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  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/744622#Comment_744622

    The solution is just to change her addons,that was everyone really wanted.

    For some of course. I can understand why people who like to play her didn't want any change to her base kit. But I personally feel like even her base kit didn't have quite enough counterplay, making matches against her pretty damn unfun. And others, as well as the devs, seem to agree on that.

    I could see them reducing the recharge time if Nurse turns out a bit too overnerfed, probably 2.5 seconds instead of 3. Otherwise though, I personally hope they'll keep these changes so that she is actually fun to play against.

  • @PeepingPeacock said:

    "Slight changes" my ass

    If 3 seconds off of trap setting time was enough to make Hag high tier from garbage

    This change is more than enough to dumpster Nurse from high tier.

    Time to learn and play against Spirit every single high rank game. Thanks BHVR. Thank you for destroying one of the most skill intensive characters in the game when all you had to do was change addons, I appreciate it.

    That's really not the same. Nurse can still follow the survivors, she barely moves slower than survivors. And once she gets both blinks back, she has a reasonable chance to get to the survivor and down them.

    If it does become too much, they can reduce the recharge time from 3 seconds to 2.5 seconds.

  • @Mochan said:

    https://forum.deadbydaylight.com/en/discussion/comment/742480#Comment_742480

    I'm not against the idea of a Mori. Moris are cool.

    The problem is the current implementation.

    Moris are too powerful triggering off first hook. Moris should trigger only after second hook.

    I get that you'll say that makes them "useless" all you save is a few seconds walking to the hook. (which are wasted by the mori animation)

    But the truth is Mori on first hook is too powerful and ruins the game.

    I mean with "you" you mean me or? Because I want them to work after the second hook as well. If they just serve as some offering that allows you to kill survivors with some interesting animation, I feel that's fine. An offering shouldn't have even nearly as much influence on the outcome of a match as Mori's have right now.

    I love the Mori animations, but I dislike the gameplay advantage they give you. If they'd work only on survivors that have been hooked twice, I would start using Moris, that's for sure.

    They could then also decrease the rarity of the Moris, so you could use them more often.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/744559#Comment_744559

    Where did I say it's the survivor fault? I'm saying that they are shooting their own knee with agreeing to this basekit change. Reading skills missing mate?

    So what, the solution is to keep Nurse overpowered with too little counterplay so that people don't have to verse Spirit more? i'm sorry but that's not how balance should work. I'd rather have Spirit tweaked as well so that she is more fun to play against.

  • What a post, really. Survivor mains haven't shot theirself in the knee just because they wanted fairer counterplay against Nurse. Spirit will most likely receive a nerf as well, especially if this will be the case.

    All killers need to be brought to a similar power level, not just the weak ones. And Nurse was just a bit too good. If people will only play Spirit at red ranks after the Nurse nerf, than I feel like that will only be because she will be the last remaining killer with who you can 4k almost every game, as the chances to win as Spirit are much higher than the chances to win as the opposing survivor team.

    All Spirit needs are tweaks to her power so counterplay becomes less luck based and more skill based.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/744481#Comment_744481

    Just about the top paragraph at the end why shouldn't killers get 4k constantly

    Wait, is that a question? Not quite sure if I understand your post. If it is, why should killers get constantly 4k's? Like, if you are going against an optimal survivor team, they need at least just as much of a chance to win against you and get 3 or 4 man escape as you should have a chance as killer to win and get a 3k or 4k. Of course that means sometimes you will lose as killer at red ranks. If you are constantly getting 4k's pretty much every game, something is wrong. I honestly doubt that people who are able to win pretty much every match with a certain killer at rank 1 is only versing survivors that aren't that good.

  • Posting something like this while everyone has just found out about the Nurse nerf is extremely bold, I gotta say.

    In my opinion, Spirit just needs to be changed in a way that allows for more skill based counterplay and less luck based counterplay.

  • I doubt it. Hillbilly isn't the power level Nurse has been until the upcoming nerf. If maps get reworked to have more pallets in general, despite more of them being mindgameable, his one shot potential might take a very small hit anyways.

  • I mean people are allowed to voice their opinions, even if those opinions are based on information we read but haven't experienced yet.

  • @liarcy said:

    ah you think that’s a joke ??

    Exhaustion nerf

    vault nerf

    multiple players on a gen nerf

    healing nerf

    a lot of perk nerfs

    pallets are becoming unsafe with new maps

    The bnp nerf

    and for killers

    a nurse nerf who ignores all mechanics survivors have to defend themselves

    and it’s survivors who complain a lot

    I can’t even take you seriously anymore

    To be fair these nerfs were needed, but yeah, it's a shame that now when something ridiculously strong on the killers side gets nerfed killer mains are going crazy. Survivors have had a lot of op stuff brought down to a reasonable level, and I feel like that has happened with Nurse now as well, and that's a good thing.

    I also feel people are forgetting that map reworks are coming and that there will be less safe pallets and more mindgameable ones, which is great.

  • @Aven_Fallen said:

    The only way I can play Legion atm is a huge Slowdown Build. PGTW, Sloppy Butcher, Thanatophobia and Dying Light. And honestly, it is not going that bad, but the games are really long with a lot of going back and forth and it is not fun to go against this.

    I dont think he is the weakest Killer, but Legion needs some Buffs, even tho I am not sure how they want to do that, without making them as unfun as old Legion.

    To be fair, the devs really need to look into perks that slow down action speed, and have some kind of stack for perks that cap, so it never becomes too ridiculously slow. Of course that would mean even more so that Legion will need some buffs.

  • People just want fair counterplay, and that's all. And they don't feel like that's the case with those two killers. Nobody except maybe for a few special people want killer to be useless. But they shouldn't be able to 4k almost constantly even when going against optimal survivors.

    You could say the same thing to killer mains then. They just want Spirit and Nurse to stay so strong so they have a much bigger chance of winning when using them than the opposing survivor team. People who think Spirit and Nurse are the only two viable killers at red ranks, maybe those people need to "get good" as well.

    I also believe the people who want Freddy nerfed are a just a very small minority. I doubt he will be nerfed. Nurse and Spirit are the only two killers. And Spirit just needs some small tweaks to allow for more skill based counterplay instead of totally luck based counterplay.

    I feel like people are forgetting that map reworks are coming, which hopefully will allow for more stealth and juking, but will also allow for more counterplay in chases for killers and probably also make maps smaller, which are both good for killers.

  • I mean I wouldn't say she didn't require enough skill before the nerf, but I agree that she is now on a more balanced level that will feel fair to play against as well.

  • It's because killer mains of course want their killer to stay as strong as possible. Doesn't necessarily have something to do with balance. A nerf like that will always frustrate many people who will be affected by it.

    There definitely have bee people who said they want her base kit nerfed as well, and I am happy the devs did exactly that. Now survivors have a bit more counterplay and that's great. They should enjoy matches against Nurse as well, and not just be potentially steam rolled when going against a really good Nurse.

  • I only read the TL;DR, but I couldn't agree more. People really tend to only think about the side they main, which is a shame. Now survivors will have fair counterplay and playing against Nurse might actually be enjoyable. Now all they need to do is make Spirit's counterplay less luck based and more skill based and then any changes killers need are buffs to the weak ones.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/742971#Comment_742971

    Yeah just getting through the current maps fixing them at base would be better. THEN go back and add the variants they want later.

    Yes please. I really hope they will be doing this now in the future.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/742934#Comment_742934

    Yes faith is great, unfortunately tho faith has no room in this. You say yourself you have been a red rank killer? When? Old ranking System Maybe? ;)

    Are you a red rank survivor too? I am displeased that they handhold bad survivors who are too lazy to learn how to play. I enjoy playing vs a Nurse. Spirit is where it is lame af, it is boring to play as and against. Now I will have even more of that. Great. Not boring at all. I already have trouble finding lobbies as Survivor in red ranks and These People cheer when they remove a viable killer from red ranks. I dont Need a ptb to see what those changes do to the killer.

    Do you speak russian?

    https://www.youtube.com/watch?v=c7bNkC7eLCo

    So you learn how to play vs nurse.

    No I am not red ranks survivor. So I don't even really go against the best Nurse players anyways. I still think this is a good change. She will still be powerful, but now survivors will have a bit more counterplay against Nurse. Has nothing to do with learning how to go against a Nurse.

    You could say the same thing about the new Nurse though. People aren't even willing to try her after the nerf and learn her before coming to the conclusion that she will now be terrible.

  • @Spooky13 said:

    https://forum.deadbydaylight.com/en/discussion/comment/742986#Comment_742986

    As others have said, counterplay isn't just completely removing the thing survivors had trouble against, counterplay would be something like removing scratch marks for the fatigue period, which while still a bit much, a good Nurse could still play and work around the counterplay. This is just completely removing any chance for Nurse to win a chase.

    Yeah well I have to disagree there. I don't think that 3.5 seconds of cooldown removes the one thing survivors had trouble with at all. All they can do is break LOS for a bit longer than they used to. So it gives them a bit more counterplay. She still has both blinks that go through walls, which is still ridiculously strong in a chase.

  • @justarandy said:

    ^ this. It's not only hurting killers but also survivors who are going to verse a Lot more spirit players. Spirit is the most hated killer in the game by a longshot according to a small poll I made. Gg, devs destroyed red ranks for killers and survivors at the same time

    That will just mean they'll have to tweak her soon enough, maybe after the Doctor.

    Nurse and Spirit being used the most at rank 1 doesn't necessarily only mean they are the only viable killers. It just means they are better than any other killer. Which might also mean they are a little too powerful, players who could play them optimally could 3k and 4k almost every game. Of course I'm not sure, but that's how I feel about it.

    All killers should be brought to a similar power level, not just the weaker ones.

  • She's barely slower than survivors though during the last 3.5 seconds. It just gives survivor the opportunity to break LOS, the only counterplay they have against Nurse.

    I could see them decreasing the cooldown of a blink to 2.5 seconds, I think that would be fine as well. Anything beyond that though I don't think would be good. Survivors having a bit more counterplay against Nurse is a great thing.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/742934#Comment_742934

    Map design is THE biggest issue hindering balance right now.

    Like you mentioned though, the reworks on maps are coming slow. At this rate all the problem maps will be fixed in a few YEARS and that's if not a single new bad map comes out in that time.

    I mean they definitely shouldn't make 5 versions of one map another time. That would most likely help a lot. It's true though. They need to work on these maps faster. At the very least just nerf the ridiculous windows on some of the maps, without reworking the map if it takes too much time.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/742876#Comment_742876

    And when I called that person out and they linked their profile they were in fact not in red ranks.

    Lol. What a genius move of that guy. Still, I believe there are many people with killer at red ranks who believe killers are fine in general. But I don't know for sure. Of course pretty much everyone agrees that low tier killers like Clown or Wraith need buffs.

    And we should also keep in mind that map reworks are coming, and even if they come with more juking and stealth options for survivors, loops giving killers more counterplay during chases will be a nice buff especially to weaker killers.

    Of course I hope they'll increase the rate at which they rework maps. Pretty sure this patch is supposed to have map reworks according to the road map, I can just hope it's more than just one map this time that is being changed.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/742685#Comment_742685

    A chase can end when a killer stops to break a pallet.

    If you think it's fine to defend the devs with wishful thinking, then I am more than fair in criticising them based on their actual past actions, as a basis for judging their probable future ones.

    They are double-dipping on design intent for giving survivors a chance to get away. Fatigue already exists for this reason, so slapping yet another cooldown on blink charges themselves means they are either confused or are trying to mask how severe these this particular change actually is.

    I mean I'm not sure what you are on about. If killers break a pallet survivors can't gain that much distance on a killer. If the chase ends, then there's no chase music, but survivors shouldn't be able to get too much distance on you when you break a pallet. At least Nurse should be able to catch up to that survivor easily with her two blinks.

    I just don't feel like survivors will be able to gain that much distance on Nurse after she double blinks. We'll see how it is on the ptb.

    And I'm not defending them with wishful thinking, I'm defending them because I believe these changes are good. Recharge time could maybe be decreased to 2.5 seconds, but otherwise, I'm very glad to see these changes to Nurse.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/742736#Comment_742736

    "Also, I'm pretty sure there are enough people that do play killers at red ranks and don't feel like so many killers are unviable."

    I'd have to see them then because in all my time on these forums/twitch/youtube/in game I have seen very few who would agree with that. It's pretty universally agreed on by most red rank killers.

    Well I've seen you not believe someone who said he was red ranks with killer, because he disagreed with you that killers in general are underpowered, so that might have influence on that.

  • @FriendlyGuy said:

    https://forum.deadbydaylight.com/en/discussion/93632/devs-remember-the-exhaustion-nerf-outcry

    I will give the new nurse a try, i really hope she's still viable. I don't want to learn spirit just because BHVR overnerfed ma gurl.

    Good to hear you are willing to give her a try. Just don't forget that she will also need some time to get used to probably. I really feel like she will still have enough potential with her power to be red rank viable, but if it turns out that she was overnerfed a bit, they can still reduce the recharge time of her blinks before she hits live.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/742661#Comment_742661

    "If all the survivors mains that were crying because of that nerf didn't actually believe the nerf was far too much, then that doesn't make sense to me at all that they were so unhappy."

    The only unhappy ones were the ones that didn't both sides at a high enough rank to fully understand how broken it was and how little the nerf was.

    "And I believe the exact same thing will happen with Nurse."

    The nerf to nurse is much more extreme than what was happening to Exhaustion.

    "Also, it is just my opinion. I'm not saying I am 100% sure, I just really believe this nerf to Nurse is fine."

    I disagree but we will just have to see when the PTB releases to find out.

    "I feel like more people have started to agree that killers are now in quite a good spot, of course not the low tier ones but there are many more good killers now."

    The only people I ever see actually think killers are in a good spot right now are people who don't actually play killer at a high rank so they have no experience in what is actually going on with the games balance. When someone plays at green ranks for example of course all the killers look strong because they are all viable there. At that rank the survivors play dumb and make everything look good. At rank 1 where everyone is playing as close to optimal as we can get is where you see what works and what simply doesn't.

    I would agree with you that people who who disliked the exhaustion nerf were people that simply didn't want a nerf to survivors and probably never played killer at high ranks. But that doesn't change the fact that I feel like the nerf to Nurse is also fine, and that people will realize that once they play with her enough.

    Also, I'm pretty sure there are enough people that do play killers at red ranks and don't feel like so many killers are unviable. There's no doubt to me that there are still quite a few killers that need some buffs, but I feel like there are a fair amount of killers that are good now. I play killer at red ranks as well.

  • I think she will be A tier if A tier is considered the optimal power level for killers balance wise. Viable at red ranks but not op. I wouldn't be surprised if she was still S tier as well in the future.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/742649#Comment_742649

    She's slowed down whenever she isn't blinking; she moves slower than survivors do since her original unjustified uber-nerfing. Having made it necessary to blink in order to chase rather than just bypass loops, the devs inadvertently pushed Nurse towards the playstyle that has been standard ever since.

    Speculate all you want on what the devs will do; I will go by their record, not wishful thinking.

    Yes but it's only 4.75% lower than the running speed of survivors. That will not allow survivors to gain a lot of additional distance once her fatigue is gone, not at all.

    Pretty sure if Nurse seems a bit too weak, they will indeed decrease recharge time to 2.5 seconds. Their track record is fine in the recent past, just look at Freddy who is now a very strong killer.

  • @beatddb said:

    https://forum.deadbydaylight.com/en/discussion/comment/742651#Comment_742651

    A lot of things in the game are frustrating, but thats not a reason to change it

    Actually, it's in the interest of any dev team to make things as little frustrating as possible. If something frustrates a lot of people, it'd be better it got some changes. A game is about having fun in the end.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/742553#Comment_742553

    "because something of their side that was incredibly powerful got nerfed to be more balanced to play against."

    This is why I don't think it fits. This is not why they are complaining.

    They are complaining because they think the nerf went too far and is killing one of the few red rank viable killers we have. If you disagree that's fine, but that is why they aren't similar scenarios.

    The Exhaustion nerf was pretty universally understood as a necessary change and "most" understood how completely broken it was before. That nerf was also very minor in the sense that Exhaustion perks are still crazy strong.

    It's also more severe because survivors were already in a strong spot before that Exhaustion change whereas killers in "general" are not in a good place right now. It's kind of like kicking a dead horse.

    If all the survivors mains that were crying because of that nerf didn't actually believe the nerf was far too much, then that doesn't make sense to me at all that they were so unhappy. Pretty sure in their opinion, the exhaustion nerf was also too much. It turned out not to be. And I believe the exact same thing will happen with Nurse. I could see them decreasing the recharge time of blinks to 2.5 seconds, I could imagine that being fine as well.

    Also, it is just my opinion. I'm not saying I am 100% sure, I just really believe this nerf to Nurse is fine.

    I feel like more people have started to agree that killers are now in quite a good spot, of course not the low tier ones but there are many more good killers now.

  • @ArecBalrin said:

    https://forum.deadbydaylight.com/en/discussion/comment/742614#Comment_742614

    If a Nurse uses chain-blinks to travel around the map and happens upon a survivor, they only need to run in a straight line away from her and they 'win' the chase that just started. That is the result of 3.50 extra seconds of waiting to get 2 blink charges. They do the same thing to skewer it for Trapper and screw killers over in regards to penalising 'hook-camping' when there is no camping.

    The devs of course not listened to a damn thing killers have had to say except to twist things as usual.

    But she's only really slowed down when she is fautigued. Survivors don't gain much distance when she can move normally again. Her blink will then easily cover the range she needs to cover, of course depending on how close she got to survivors.

    If it really does turn out to be a problem, the devs will probably reduce the recharge time. 2.5 seconds would probably be the sweet spot in that case, reducing the time to you have to wait after double blinking to 2.5 seconds if your math is correct. I wouldn't mind that. I'm just happy she has a recharge time so survivors can have some fair counterplay.

  • Lol, get that garbage away. Since it's been some time since his rework, I almost forgot those addons even exist. I really wish they would turn those addons into something useful.

  • @DBDbuildsYT said:

    https://forum.deadbydaylight.com/en/discussion/comment/742545#Comment_742545

    Base nurse IS BALANCED, this pile of trash is 3.5 seconds worse than base nurse for every time she blinks.

    It is a HUGE loss in terms of map pressure and chase potential, do the math and see it yourself

    Have to disagree. I just don't believe that giving survivors a bit more time to break line of sight will ruin her in any way. It just allows for actual fair counterplay for survivors in my opinion.

  • @Boss said:

    Nightmare turned out pretty neato.

    I'll just wait 'n' see...

    I know. I think he is a great example of a balanced killer that isn't op. Unless maybe you use his addons and perks that all stack and decrease survivors action speed maybe.

    I'm happy if Nurse is brought down to a similar level.

  • Lol. Legion really is in a painful spot right now. I hope they will see some improvements in the future. But since it seems like Doctor isn't getting his changes in this patch, I fear it could take quite a while. Hopefully not.

  • @altruistic said:

    I’m sorry, but only Survivors are crying and fail to adapt 🤷🏻‍♀️🤡

    Yes, exactly my thought as well. That has always been the argument for when survivors have been unhappy with certain changes. And I'd argue those changes were justified as well, but I believe these nerfs are also justified. Of course we'll see once people have gotten used to the new Nurse, but I just don't see how she will be in any way underpowered after these nerfs.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/742553#Comment_742553

    Could be wrong but from preliminary math, it looks like Nurse will actually be stunned for long enough that Survivors will be able to run outside of her maximum blink range.

    I mean, whenever the Nurse, that we have now before the nerf, gets fatigued if she just misses you, you can't really get a lot of distance from her. With this change you'll at least be able to have more of a chance to break line of sight. They won't gain much more distance now with the newly nerfed Nurse either.

    Of course if survivors gain too much distance from her when she hits you, they can make it so she gets some of her recharge immediately whenever she lands a succesful attack. I wouldn't mind though if Nurse needed to double blink once to catch up to a survivor she just hit before she could get another hit on that survivor. She could still be able to down survivors extremely fast.

  • @Raven014 said:

    But nurse had counterplay. It's just outrunning her, juking, and hiding, instead of looping. Omegablink broke that.

    I believe against an optimal Nurse counterplay was just way too little. Even if she missed once, the distance you could gain from her during her fatigue wasn't enough to have any kind of chance to outplay her when she got her two blinks back. Not against an optimal Nurse. The only maps she might not be fully viable on are Lery's and maybe the new Hawkin's map. But even then I still feel like the new Nurse will have a chance to win against optimal survivor teams if played optimally.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/742527#Comment_742527

    Her change destroyed her power. IF you hit a Survivor, it's at least a six second cooldown. Nurse moves at 96%. The Survivors get a massive amount of ground.

    After her recovery from a succesful she will have to wait approximately 3 seconds probably. I don't think that will destroy her in any way. It will just give survivors some fair counterplay to her. Survivors breaking LOS so she doesn't exactly know where you are at is the only counterplay they have, since she can ignore any defense survivors have.

    If it gets too bad they can decrease her recharge time of her blinks when she gets a succesful attack because of the speed boost survivors get. That would probably be fair.

  • @Blueberry said:

    "I just want to remind you of the survivor mains outcry when the exhaustion nerf happened."

    These scenarios are not equivalent in any shape or form so you know.

    Nah they are of course not the exact same thing. But the comparison fits in my opinion. Killer mains crying out because something of their side that was incredibly powerful got nerfed to be more balanced to play against. At least I just don't see how Nurse is in any way bad now. I believe Nurse will still be very powerful.

  • I honestly doubt it. Of course people will say a few days after PTB, but I believe the majority of people will see that she is still really strong, survivors will just have a bit more fair counterplay. At least I hope so. Like I said somewhere else, this just seems like the exhaustion nerf outcry all over, just this time it's killer mains that can't deal with something becoming more balanced and fair to play against.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/742521#Comment_742521

    Like the phase audio getting louder when she gets closer to survivors as an example?

    I mean they don't hear the phase sound anyways when within the terror radius of her husk. I'd rather have survivors hear her breathing when she is within a 12 or 16 meter range or something. If that would be too much they could make her power a bit better in a different way as well.

    If they would hear her phasing sound at all times, that would work as well though.

  • @Pulsar said:

    Remember Legion...

    What do you mean? If you think the Legion rework is comparable to this one of Nurse, I would have to heavily disagree. Legion wasn't nearly as good as Nurse before his rework anyways, and this change just seems to bring her in line with other powerful killers that aren't op, like Freddy.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/742497#Comment_742497

    There's probably 2 things I would change with Spirit's base.

    • Make the phase audio louder (loud enough to not hear footsteps but still hear injured survivors)
    • Give survivors a 'tell' that she is using her power (like an animation or something)

    One of these would probably make her less frustrating for survivor players.

    I would actually prefer Spirit still being able to hear footsteps, but instead survivors could get some way to tell where Spirit is approximately when they are close enough to her. Otherwise it just turns Spirit's chase potential into more of a guessing game as well.

  • @PhantomMask20763 said:

    I'm willing to see how this nurse will perform, she was without a doubt broken and allowing some counterplay is good, however, if the nurse is better, and this should apply to all killers, they should win the chase. Same goes with survivors

    Of course, that's more than true and a problem most of the low tier killers have. Or rather, they can't really play better on certain maps because all they can do is run in circles.

    I feel like this will be indeed the case with the new Nurse. Of course luck will always be a factor, but that's a given in a game that is about mindgames.

  • I feel like a 3 second recharge time will not stop her from still being able to use her blinks to apply a lot of map pressure.

  • @Mc_Harty said:

    https://forum.deadbydaylight.com/en/discussion/comment/742477#Comment_742477

    It's not.

    She's still going to be strong except now she has limitations.

    I'm just thankful the devs finally addressed one meta thing in this game.

    Me too. I still think Freddy is the optimal power level for killers. Approximately. Now I just think Spirit needs some tweaks to her power to allow for more skill based counterplay instead of just purely guessing where she'll reappear, and then all we need is to buff weaker killers. Spirit shouldn't receive any big nerf, but a small one wil probably be needed.

  • I'm actually most interested in the map reworks coming with this patch. At least I believe those are planned according to the Roadmap. Not sure if it's only one map or multiple ones, I hope the latter.

  • @Name_Unavailable said:

    Nerfing insta heal and ultra rare mori is must

    Couldn't agree more. The green mori needs a nerf too in my opinion.

  • @Mc_Harty said:

    I remember telling everyone that the Exhaustion wouldn't change much. It only really effected Vigil the most.

    All these "don't nerf my fav killer" threads are giving me déjà vu.

    Yes exactly. And I hope the devs have learned their lesson with Freddy, seems like they did with the exhaustion at least and hopefully with Nurse as well. Of course I might be wrong, but I don't see how giving survivors a few seconds to counterplay Nurse and lose line of sight is in any way a huge problem.

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