I still consider Nurse top tier. I only said that I don't see her or any other killer capable of winning agaisnt a good survivor team without perks or add-ons. So you clealry misunderstood me.

    Billy also has to abandon chase at infinites. Hag gets hardcountered by swf and flashlights. They have weaknesses, but their capabilities are still way superior. Huntress is really good, but more hit-or-miss. Apart from nurse and spirit, i think she's the 3rd strongest killer against the best teams.

    Dont you think that it is just fair, that you should lose perkless, addonless against great survivor swfs? Every killer loses to good survivors genrushing. Why SHOULD nurse be the exception?

  • @Marcus said:

    https://forum.deadbydaylight.com/en/discussion/comment/804749#Comment_804749

    It doesn't matter how good you are on her, when new Nurse lacks map pressure without add-ons, while 1 survivor can do a gen in 80 seconds without great skill checks, perks or Toolboxes. Even if she end chases very fast, if she doesn't have stall perks, survivors will just gonna smash gens and win simple as that. And without tracking perks, she's also gonna waste time trying to look for survivors.

    Even before she wouldn't won agaisnt a good SWF team without perks/add-ons, but now definitely no.

    Spirit lacks map pressure. Huntress sucks at map pressure with a much weaker chase. Yet both are toptier, you only need one or the other, not both.

    Nurse mains are just spoiled from her previous godlike status. All you're describing are normal killer problems. Welcome to dbd

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/803173#Comment_803173

    She HAD to spam her power before because that's how she moved and if she wasn't constantly chasing after someone they could hide and be impossible to find before another gen or 3 goes pop. Slow and patient blinks are not fun or rewarding, being an m1 killer while you're not using your power IS. NOT. INTERESTING.

    And I know you don't play her because the longer you wait to re-engage in blinks the more likely a survivor is to hide and get away, that's literally the entire reason she goes through fatigue. All the cooldown does is serve to limit her artificially and severely cut down on her chase power because you'll be spending so much longer per chase because of the constant waiting + LOS breaking that resets your chase/blink progress.

    Already told you i've played her at red ranks. What else are you looking for to disregard others opinions? Thats childish.

    I just prefer patient and accurate blinks over spamming. Just like i prefer the perfect curve for that chainsaw over instasaw spamming to catchup and lucky hits.

    Yes, its easier to hide and takes longer to get things done. Thats point of the nerf. It doesnt have enough impact that it would bother me though. Or call her "unplayable" or not toptier anymore. She's still the same, but more punishing to mistakes and less time efficient overall. We're literally talking circles, since you can't accept that other players are okay with nerfs.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/803057#Comment_803057

    I'm going to stop you right there. It's obvious you don't play Nurse or at least not past green ranks. Having to wait an additional 3 seconds while being the slowest killer in game is a big deal. Remember how her power is essential for her movement? That extends directly into chase, she needs blinks to even move after a survivor. Having to save blinks and not waste them because the janky cooldown not only hinders her, it also saps the fun out of her when you are constantly punished for using your power despite needing to use it to even move effectively.

    I do, i've played her plenty at red ranks. Waiting 3 seconds while moving at 3.85m/s is not a big deal, unless you're in a building with plenty of options to choose in those 3 seconds like Lerys. You lose exactly 0.15m/s*3s = 0.45m. Almost half a metre.

    It mostly gives survivors some time to find a tile to mindgame. Previously you can dodge her and it doesn't matter because she starts another one right away.

    I'll make one statement you wont like: YES, she finally gets punished for spamming her power. Now accurate and patient blinks are more rewarding. I like this.

  • @Entity_Burger said:

    https://forum.deadbydaylight.com/en/discussion/comment/802501#Comment_802501

    After what they did to Nurse, I'm really worried for Spirit. She's a mindgame Killer; if you out-think the Killer, you win.

    But since so many Survivors don't want mind games and want to stick to pallet games, she will be 'looked at'.

    My guesses?

    1. She will be given a Wraith-like shimmer while moving, so Survivors know where she is at all times.
    2. Her husk will lose it's collision, so she can't body chokepoints in a chase.
    3. There will also be a sound effect when she goes invisible so she can't trick Survivors by faking. Gotta remove all the mindgames that Survivors hate!

    No, she will not be given anything in compensation. Spirit players will have to get good.

    Ok. Idk man, i'm not worried about Spirit, because they keep the core gameplay the same. She wont turn into a M1 loopable killer, but i'll wait out the ideas before making conclusions. They did a perfect job buffing spirit from her previous versions, so i think they know what they're doing with Spirits concept.

    @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/802471#Comment_802471

    The skill ceiling was most certainly effected. You just can't travel the same anymore, nor are you as potent in chase. Even at the best level of play you HAVE to walk around a lot in a match as Nurse now, there's literally no way around it. And that means during those times survivors are making sure you can't use another blink because if you don't predict right you're going to waste SO much time. There is a definite ceiling with these changes and it is lower than before.

    https://forum.deadbydaylight.com/en/discussion/comment/802488#Comment_802488

    I agree with you. They seem afraid to make strong killers at the moment, and seem to be hooked on the powerbar idea.

    I really hope the next killer is strong and without a powerbar but we all know the chances of either are very slim right now.

    How do survivors make sure, you can't blink? You lose 1m distance during that time, you still play the tiles as usual. Wether you blink 3s sooner or later doesn't matter wether you actually hit the blink. You always play the same mindgames with Nurse,

  • @Entity_Burger said:

    https://forum.deadbydaylight.com/en/discussion/comment/802469#Comment_802469

    Old Legion had his bugs, but you can't think current Legion is at all decent. His power is a flat out joke. You can't even stop people from mending because the mend timer does not decrease in a chase. And pressuring people in increments is useless because the mend timer will not down them if they are mending.

    He may as well not have a power.

    https://forum.deadbydaylight.com/en/discussion/comment/802471#Comment_802471

    Oh, Nurse may have needed tweaking, sure. Her Skill To Kill Ratio was pretty much 1/1. The better you were, the better you did, and the sky was the limit.

    But this is more proof of BHVR being terrified to make good killers; New killers start weak. Powerful Killers get beaten to death with the nerf bat under the terms 'tweaked' and 'looked at'.

    It's pretty obvious that BHVR wants to keep the larger playerbase happy, and since there 4 Survivors to every Killer, this means that Killers get beaten stupid to appease lower skill Survivors.

    Sky beeing the limit is the problem. People want a balanced, competitive game. But then there's that gamebreaking "sky is the limit" killer. For real... where is the problem and why does it need balancing.

    Lets not conclude all kinds of conspiracy theories. I'm curious what they have in mind with Spirit, but if they raise the skillfloor only, i'd be fine with that. And powerfull killers are still powerful. Billy is a staple. Hag got buffed from trash to viable to toptier. Huntress toptier as always. Spirit got buffed from good to toptier. Now lets see what they want to do first before jumping ship.

  • @Entity_Burger said:

    https://forum.deadbydaylight.com/en/discussion/comment/802403#Comment_802403

    Oh yes, because being able to actually catch up to someone once every 5 seconds is balanced. Taking away half of the Nurse's power without giving her ANYTHING in return is balanced. What a joke.

    'Git gud'; the cry of the entitled player. I can tell how happy you are that the Nurse is basically unplayable now. I bet you're getting ready to scream about Spirit now. It's never you being bad; it's OP Killers. Just scream louder.

    Christ, if ever there was proof of a Survivor bias, it's the Legion & Nurse 'tweaks'. BHVR took 2 powerful Killers and ensured they can't hurt anyone now.

    It's okay, bad Survivor mains; if you whine loud enough, BHVR will completely slaughter whatever Killer has a greater than 2/4 killing average. You never have to actually improve. BHVR will keep lowering the bar so even the worst Survivors will be able to bully whatever Killer they want.

    Might wanna work on a Killer bot program, because if you keep beating every good Killer into a coma, no one will want to play that role anymore, BHVR.

    Concrete answers for concrete questions.

    You dont hit your blinks, since it only affects misses. Mistakes. Your own mistakes, that you can fix by getting better.

    You dont want to balance this game for bad survivors, but apparently you want it balanced for bad nurses.

    Just fyi, i doubt anything changed balanced wise about her as along as you're good with Nurse. They only raised the skillfloor. Go figure why you're triggered.

  • @Entity_Burger said:

    https://forum.deadbydaylight.com/en/discussion/comment/802362#Comment_802362

    That did not really answer my question in a concrete manner.

    Did they, seriously, nerf her Blink this badly AND keep her as one of the slowest Killers in the game?

    Even the Devs can't have said 'Alright; you can't blink even HALF as much as before, you can't go through walls on a second blink, and you're still slower than the Survivors. BALANCED!'

    No. Yes. Never said.

    Git gud

  • I dont think skillchecks are the solution for genrush. Good players work through ruin, it would just further the gap between low and highranks. Imo the main problem is 2-3 gens popping at the start. Something like a short global corrupt intervention could work. Make a short stealth phase at the start, give killers some time to setup and find some survivors who cant hide. At lowranks its quite common to see 1-2 minutes pass before the first gen pops even without ruin.

  • More slowdown or longer duration for the slow. And a faster reload, this guy stands still for 20-30s over the match. How can you not get genrushed.

  • Selfcare and Iron Will

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/798014#Comment_798014

    As of the nerf with only taking basekit into account, I disagree. The amount of prediction you need against good players can lead to a very long chase where your predictions are skewed heavily in the survivor's favor. Open maps she still is strong, but on more than half the maps available, your predictions are punished too heavily to a point where it's hard to recover a chase. Spirit in this regard is definitely stronger more consistently.

    I get how you feel when some people fake results of tests. I was embarrassed that I had made the mistake in the first place. Apology accepted.

    Spirit vs Nurse argument is hard... I have an easier time on Nurse than on Spirit. But some people are very successful with Spirit, apparently they can hear footsteps (I cant, maybe thats why). I do think though, that nothing changed about the prediction part. If you hit your blinks before the changes, you're still hitting them afterwards. And waiting 3,5s is not that big of a deal imo. You only lose 0,5-1m distance during that time. It punishes constant blinking and inaccurate blinking. The increased skillfloor is fitting for such a rewarding character.

    But i'd wait it out first and see how people adapt to the changes. See how other people deal with it and how successful some streamers are. What is possible with Nurse now and how much it impacts highranks.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/798014#Comment_798014

    This makes no sense though. People complained about Nurse being too good in chase, not about her mobility. They nerfed her map control for no reason

    If you want to nerf Nurses chase, she wouldn't be Nurse anymore. Nurses identity is her uncounterable chase. Hard to think about a chase nerf that doesnt change her fundamentally. A mobility nerf hits hard, since time is the most valuable ressource, but she still has her core gameplay. How would you nerf her chase, without changing her concept of appearing next to someone? I think more people would be unhappy if they changed that.

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/797996#Comment_797996

    Going out of your way to say I purposely falsified the results is a bit declaratory. Even after I readily admitted to the mistake, and was about to edit the post to declare this. The point still stands, her map pressure has been heavily nerfed.

    Sorry if that came harsh. No offense, thought you wanted to do this on purpose just to prove a point.

    Not sure wether thats a bad thing tbh. Her chase is still better than Spirits. Both have about the same map pressure now. Her having the best chase, along with slightly above average mobility seems more balanced. Previously she had the best chase and the second best map pressure, now the mobility got normalized.

  • @Financial_Stability said:

    https://forum.deadbydaylight.com/en/discussion/comment/797980#Comment_797980

    Yeah that's a factor. Considering she slows down while charging the blink, I'd say it evens out a bit less than 115%. You also got to consider that Nurse requires a ton of prediction if you're playing against competent survivors. This change makes her perhaps the worst killer in the game on maps like Lery's and ESPECIALLY Hawkins. Screw hawkins.

    No, i meant you did not do a proper test, but purposely slowed her by halfcharging the last one to give false results. Have to point that out, as a scientist, kinda sad to see falsified data to prove points. Whatever, she always was about precise blinks and pinpoint prediction and nothing changed about that. High risk-high reward, and she's still easily the best killer. She sucks on Lerys, true.

  • You didn't charge the last blink, she would have reached the end first. On average, it looks like the same travel time for straight lines. She's ahead after blinking, then falls behind while charging the blink.

    She looks the same speed as a 115% killer, but can pass through walls which makes her faster ingame.

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