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akbays35

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  • @MiniPixels said:

    https://forum.deadbydaylight.com/en/discussion/comment/824908#Comment_824908

    It was a nerf against stealth killers, while yes this helped a lot, this doesn't excuse the fact that a team can know a killers location at all times.

    even with that they can still narrow down what killers they are facing and react. The perk still gives info when it's not giving info.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/824856#Comment_824856

    Im just imagining legion on each other's shoulders under a trench coat trying to size up to Myers.

    y'know this game does seem like 3 legions in an overcoat.

  • Stereotypes are pretty real in this game, I find Dwight in lockers, Nea's on ledges, Claudette's in bushes, Jake near birbs and hooks, Feng going YEET, and I'm a Meghead just running around the map.

  • Legion and Myers have the same hitbox and so does Meg and Bill. It's one of the huge clarity issues in this game.

  • @Karltastisk said:

    https://forum.deadbydaylight.com/en/discussion/comment/824484#Comment_824484

    They also said that freddy has the highest kill rate of all killers currently, but he isn't getting changed anytime soon. And not that he needs it except the oblivious nonsense.

    Freddy is clown with a teleport, which coincidentally makes him balanced but objectively the strongest killer if you have prediction and map awareness. In that instance you aren't killed by "Freddy" you're killed by game knowledge. If a killer loses a chase or mispredicted his teleport he can lose momentum quickly.

  • Leatherface needs some of his trademark digs. I wish Myers had some more of his movie cosmetics.

    I'd actually like to see mask/weapon trading among the killers. I think I'd like to see more mythological/cthulhu themes with killers.

    Honestly the best survivor cosmetics have been the 80's stuff and the sweaters. I think they should do more generational styles and themes.

  • It's always been that way and you can benefit from it in a strange kind of Souls way. With extreme difficulty presented early, you know what the killers and survivors are really capable. It's a goalpost. This isn't an entry level game that you can just learn and master in even a hundred hours. I've played this game for 900 on pc and 300 on xbox and I keep learning more stuff. If you like killer/survivor, watch killer/survivor streams/youtube see what they succeed at and copy. The main issue you're gonna approach is the perk grind. For survivor Claudette and Meg are the best start imo. I learned Killer playing Myers and playing killer requires specific focus and understanding of how to play. Wraith might be the best entry level killer since he's fast, stealthy, and he can teach you how to properly loop and approach survivors. The biggest enemy is the map for killer. This community is at least 25% toxic so just accept it and get tougher and just ignore hostility. It's an innate part of online gaming and basic interactions with people.

  • Im not a nurse pro but I played her enough to get used to her (maxed leveled her to purple ranks). I do think she needs a slight change or maybe a baseline .5 second buffer on her chain blink charge or a shorter stun on her first blink to make her less punishing. They really didn't nerf her, they made her more clunky to play, but they have cleaned up some of her power interactions I notice I don't have weird blinks and floaty blink animation as much as I used to.

  • Yamaoka is probably the most survivor sided map in the game. It's wide, long, covered in hideable bushes, multiple elevated platforms, the map has barely any rng at all. If you have bad eyesight, maybe play Wraith with Bloodhound and Sloppy Butcher.

  • @ScottJund said:

    https://forum.deadbydaylight.com/en/discussion/comment/822832#Comment_822832

    Yeah let me just summon a team to play 100 consecutive matches and let me just immediately join a tournament I know nothing about. You got me bro! #outed #scandal #areyoufuckingserious

    Hey Scott do you think they should look at Huntress? I feel like she's balanced, but requires nurse level mechanics and prediction. I feel like she has such a sharp learning curve that could be ironed out with more drawn out add-ons. I think the last update with her was turning her brick hitboxes into orb hitboxes. They haven't updated or buffed any of her jankey perks so ¯\_(ツ)_/¯?

  • Adrenaline is op because it acts as an automatic late game reset and sprint burst. NOED isn't op because it has counterplay, it requires the killer to still hunt down survivors. If NOED was really OP it would put all survivors in the broken state when the exit gates are powered and it wouldn't be a hex perk.

  • No Mither is usually tied with Resilience, you have 9% extra gen speed and are more vulnerable so you're treated as a gen rushing liability. If you're not using Resilience, stop using No Mither.

  • @Dryhigh said:

    https://forum.deadbydaylight.com/en/discussion/comment/823482#Comment_823482

    Thank you, yeah the Plaid add on has been helping I will have to play with no add ons. I appreciate it

    I would recommend using any slow down perks just to get the most benefit and delay the match as much as possible. Ruin, Discordance, PGTW/Overcharge, Thanatophobia, Surveillance, Corrupt Intervention, Surge, Thrilling Tremors.

  • The only time a key "ruined" any of my matches playing killer to get archives done. I was playing fair and evenly hitting and hooking and I slugged all but one character, that character hid at the edge of the map, did a gen, healed and then used a key to escape and left his/her team mates behind. I picked them up and managed to save the other 3 before they bled out.

  • Nurse still requires heavy mechanics to be effective. You have to get the blink locations down and practice the distances, and have your next blink charged in mind, you have to predict survivor movement and blink on top of them or cut them off. If you're learning Nurse get her brown add on that shows the blink location to get a feel of where the blink is. Then play her with no add ons just to get a feel for her power then you can tweak and experiment.

  • @xBEATDOWNSx said:

    Depends. I work 3rd shift so I'm normally up all night on my nights off from the hospital and at night in Ohio, the wait times are pretty tolerable (normally less than 2 minutes or so).

    But when I play during the day, I'll just rotate between both modes till it gets late enough. Or I just won't play during the day.

    I would normally just play survivor (I find killer to be either boring or stressful and it's never consistent), but I had the day off and wanted to get the killer stuff done. Got it with a 4 man dcs and I made less than 12k bps and I didn't even get a hook in.

    image.png


  • @CotJocky said:

    Killer queue's are about 5-15 minutes during the day from Rank 20 to around Rank 8 for me (east coast USA). Queue's get much shorter around 10pm EST for killer and seem to get longer for solo survivor. I typically try to play survivor during the day and killer at night even though that is not really convenient for me, but then again, waiting 15 minutes for a killer game isn't convenient either and I'm not a night owl.

    As killer gets buffed more and more, people want to play killer more and more. When it's a 1 to 4 ratio, that causes serious wait times. Plus I heard the servers were partially to blame? I dunno, my experiences I'm speaking of are from PC perspective.

    image.png

    Not just that but killer on Archives is way easier, only 1 node required a perk and I got half of it done with wraith. Killer is only difficult when you get to green/purple ranks I actually try to get a pip without killing anyone.

  • @BhSMRT said:

    Quit the game and play a good one until the day comes where you don't have to wait an hour :)

    That's like having to wait half an hour for a queue and also spending money on a battle pass or cosmetics.

    Me personally, when high rank queues took 50 years, I played Divinity 2.

    image.png

    I don't really have anything else to do today and I want to fill out the Archives and play killer.

  • @DaGreenBolt said:

    https://forum.deadbydaylight.com/en/discussion/102747/what-do-killers-do-between-30-40-minute-lobby-times

    Well my killer lobby times aren't very long, the max has been 10 minutes, while Survivor lobby times so far has risen to about 40 minutes max.

    image.png

    I doubt that substantially. I've never heard of survivor times anywhere being that long on any rank since it will just group you in higher or lower to get a match. Longest time I've ever waited for survivor was 5 minutes and I think that was just do to disconnects issues with the game.

  • image.png

    I'm starting to just get 10-20 minute wait times now. Feels good?

  • @TheALIEN said:

    Listen and wait, gotta keep my anticipation high ?

    https://m.youtube.com/watch?v=lq0K2mHJTFM

    https://www.youtube.com/watch?v=vAirXo6FJDs found this from your link.

    image.png


    making progress got 3 archives left and got clown cosmetics, might play freddy next in an hour lol.

  • @HatCreature said:

    I'm reading Doctor Sleep, lobby ques are great places to catch up on my reading.

    image.png

    at least I'm getting the archives knocked out. Doctor Sleep is like one of the few Stephen King novels I don't have. I just got the Institute and probably should be reading it.

  • image.png

    still taking about 30-40 minutes for a match, I'm getting bored. I legit just kicked the gen 2 times in my last game and started watching George Carlin on youtube and it took the survivors almost 10 minutes to get the gens done. Gonna have to try on this one when it finally happens.

  • image.png

    I'm done for the day, my daughter wants to play garry's mod. I was memeing of just smacking and kicking gens and a selfish jane player with a key used the hatch to escape and left her whole team in the dying state. I managed to save the rest of them in time.

  • @Hudson said:

    https://forum.deadbydaylight.com/en/discussion/comment/822407#Comment_822407

    Well ... so why do you sh1t sideways?

    Oh .. err .. sorry, I missread that.

    I solve my rubik's cube or built some Lego models while waiting for a game.

    image.png

    on game lobby 3 now. I really want to get more lego sets for my kids, but they are really expensive and they tend to just lose them. Rubic's cubes are awesome. The matches last like almost 20 minutes cause survivors want to be immersed, 3 gen themselves and hide in lockers just so they can get hatch and I just want to meme and smack them.

  • @Revansith said:

    I have rank 20 killers too, I managed to get a match after five minutes as a pure fluke. It may improve after the 13th with the rank reset pushing more survivors into the 16-20 bracket again, but they never stay long. The one match I played recently, more for fun, was against a team of rank 12 survivors.

    image.png

    I'm wondering if it was a timing/ranking issue. most people don't play during the morning hours and the ranking system would do it's best to match me with appropriate leveled survivors. I got one daily down and some progress on tome. My kids are fed and I'm back in lobby.

  • @Boss said:

    I wouldn't know, i never had that.

    you are lucky then. I'm at 2 hours now and my kids are up. I got laundry going and gonna make them breakfast.

    image.png



  • @snozer said:

    rank?

    I'm on rank 20 because I haven't played killer in 6 months, all my killers are at level 50 with some decent perks. It takes me less than a minute in lobby as survivor and I get matched up with red ranks. I'm legit just wanting to get the tome and dailies done and play new freddy and nurse.


  • @Herman_CMH said:

    i will just shift to another side if I have already waited for like 10 minutes.

    I've played enough survivor lol I got to purple ranks on PC and Xbox and want to not get tunneled anymore, I legit don't have anything done on the Tome for killer and have 2 killer dailies. I'm on an hour and a half now, the lobby bugged had to restart the game, watched half of Jacksepticeye's Death Stranding vid and got the dishes done.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/822268#Comment_822268

    Currently Spirit is bugged so that you hear her Phasing inside the Terror Radius. And still she is really strong, the only thing which does not work anymore is this TOTALLY SKILLBASED MINDGAME she has at Pallets/Windows. Because you still dont know where she is when she is phasing and you still cannot really get away, because she moves way faster than a Survivor. So changing the TR would only be a Buff, she would be able to sneak up on people easier (less distance = higher chance to catch someone with Phasing) and Perks like Nurses Calling would be even stronger on her than they are right now (with M&A this would be 8 Meter TR...).

    The change to Prayer Beads would give the Spirit a Perk Slot so that they dont even need to equip a Perk to counter Iron Will, while the Survivor still has a useless Perk at this point.

    It would be a nerf at high ranks which is probably what the devs are looking at. If her TR is low and she uses her power any survivor twice in her TR would know she's phasing and can react. If she doesn't use her power she's really loud and twitchy so a survivor would have to ignore her loud screaming and noticeable glowing twitching body in order for her to sneak.

  • I sandbagged an swf in the basement as Pig until they dcd.


  • @Objectively_speaking said:

    Heavy nerf to her Phase (Terror Radius lowered means survivors will literally do what they're doing to nurse currently *run in a straight line*.) Also, although I don't like prayer beads, last time I checked chase music is near silent during phasing so even just reducing noise wouldn't do anything because everyone would know spirit is phasing. All in all, I do concede to the opinion that some of spirit should be changed, but the what you suggested seems heavily flawed.

    Tl;Dr Big phase nerf, Not good prayer beads rework.

    That's why I suggested the 50% survivor sounds, it would give them a free Stridor and still have some functionality. Not only that if she had a TR nerf with Monitor she would have an innate jumpscare like T1 Myers and not be so addon reliant plus a survivor could hear her spooky ghost screams before her TR.


  • It really isn't a buff, it will actually nerf some of her power strengths and it will change some of her builds. In direct chases you would be able to hear her phase sound within 16m so it would damage her singular mindgame potential, but it would make her less power reliant and more stealthy. Survivors will have to pay attention to sounds or visual cues and Spirit won't have direct nerfs. It would also make her like a reverse Wraith in some aspects. Many people don't realize this but Spirit is actually really loud out of power and has a lot of audio tells.

  • I complain about the devs too, but I think there's some huge issues with the coding of this game that makes changes problematic. Most patches with have some kind of massive break or glitch or exploit that has to be hotfixed soon. There's too many shared assets in this game that make any changes even numerical to just be a fix. Remember Sloppy Butcher when they updated it? It actually broke Wraith for some bizarre reason and his attacks with Sloppy Butcher would cause a nonstop survivor bleed that would mess with frame rates and make the survivor into a blood fountain.

  • Spirit guide: find infinite on map and ignore her power if prayer beads then do gens when someone is nabbed. Don't mindgame, don't stop running, if injured use Dwight as a human shield. Spirit also has the longest 360 lunge attack out of power so prepare to get lawnmowered if you try to sneak behind her. Spread out and gen rush, etc. ect.

  • Broke all the hooks and the whole team got slugged.

  • Tunneling happens for 3 reasons, momentum, pressure, and teammates not helping. It's efficient for a killer to focus one survivor at a time especially a wounded one where you know there location. Easiest way to fix this on a survivor end is bodyblock the killer. On the Devs end they can penalize the point emblem on the same survivor and multiply it for chasing and injuring other survivors. What the Devs really should do is have a binary system where un/hooking and picking/downing survivors regulates gen times in a more meaningful way than Thantophobia. If killers got a passive 3 second stack on gen time per different survivor hooked and downed it would give killers more incentive to hunt other survivors and survivors more incentive to protect their teammates.

  • Legion needs more passive mobility/duration in Feral Frenzy so it can work as intended to spread damage out quicker, the ability already has too much counterplay and punishing aspects to it. On this topic, they need to buff Doc first because these killers run on similar time sink mechanics.

  • As a Meg main, I'm gonna break all the totems and chests and distract the killer for 6 minutes so you guys feel safe and forcefully obligated to do a gen.

    image.png


  • The first thing I learned was how exploitive killers really are in this game. I got frustrated with my first few games as survivor because I couldn't hit skill checks and I couldn't hide/chase, played a couple of killer matches then instantly got better as survivor.

  • survivors press m1, run in a circle or to a vault/pallet and press spacebar. That's the entirety of their skill cap.

  • Dcs happen because people want to have fun with the game and this is problematic on 2 different balancing scales. Killers should get bonuses against SWF either bp/mori depending on the amount and they should diversify/double the offerings for killers while having mori's autoed for swf. I think there should be a countermap offering to just avoid that map, this would prevent rng and offerings from playing such a huge issue in games. Gens/chases and secondary objectives need more rewarding interaction they are both circular and repetitive or unrewarding and time sinks. Perk diversification needs to be implemented in some way for survivor, because after 3 years of nerfs survivors are running the same meta and like 65% of killer/survivor perks are completely useless or so niche they need other perks to function. Ruin/Gen times needs to be reworked so it's not so essential and has more killer/survivor interaction. I think if survivor had more depth and interaction and killers had more passive power levers it would fix most of the game's issues. Map spawns need fixing too, I don't think survivors should ever spawn near a gen or objective and one survivor should always spawn in the basement and totems should spawn there randomly.

  • With Demogorgon, I think the shred hitbox should be slightly wider it seems like it's punishingly narrow and it doesn't work with verticality. I also think his Teachable Perks need to be stronger in radius Cruel Limits probably needs to be doubled in size or it drops pallets in current radius. Surge might need a wider area 48M, Mindbreaker should have Blindness on top of it to make it more varied in use.


  • @HeHeBoii said:

    Because she is “over performing”

    and unfun to play against? (I understand prayer beads, nerf that)

    But constantly going against swf squads on voice coms with op perks (When they all run adrenaline for example) it is fun for killers right :) I mean we are going by the fun factor here right.. Gen rushing and playing by survivors rule book is fun too right. There are many things that BHVR need to address and help before even considering making nerfs. Poor ruin can’t last more than 30 seconds..

    Yes, just ruin another killer because survivors aren’t happy or having a difficult time with her. I play against many spirits. Sometimes I win sometimes I don’t..

    so if the solution is “nerf a killer due to them over performing”

    then nobody will want to be a killer.

    I thought killers are supposed to be feared and not killers fearing survivors.

    idk just my two cents @Peanits just because stats show she has a high success rate, doesn’t justify nerfing.

    i will patiently wait for that one person who is going to say there is no counterplay blah blah...

    And Ghostfsce you are next on the nerf train CHOO CHOO.

    Good day y’all.

    Honestly the only "nerf" she needs is lowered Terror Radius and Prayer Beads reworked, this way she wouldn't abuse TR builds without Moniter and Abuse and her counterplay would be more pronounced without damaging her mindgame. Idk what to do about Prayer Beads, I think either deafening the sound by 50% or maybe increasing survivor sounds in Phase or both would be ok so it's still strong but not overwhelming.


  • @White_Owl said:

    https://forum.deadbydaylight.com/en/discussion/comment/817747#Comment_817747

    Can something be done about the gates though? It's not interactive nor fun when gates are close or in line of sight to each other that it's literally impossible to open them and you can only wait two minutes or suicide. Even as killer I find that cheesy.

    Even just some kind of LoS breaker around gates could do a lot to improve the situation adding some kind of counterplay/strategy.

    I agree, Trutalent also has issues with it. I think there should be some mechanic where the survivor has to succeed in a chase from the killer or bust totems or just get some bp to have some progress on the gates. It's really just a binary perk/position check and it's totally up to rng. My issue is that it might psychologically discourage lower ranked survivors where this is encountered more and their game knowledge/skill causes a death/dc spiral which stunts the games growth and retention. At green ranks the dcing/instadeath mostly stops and the EGC hatch/gate mechanics just aren't applicable unless the killer has Bloodwarden and that too sometimes causes random and hilarious inescapable death. I think it could be tweaked in some way to encourage survivors/killers to continue with the game instead of a binary position check. True recommended that the killer gets aura or Rancor notifications of the survivor and there has to be a chase. I think it would just be better for the low rank community as a motivator to continue the game even if there's a bleak situation. I figured an entertaining "solution" though https://www.youtube.com/watch?v=wKXtv2_IaCY

  • @Peanits said:

    It's not being looked at right now, no. The EGC is purely meant to end the game and stop people from sticking around wasting time. As a survivor, if the hatch was closed, the odds are stacked against you. This is intentional; at this point, you've failed to do the generators and failed to find the hatch first. The killer has the upper hand now. You can still slip out the gates if you're lucky, but it's not meant to be consistent or reliable.

    Thanks man, It's nice to get clarification sometime. Are they working on secondary objectives and sabotage? It seems like the devs get some bad feedback about them and then they drop/nerf the concept (pustules, lanterns, killer debuff/downtime mechanics). At least with the Archives they are using a carrot to explore the existing objectives and getting people after them. I wanted to throw an idea about vault fakes (slow vault cancels) and tripping (rng skill checks on sprint) as a chase mechanic for more depth and Aura/notification detection on sabotage to make solo survivors more aware.

  • @newduls said:

    https://forum.deadbydaylight.com/en/discussion/comment/816466#Comment_816466

    This is an inaccurate assesment of egc.

    Prior to egc, survivors were guaranteed death if they were the last one left and 2 gens hadn't been completed. GUARANTEED.

    Now, survivors will always have a chance at the hatch, regardless of the gen completion count.

    You can't be grabbed out of the hatch now. Which means if survivor and killer see it a the same time from similar distance.

    You have 3 options now at the end game. Hatch, gate 1 or gate 2. Depending on the distance from the gates the hatch is pretty much determines your chances.

    You can hunt for the hatch, hope you find it first

    Hide at gate one, wait for the killer to close the hatch then open immediately and hope he doesn't come to that gate.

    Hide at gate two, wait for the killer to close the hatch then open immediately.

    If you opt for gate hiding you're looking at a 50/50 chance with some randomness sprinkled in based on distance.

    The new system is more survivor sided then the old system ever was, without causing hatch standoffs, and without causing survivor bullying by refusing to exit.

    Look man I don't think you've ever bullied the killer into allowing you to do the objective. I'm one of those OG monster survivors, you don't get to leave until I do some engineering. I'm the worst kind of toxic, I like objectives. My teammates are just fodder for the generators and the killer is just an obstacle for doing the gens. People complain about the Dark Sense tome and I just laugh cause I do that every rank reset.

  • @Liruliniel said:

    You dont have the right to survive EGC. It's just to prevent game hostage by survivors and hatch stand offs.

    Your team may DC and make you lose, but in retrospect. Hatch is a slim chance and the door even smaller at survival. Your being awarded a final chance for the teams failure. Sadly you are part of the team that has failed against the killer. If they DC they make take pity on you at the end or they may not.

    But that's the issue in its entirety. What's the point to it if I need a perk, position, or item to escape or get enough bp to black pip? It's no measure of skill or ability, just coincidence and luck. You ever loop a killer for 5 minutes, go work on a gen, and just see your team die from dcing or committing suicide on 1 hook and the entity kills you before you get downed? I saw it at least 10 times playing in brown ranks on pc and xbox and actually had to use Wake Up to help me pip out of brown rank because dcing is such a bad epidemic. My issue is that it's the same boring mechanic that they just swung the hammer towards killers and I would like it if the devs worked on it to be more interactive or diversifying the escape mechanic especially with a 2 immersed remaining survivor issue, that still exists and they never fixed that. This game hasn't "grown" in three years and it still is pretty much the same as it's always been just with different frustrations. Part of it comes from the Devs never tweaking or lifting the skill ceiling for survivors, if there was more to do and different mechanics in chase/gens I think I'd be more overall satisfied with the game, but as it stand the game has entirely too much rng and game knowledge for newer players and it gets easy/broken if survivors know how to play.


    TLDR: The Devs won't develop the game because survivors are dumb/bullies and they are forced to cater to killers to maintain a balanced stalemate and hopes expanding DLC and cosmetics will keep it profitable. Deathgarden is dead btw.


  • @NMCKE said:

    The EGC is kinda survivor and killer favored because there are cases where the killer is left to patrol exits across from each other while the survivor has to deal with both gates on the same wall.

    If the developers would want to fix the EGC:

    1. Both Exit Gates need to be spaced out by 60 to 100 meters (This is an average of 17 seconds for the killer to travel one exit gate to another). This is scaled based on the killer's mobility.
    2. Add LoS blockers on the Exit Gate switches to prevent killers from standing in one spot with both gates in LoS.

    The issue with this is mobile killers and teleporting ones. I don't want the exit gates changed in any way and think they are balanced. I just want some mechanism to enable my escape in a crappy situation that would require more skill and luck that doesn't require me to be in a fixed position or with a specific perk or key to escape. That's EGC right now, killers hit the hatch then camp the gates or the hatch spawns next to me and I find that incredibly boring and skilless on either side. I think the hatch shouldn't open/spawn at all unless a survivor fulfills a requirement and the killer should hunt down the survivor before that happens like how the game is normally played.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/814002#Comment_814002

    You have me there. It should be "New Nurse isn't good. There was zero feedback taken into account and the fun factor that made her enjoyable has been completely butchered and is now janky as a car with 4 different tires."

    https://forum.deadbydaylight.com/en/discussion/comment/813999#Comment_813999

    There was always counterplay no matter how good you are as Nurse. They can always change course at the last second, they can fake running after LOS, etc. To say that they have literally no choice in the matter if the Nurse is good is a false argument. She could just read them very well and they didn't know how to change it up. If they did you wouldn't be getting downed in a few seconds.

    Now, even if you are a good player who can read well it doesn't matter because the time it takes to actually catch up after finding them is SOOOOO long, and one single mistake means the chase is entirely reset. I couldn't do even a tenth of what I was able to on old Nurse with the new changes. It felt so janky, punishing, and just outright BAD. I felt like I was a weak B tier killer. My skill level was not nearly as important as the timer on the blinks constantly limiting your play potential.

    When I first started the game I thought Nurse was trash because I had no idea how to use her. Now, after hundreds of hours of use in sweaty games where I could actually win, she feels as weak as she did the first time I tried her, and about as fun as someone who doesn't know that blinks are an integral part of her EVERYTHING. Now they hinder her and punish her for using them despite needing to. Reminds me of old Freddy where his power was worse for him than it was good.

    a nurse main could literally blink in front of you while 180 then blink behind you to predict your basic movement and if you didn't turn around they would just hit you, I literally don't see the counterplay in this and I endured it for years in red ranks even with timed Dead Hards and the only way it's countered it by blocking the nurse with an object. The devs knew for a while that Nurse could completely sidestep any mobile capability survivors had and buffed stealth perks to compensate, then they nerfed survivor hitboxes and pallet animations/vacuum so it made Nurse easier. I only learned how to play Nurse so I could find the janky blink spot locations that Marth and Truetalent used to get stuck in.

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