ad19970
ad19970
About
- Username
- ad19970
- Joined
- Visits
- 9,259
- Last Active
Comments
-
I mean the extra distance survivors get from Nurse compared to before is very little. All that was changed is that she has to wait 3.5 seconds after fatigue until she can blink again. In that time survivors will at the most gain one extra meter distance to the Nurse.
I fail to see how Dead Hard will now buy her 45 seconds time if it was 15 seconds before. After 3.5 seconds she has her blink back, and she can get to you normally again. Unless of course those 3.5 seconds allows survivors just enough time to get out of range of her double blink. But I doubt that since they can't even gain a distance of 1 meter from her in that time.
If anything, I feel like the devs should just increase her base movement speed to 100% and she'll be fine. At the very most they could decrease her blink recharge time to 2.5 seconds and then weaken the addons that decrease the recharge of her blinks.
-
I really feel like Kindred should trump Undetectable. I do feel like the only perk that really needed nerfing against stealth killers is OoO. If anything, the only other perk that can really hurt stealth killer is Spine Chill, but most aura perks like Dark Sense or Alert were in no way even remotely op. So I feel like we really didn't need this new Undetectable status effect.
-
Rank means less the longer it goes. It really needs some serious improvements. That's why at the moment it's probably a good thing ranks resets every month.
Rank really just seems like a measurement on how long and often you played the game within a month.
-
You say it wasn't preventing anyone to have some fun, but that was indeed the case, for the killer. Especially if he got bullied by people at high ranks, because he didn't stand a chance since he doesn't have the skill and experience to go against survivors of that skill level.
Before it was the low rank killer who in some cases had to go up against multiple high ranks survivors who he stood no chance against. And if those high rankers were geeky weirdos who like to bully weaker killers, the killer player would have had an miserable time.
Now it's if anything the survivor player who might end up not having fun. At least the survivor player can't really get bullied by multiple players at once. It would be nice if there were a way to find a middleground though.
-
There are always people like that. Either kids that games way too serious or immature audults, that obviously also take games way too serious, which is even worse when your an adult.
It does suck that you didn't get a pip in that game. The ranking system is flawed though, in more than just this way.
-
Adding a totem counter would be the best the devs could do. Just one tiny step towards closing the gap between solo and swf.
-
She just needs some small tweaks to her power so that counterplay is more skill based and less luck based.
-
@FireHazard said:
https://forum.deadbydaylight.com/en/discussion/comment/748864#Comment_748864
Yeah pretty much, but M&A still is used with Tier ll and lll, so the build doesn't really change...
That's true. I admittedly would have liked Myers tier 1 to still be immune even to Spine Chill and Premonition.
-
Probably same reason why people are so upset about the Nurse nerf.
-
@Kenshin said:
no one asked for this base kit change and they still done it. just stupid.
There definitely were people who wanted some change to her base kit.
-
@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/748656#Comment_748656
Myers was already immune to that, though. And now he's no longer immune to Spine Chill? I'd say he's been nerfed, then.
If Tier 1 Myers has in fact the Undetectable status effect, than at least his terror radius is now 0 meters instead of 6.
-
@TWiXT said:
https://forum.deadbydaylight.com/en/discussion/comment/746454#Comment_746454
No, this is incorrect. Viability is the ability to compete against the best builds that the survivors have to offer at the high ranks. To that end unfortunately not all killers are viable, and that's the problem. Spirit is considered S rank or high rank viable because her ability allows for mindgames and pressure that most killers don't have. Whereas Clown, while being efficient at anti-looping with the proper add-on's, simply can't apply good pressure to the survivors and isn't able to keep up with or deter their objective progression.
Honestly it all comes down to the most basic premise of what makes a killer viable: Map Pressure. Those that have Movement Speed altering abilities or lacking that, have pure stealth to compensate, are far better performing than those who have neither. In the case of stealth, survivors don't know where the killer is coming from which grants the killer a pressure advantage despite moving at normal speed, whereas a killer with a Speed advantage can cover more ground and guard more gens more frequently.
When it comes to Viability the killer has to actually achieve the status of the "Power Role" over the survivors. This is a Difficult task for most killers without the aid of add-ons or perks to balance out the many mechanics survivors have that work against them. What makes Nurse and Spirit "Viable" is that they either can ignore some of those mechanics or turn them against the survivors that use them, and thus claim the "power role" from the survivors and give them a challenge.
Its ironic that survivors constantly complain about killer add-ons and abilities, and the killers hold back on them because of said complaints, but survivors never hold back on theirs. In many ways the survivors, with the right builds and add-ons, claim the "Power role" and abuse it endlessly while whining about being the victims, which IMO is pathetic. If a killer can best you while you and your team is using the best you have to offer, that's not because the killer is OP, its because the Player out smarted you. Many survivors seem to forget that they are up against other human beings, and get enraged or salty when the lose to them, which is honestly unbecoming and embarrassingly juvenile of them.
This game is loaded with imbalances, but while survivors never change or have anything that makes them unique from one another, Killers have it in the opposite. Each killer has a unique power, and each power is gauged based how well it deals with the best the survivors have to offer. Most can do decently at the mid ranks/builds but there are only a few among them that can use their unique power to compete with the highest ranks and builds while providing them an adequate challenge.
This is what makes a killer Viable. Not the idea that they can "4k every match" as you have so stated. What makes a killer viable is simply the ability to, with their power, be able to compete at the higher ranks, despite what the survivors throw at them and give them a good challenge. Lets face it, if all survivors at red ranks had a guaranteed win every game... the game would've died out long ago. We NEED viable killers more than we need pushovers, and unfortunately, the devs seems to be keeping killer viability to a minimum in the current roster.
If a killer can beat a survivor team using the best of the best, assuming the killer is using the best of the best, than yeah, it doesn't need to mean it's because the killer is op. But if their chances of winning in a match like this is higher than the chances of survivors winning that match, than the killer is indeed op. And that's what people believe regarding killers like Nurse and Spirit.
There are other killers considered viable by many people as well. Hag, Hillbilly, Freddy and Huntress. Yet they are obviously not as strong as Nurse or Spirit. Might just mean that those two killers are a bit op. Especially once the majority of maps are reworked and their sizes are reduced (hopefully).
-
I agree. I was pretty surprised by the drama surrounding the Nurse nerf. Like, disagreeing with the nerf is fine, but going crazy because of that is not good.
-
I would love if sabotaged hooks didn't get destroyed but just increase the Bleedout timer of survivors that get hooked on those hooks. Right now, if you destroy the hooks, the killer just slugs. You are making it harder for them to do their objective, but you're not helping your team fulfill your objective.
-
So this person thinks the changes to Nurse are great and that means he/she has to be a survivor main? Really?
-
@Marcus said:
https://forum.deadbydaylight.com/en/discussion/comment/748238#Comment_748238
That is confirmed a bug. Nurse's recharge time should start only at the start of the fatigue.
Really? Good to know. They honestly should make that intended. At least if they don't increase her movement speed to 100%.
-
I mean saying that you just as any other normal player thinks her Base kit was fine sounds quite judgemental honestly.
I think the nerf is great, gives survivors more time to break LOS which is what they need if they want to have any kind of counterplay. I would however increase her movement speed to 100%.
-
@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/747406#Comment_747406
So why instead of increasing her fatigue stun, add a whole new mechanic? If the intention was actually what BHVR claimed, a longer fatigue would have accomplished that.
This was a blatant kick to her map pressure, as Ardetha has said.
Because this way you can see where a survivor is running to, you just have to wait a bit which allows survivors to get behind objects and break LOS. That's the point. Increasing her fatigue time would result in Nurse more likely not knowing where the survivors ran to. If we justincrease the fatigue by 1 second for example, then survivors have less time to break line of sight, but have a higher potential to lose Nurse entirely.
This change is more for giving survivors time to break LOS. So when she gets her blink back, survivors have counterplay. I personally prefer that.
-
People just overreact way too much way too easily. If Nurse really got destroyed, which I highly doubt, at least try her enough days on the ptb before going crazy.
Though to be fair, you shouldN#t ever go nuts about things like this.
All BHVR is trying is to bring stuff that are too powerful in line with the balanced stuff, that's how you should balance the game. Sure, whether Nurse's base kit was op or not is something people have different opinions on. But to them Nurse was indeed a bit too powerful. I personally agree.
-
@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/743278#Comment_743278
Base kit change is crippling.
There's a 2.5 fatigue time for 2 blinks. That's enough time for a Survivior to get 9 meters away. She needs to then wait 3.5 seconds to blink again, there's an additional 14 meters.
Nurse needs to cover a 23 meter difference for missing one chainblink, and that's the equivalent of 2 blinks, one of which being fully charged.
That is a crippling change if I've ever seen one. That's worse than any nerf Pig or Legion has ever gotten.
If you lunge as Nurse though, the recharge time starts at the beginning of the lunge and not the fatigue. So if you miss an attack, your two blinks are like one second after the fautigue back. It's really not cripplin at all. Once you've got your two blinks back, she can easily catch up to a survivor.
Also, the distance you describe is only possible if the Nurse stands still for whatever reason during her fatigue and until she gets her two blinks back. Nurse is barely slower than survivors so after the fatigue survivors will only gain barely any additional distance in comparison to what it was before. The only real change is that they have a better chance at getting behind some object to break LOS, the only counter they have to Nurse. So she doesn't need to cover even nearly as much distance when she misses a hit against Survivors.
-
@AkiTheKitten said:
https://forum.deadbydaylight.com/en/discussion/comment/747203#Comment_747203
What do you think of having her power completely drained when she comes out of phase instead of having what's left saved? Is that a fair nerf, cause I'm ok with something small like that
I mean, it doesn't change the fact that her counterplay is pretty much just guessing where she'll reappear and hoping that your lucky. I don't think needs any big nerf, just some changes that make her counterplay more skill based and feel fairer.
-
If she doesn't receive any further nerfs in future patches, than in my opinion no, not even close. Her power is still as strong as it has ever been, she just has small downtimes between using her blinks that allow survivors a bit of counterplay, which is good.
-
I actually do think Ruin will need a nerf, but rather only in the future. Once maps are reworked, have more mindgameable loops, and in particular, are smaller to allow for more map pressure, I do think Ruin would be too good and slow down the game too much. Except maybe against the most optimal survivor teams, but it would be way too much for lower ranks in particular, and probably most high rank teams as well.
Simply decreasing the regression on good skill checks from 5 to 3 % would be good. It would affect high rank survivors less anyways, since they are good at hitting great skill checks, and Ruin would still disable the 3% progression bonus great skill checks would normally give.
-
I did hope there would have been more balance changes in this update, seeing as this game has a lot of balancing that still could be improved on, like the solo and swf survivor gap and the many badly designed maps. But the changes we did get in the patch are great in my opinion.
And to be fair, this game is already in a fairly good spot balance wise, despite there still being a lot that could be improved.
-
@Peanits said:
Who is Cody?
Being serious though, I'm not sure where this is coming from. We are not nerfing one side in particular. If you take a step back and look at the changes as a whole, there are changes to both sides.
This is very true. But this might come from the extreme overreactions of people regarding the Nurse nerf. One killer, the best of the best, gets nerfed, and people go crazy.
-
As far as I can see she still seems quite viable without addons. The recharge time really isn't that long, and her blinks are still as powerful as ever.
To be fair, when a killer is viable against even the best survivors without addons, there's no way that that killer will not be op as soon as he uses addons, since addons simply enhance a killer. If addons had downsides that were just as big as it's upsides, that would be a different story. Some of her addons do have downsides but it seems like the upsides outweigh the downsides.
-
She most likely will get some changes. Honestly, while a small nerf would be probably fair, since I feel like some players can 4k pretty much every game with her when they play good enough, she might just get changes that make her more fun to play. Her counterplay should be more skill based and not just luck based. Maybe they'll simply nerf one thing about her, but buff another aspect.
-
@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/746010#Comment_746010
It's enough distance for the game to detect a chase has ended with the survivor declared the 'winner' according to the emblem system. That's if they just run in a straight line in any direction away from the killer. That is what happens when a killer breaks the pallet now: the default decision according to the devs, expressed by the chase-detect mechanic, is that the killer lost and the survivor must be awarded all due credit.
It has been the case also since the emblem system was introduced that Trapper 'loses' any chase where the person he was chasing steps in a trap. These Nurse chases are nakedly an attempt to have the same result occur in any event where the Nurse chain-blinks but does not hit anyone whether they attempt to or not.
These are the raw conclusions from looking at the numbers and if the numbers have not changed, nor will the conclusions.
Whether the Nurse is overpowered or not is an entirely different discusison. What we have cause for anger about is the devs have once again nerfed killers and are not owning up to it nor explaining their reasoning with any clarity.
Ok so the problem you have is that the game thinks you lost the chase which in change has negative effects on the chaser emblem? That's understandable, but couldn't they just improve the chase detection mechanic in that case? Because the reason they want to give Nurse's blinks a recharge time, as they have explained, is to allow survivors a few more seconds to reach an area in a map where they can break line of sight in order to gain counterplay against her blinks.
I do think now that her movement speed should be increased to 100% so survivors can't gain distance to her by just running in a straight line.
-
@terumisan said:
https://forum.deadbydaylight.com/en/discussion/comment/745934#Comment_745934
The map reworks takes months though 5 maybe 6 maps are good out of 32 so you'll still get God loops and fast gen speeds at least 50% of the killer roster aren't viable at red ranks but nerf nurse I'm a console user so I rarely see people play nurse but this still affects the 5 people who play nurse and we all know that the devs will go after spirit and Billy next then Freddy and plague until no killer players are playing the game
Spirit getting some tweaks would be fine. So her counterplay isn't purely luck based. I really doubt Hillbilly, Freddy or Plague will be nerfed, unless map reworks make them op. I don't see that happening.
I agree that map reworks are taking way too long. There is a map rework scheduled for the next mid-chapter patch, but I really hope it's more than one map that's getting changed. There are a lot of maps that really need improvements. And taking so long for that is not good. I was disappointed to see no changes to maps at all in this patch.
-
@Plu said:
https://forum.deadbydaylight.com/en/discussion/comment/745154#Comment_745154
That's any killer, not just nurse...
Yes, I don't mean that close of course.
-
Survivors have gotten nerfs as well, I don't believe there will be a shortage of killers just because Nurse gets nerfed, and also not when Spirit gets nerfed. Killer queue times are longer than survivor queue times anyways, on pc at least.
-
@ArecBalrin said:
https://forum.deadbydaylight.com/en/discussion/comment/742912#Comment_742912
I don't believe you are genuinely confused and do not actually require it explaining any more than I already have done.
It doesn't matter what you feel: lateral move-speed on characters is a transparent fact. The distance and LoS rules on chase-detection is also a stable game mechanic, even if it is poorly-designed and the devs have made no indication ever that they are going to change it despite making several crucial game-features dependent on it.
You have every right to your opinions, but they are not very useful for anyone else unless they start with an acknowledgement of facts.
I was but whatever. I was just talking about the distance, if a killer breaks a pallet a survivor can only gain so much distance.
Sure, but there are no actual facts as of now. You can't say for a fact that Nurse is now underpowered either.
-
@newavitar said:
https://forum.deadbydaylight.com/en/discussion/comment/745304#Comment_745304
They're taking interesting mechanics that allowed for a change of gameplay pace, and turning every killer into an m1 killer. You're being punished for using your power. Same thing happened to Legion. Same thing is going to happen to every killer. It's blatantly obvious that m1 killers are not powerful enough to compete at rank 1 levels against optimal survivors. Yet that's where every single one is trying to be taken to.
M1 killers aren't that powerful, true. That's why we are getting map reworks, to even allow killers that don't have an ability that helps in chases more counterplay in chases.
Having a 3 second recharge time to your blink is not a punishment. The ability itself is still the same and as strong as ever. You don't get punished for using the ability, you just have to wait a few seconds in order to use your power again.
These changes also don't change Nurse into another M1 killer. Not even in the slightest.
-
Oh. I thought this was for all settings, not just low. Good to know, and nice to see it's gone.
-
It really seems like as soon as one side receives some kind of nerfs, the extreme mains of that one side go absolutely crazy.
-
@AliXnm said:
They came in handy when killers wanted to tunnel. What’s next our keys?! I swear killers are quick to complain about something to get us nerfed and it works! But when we complain we just need to “get good.” The devs are insane. Things get worse after every patch and you’d think they’d care to notice but no. 😒
Yet they are nerfed in the same patch in which Nurse gets nerfed and medkits are buffed. This is quite an overreaction. Survivors won't stop playing this game because of something like that.
Moris and keys will probably get hit at some point as well, as well as op killer addons like Prayer Beads or Iridiscent Head. It's better when these ridiculous things aren't in the game anymore.
-
Is it the Emergency med-kit? I mean it was also buffed so you can heal yourself 50% faster. That's quite good
-
Yes please.
-
@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/745276#Comment_745276
Both amazing changes. Looks like the devs are really trying to put balance at the forefront. Next should be updating the awful maps.
According to the roadmap next mid-chapter patch is supposed to have a map rework. What worries me though is that they say map, and not maps. I really do hope they are able to improve more than just one single map until that patch
-
I could say the same thing about people like you. Instead of at least giving the Nurse a try and seeing if she is still perfectly viable, which I am sure she is, you just go here and make a huge fuss about it.
There are people who did think Nurse base kit still didn't allow for fair counterplay, and the devs seemed to agree.
-
I mean that's hardly the same, and to be fair all medkits and some other medkit addons received buffs, but even if this is a more survivor sided patch, that's no problem at all. Killers aren't in the place they were one year ago. This patch is definitely good for balance.
Though no sign of map changes still. I feel like they aren't taking big enough steps with their patches towards balancing the game, but the balance changes they have been doing are pretty good.
-
Here are the patch notes: https://forum.deadbydaylight.com/en/discussion/93849/patch-notes-3-3-0-ptb#latest
Not that many changes, sadly. They are so slow with map reworks and improvements it's starting to really hurt.
-
@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/745146#Comment_745146
If you do the math you'll know that she's gonna be an add-on reliant killer now. Base Nurse was perfectly fine, it was her add-ons that were the issue.
What exactly is the math? I've read this multiple times and I'm really curious now.
-
@MemberBerry said:
Until I hear the opinions of Ardetha and TrU3 on the changes, I won't make any judgement. Tho the changes look ok for now.
I do feel that tru3 is a bit killer sided, so I'm expecting him to be unhappy with these changes for sure. I think the thoughts of Zubatlel or whatever he is called will be interesting to hear.
-
@Plu said:
You couldn't counter sprint burst recharging mid chase with vigil.
You can counter a nurse blink by being unpredictable.
Bad comparison of two different issues that got two different outcries, but nice try.
If Nurse is close enough, there's no real counter to her, a good Nurse will still get you. Those outcries have enough similarities.
-
@gantes said:
Here's my hot take. People who are actually good with the Nurse will still do well. People who are carried by her will struggle.
As it should be.
That's what I believe as well. Only time will tell, but I can't see how survivors having a bit more time to break LOS will make her unviable at red ranks in any way.
-
@dfrenchiee said:
I don't care about them changing the add on's even if some of them sound awful
But I do care about them nerfing her so that she won't even be able to double blink before survivor's have time to break LOS with her completely. I'll have to wait until the PTB, but i can't say im very hopeful.
But let's be fair. If Nurse just misses a survivor by a bit, if survivors aren't able to break line of sight before she can double blink again, then she pretty much has a guaranteed next hit on the survivor, if the Nurse player is good. Breaking Line of Sight is the only way survivor even has a chance to avoid getting a hit.
-
Or, once those two killers are nerfed, there won't be any killer that people can 4k almost every game with. Of course that will hurt killer mains that just can't lose.
Calling that dark age is ridiculous. There are more killers that are viable at red ranks, and hopefully it wil be even more if the devs buff the weaker killers as well.
-
@CrowFoxy said:
https://forum.deadbydaylight.com/en/discussion/comment/742986#Comment_742986
This isn't proper counterplay. They can LITERALLY RUN IN A STRAIGHT LINE!
And? If they do that you can easily catch up to them once you have your two blinks back. Where's the problem there?
-
@Endstille said:
https://forum.deadbydaylight.com/en/discussion/comment/744393#Comment_744393
I think without add ons Nurse is fine as is.
Sorry Nurse can be handled that way and makes for fun and good Matches and it has to do with how to Play, don't get me wrong it is obviously more demanding of a Survivor but at the same time more rewarding and fun to me.
Ripping away her mobility isn't a good move at all, the Killer will feel completely diffrent and I doubt that People are willing to learn their beloved main anew.
Having that opinion is totally fine. I just think it's great that survivors now get a bit more of a chance to break line of sight. It just allows for a bit more counterplay, and I feel that's what Nurse needed. Of course if you disagree that's fine.
I could see them reducing the recharge time from 3 seconds to 2.5 seconds though. So she would only have to wait 2.5 seconds after the fatigue until her two blinks are back.