bjorksnas
bjorksnas
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- bjorksnas
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Just make it reward each of the hooks instead of the 4th one with a smaller reward that builds up and incentivizes completing it by making it easier, I'm not gonna word it very specifically but here's just a rough idea
1st unique hook blocks gens for 15 seconds and reveals the auras of all survivors who haven't been hooked for 5 seconds
2nd unique hook blocks gens for 20 seconds and reveals the auras of all survivors who haven't been hooked for 5 seconds
3rd unique hook blocks gens for 25 seconds and reveals the auras of all survivors who haven't been hooked for 5 seconds
4th unique hook blocks gens for 30 seconds and reveals the auras of all survivors for 5 seconds
now the effect gives some benefit for every unique hook, and helps complete itself making it a mini game / side quest ish perk
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@threeQuinn said:
https://forum.deadbydaylight.com/en/discussion/comment/3150106#Comment_3150106
Could you explain why that's a problem? If someone mains a character with near 400 wins in a row is saying that the character deserves to be nerfed, I'd say that holds weight.
https://forum.deadbydaylight.com/en/discussion/comment/3150132#Comment_3150132
I see your point but can you show me someone else with anywhere near that many wins on another killer? Best I can think of is Otzdarva with 100 Plague wins, but that was before MMR. As for the comment that the survivors are bad, everyone occasionally comes across a god squad, and you're telling me he never did?
https://forum.deadbydaylight.com/en/discussion/comment/3150227#Comment_3150227
And he still went and made a video saying to nerf her. He understands that she is not fair and okay for the game.
https://forum.deadbydaylight.com/en/discussion/comment/3150401#Comment_3150401
Um, it's not one opinion from one nurse main. People are constantly saying to nerf nurse, but are always met with the same responses "you don't even play nurse" "show us your gameplay" "you probably suck". I used Alf as an example of someone who holds the most weight so people stop making the same replies.
nurse only really needs some addons toned down but otherwise is fine, its mostly just players who are bad or adopted bad habits from the other 26 killers that puts them in a bad gameplay loop against nurse that is to blame for most of the frustration
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One opinion from one nurse main because they have a number on their screen next to the phrase win streak, well I'm sold where do I sign
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@DoritoHead said:
Context for the Peanits quote please
The context is peanits thoughts on tunneling
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@JakeCannon said:
I came across to what I am 99% sure is a cheater surv . I want to report it properly I have video evidence, names, perks, items , etc . I know you can’t just “post it here” but I am on Xbox. Help plz.
You have to file a support ticket on https://support.deadbydaylight.com/hc/en-us/requests/new I think you file it under additional player report information (you should have also reported them ingame) and it should walk you through the steps of you you will need, one of the important things you might not have on hand is your cloud id which is something you can get in the ingame settings but other than that most of it can be done on the spot.
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@CLB198 said:
https://forum.deadbydaylight.com/en/discussion/comment/3145070#Comment_3145070
Question: Is the 'retract yourself to where you shot' supposed to be your main movement or a supplementary movement? (eg Nurse blinks or HillBilly Chainsaw)
supplementary but since its strong and has both a speed use and a slowdown its a 4.4m/s killer which means you can do addons in that area
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Since the blight ptb
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Alright heres a power to make addons for its effectively death slinger in an idea world but cooler,
Dual hookshot, shoot the environment to retract yourself to where you shot you can cancel the retraction by attacking out of it, you can shoot ledges to pull yourself up them, and you will automatically vault over windows in your path. Hitting a survivor with it allows you to fire again in a chain window to attach them to the environment for 1.5 seconds hindering their movement in all but the attached direction
range 24 meters, wind up 1 second, wind down 0.5 second, cooldown 5 seconds, winding speed 8m/s, slowdown 50%, chain shot window 2 seconds (on hitting a survivor)
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Pretty sure they only use it for set and forget ranged options (ranged as in they don't need to be there to use them) like twins who can leave victor, artist who can leave crows then patrol around, and dredge who could teleport back, they don't change it for regular powers
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It was just to shake up the meta not change perk dependency
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It depends on addons and such but there are 6 fountains in each trail and 1 of them starts corrupted if all 6 become corrupted by any means they all uncorrupt and you get your power wherever you are on the map, if you notice you get your power look for fountain auras they should all be gone otherwise its a bug
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@KidDope25 said:
https://forum.deadbydaylight.com/en/discussion/comment/3062326#Comment_3062326
”Stealth” Yet a lot use Infectious, BBQ, Scourge Hook: Floods of Rage, Bitter Murmur, I’m All Ears and soon Wesker’s new perk to make Starstruck even stronger. Plus good nurses know how to find hiding survivors anyway
interesting how you see the nurse giving up perk slots to finding survivors but not thinking to reciprocate the gesture by using perks like calm spirit, distortion, off the record, or sole survivor (or even just lockers)
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this one specifically does cost $5 so it is both greedy AND a band-aid fix its not a alternate theory they are both true
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ok
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Pretty sure they "band-aid" fix because they would rather give survivors ways to punish the killer for it and reward survivors for putting it in their build rather than remove it from the game and need to overhaul almost the whole game around outright removing camping / tunneling / slugging, it allows them to "nerf them" without actually having to change the entire game
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thats 7 month old stats and judging by the devs reasoning they started shifting downwards
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@NemmyMan3000 said:
What are some nice gen slowdown perks for Clown?
Im curious because thats what I honestly struggle with most playing Clown.
My build is STBFL, Pop, Corrupt, Brutal
Any tips would be nice from any fellow Clown mains out there
STBFL, Surge, Gridlock, is decent for clown
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use the audio direction and a strong pallet
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Range addon speed needs to go, range itself is fine but moving faster does seem like a bit much
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3118138#Comment_3118138
Everything is anectodal till we get stats but how about why her play rate has seen a pretty significant rise lately?
Some people just want to play nurse because she is strong and feels decently in control vs a lot of killers that just feel like a theme park attraction for the survivors
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3118099#Comment_3118099
Oh you have her current kill rates? : )
I mean aren't you the one making the point that completely falls apart without any valid statistics to back it up
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Shes overpowered in the current way people play the game of do everything in the killers face and take chases all the time
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@versacefeng said:
https://forum.deadbydaylight.com/en/discussion/comment/3113382#Comment_3113382
That's like saying pallet's don't have counter play.
at the end of doorways and hallways would mean theres more than likely not another way around anywhere near making most of them without counterplay, think of a map like gideon meat plant where you have exactly that, its just a bunch of god pallets but now shaped like doors
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sounds like it doesn't have any counterplay so no thanks
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@dugman said:
I think rather than a hard cap a system of diminishing returns would be better. So for instance the second stacking penalty might operate at 80% strength, the third at 60% strength, the fourth at 50% strength, etc. That way you still get benefits if you do use stacking perks but they diminish in combination so the increase isn’t as steep.
well since it is multiplicative instead of additive penalties it is diminishing returns
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no new map but they did talk about cleaning up and reworking the wings of the re map into 2 seperate maps that also include more areas outisde
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@Seraphor said:
https://forum.deadbydaylight.com/en/discussion/comment/3109441#Comment_3109441
Have you been living under a rock for the past few weeks?
The whole purpose of increasing gen times and reworking the slowdown meta was so killers didn't need to run all slowdown perks.
Instead, killers are capitalising on the increased gen times by running all four slowdown perks.
Do you understand how balance is an issue?
Do you understand why Exhaustion was added to the game and while survivors running all chase perks was a bad thing? I'm sure some of them thought "but its my build" at the time too.
https://forum.deadbydaylight.com/en/discussion/comment/3109442#Comment_3109442
Ok, but it's only 6% wiggle room, not enough for a 33% from Dying Light.
33% dying light can't affect a survivor since the only way for it to still be active would be the obsession being alive meaning it doesn't affect the only remaining survivor after the 11 hooks
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Slowdown math is multiplicative not additive
if its 20% from thana and 30% from pentimento its 1 * 0.7 * 0.8 not (1-0.3)-0.2
there would still be room for more slowdown
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@Sparks741420 said:
Ok I had this discussion with a friend who is a killer main, He Said Killers Have to play a near perfect game to get a 4k (Pre 6.1 patch - which all can agree is killer sided).
I had said, "Well isn't that the way it should be?". OFC this varies with different lvls of Skill/MMR etc. But, As PVP game with a 4v1 set-up.. Wouldn't it be logical that If 1 survivor does extremely well they should be rewarded? That As Killer You have the strength equal to 4 players and that a "Near perfect Game" should be required to get a 4k?
I Just feel that many killer mains have taken the "challenge" away from being a good killer when they argue against it..
So i'm opening the discussion and would love to hear everyone's opinions on it... Should Killers Have to play a near perfect game to get a 4k? Or Is that really asking too much?
You need a near perfect game to 4k while playing nice, if you need a near perfect game to 4k 24/7 no matter what playstyle that would be bad design
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@malloymk said:
https://forum.deadbydaylight.com/en/discussion/comment/3098617#Comment_3098617
Ok. Does it take killers 20 seconds to snuff a boon totem though?
If it takes 5 seconds to walk over to it technically yes
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@gatsby said:
https://forum.deadbydaylight.com/en/discussion/comment/3097904#Comment_3097904
Frenzy Hits take away Dead Hard/Off the Record. Also, the Killer instinct tracking is great for finding the Survivors that you really want to chase. No reason to hook everyone when you can find the 1-2 Survivors you want dead there are no mechanics in the game Survivors can use to hide from Killer Instinct.
Sure legion can find them but he still has to down them as a 115% speed killer, and if a survivor can't loop that maybe they deserved to get tunneled because they are clearly a weak link but besides finding them other killers could do it better
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Legion being easy to tunnel with? Now ive heard it all
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@Saikotenshi666 said:
https://forum.deadbydaylight.com/en/discussion/comment/3088508#Comment_3088508
It is toxic and will be toxic. I don't know why people don't understand that. You destroy the fun of other players, BHVR try to go against tunneling and camping and you still say it isn't toxic? Wth? I will never understand this logic
I don't understand the logic in destroying the fun, sure the person its happening directly to has their opinion if its fun or not but the other people generally just don't have fun because they are now in a prime position to lose. It inherently isn't about fun its about a valid strategy to build extra pressure and win with. I don't find losing fun is it suddenly toxic for the opponent to win, I don't understand the logic of its not fun for me so it must be bad, some people find it fun and other people who aren't directly affected by it are no longer in the running for deciding if its fun or not since at that point its just strategy.
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@Saikotenshi666 said:
And this goes especially to killers. The survivor side has such a big change. Nearly every meta perks were nerfed, you need longer for a gen, Thanatophobia has more impact now, Pain Resonance is still good, Overcharge has much more impact than before, they changed the enduring/deep wound so you can't take 2 hits (Yea, with Mettle of man is it possible, but how many times this will gonna happen. We can all agree that it shouldn't be that much).
In my last few games (Should be 17-20 games since the newest patch) I got 4 killers who play normally. The rest were only toxic, were tunneling, were facecamping, toxic in the endgame chat.. For no reason. No gen rush, no toxic looping or toxic behaviour.
It's only frustrating to play survivor. I play killer too and I only noticed that survivor are trying out something new. I played 10 matches and there wasn't such a big toxicity. (Yea, just 10 games, but 40 other player. This should be included). I know it's an unpopular opinion, but Dead Hard is still good. More situational, but still useable if you time it correctly. And you gain more distance. I still get value of DH. With DS too, but only just because the killers are tunneling harder than before. But Iron Will isn't useable anymore, I agree with that.
I just hope this will change until the next chapter. Just because of some changes that everyone evolves into tunneler and facecampers, more than before the patch. It has reached a new lowpoint
using effective strategies isn't toxic being toxic in endgame chat is but tunneling and camping isn't inherently toxic
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Counterargument
If blink attacks weren't considered basic attacks there will be an uptick in slowdown perks on nurse since she really only benefits from slowdown and info without basic attack perks, Sure you won't have instadowns but you are more likely to have an extra slowdown perk or two on every nurse build
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Unfortunately nurse only really benefits from 3 types of perks, ones that work with basic attacks, slowdown, and information, she doesn't really need chase perks, removing another category she can use perks from will simply increase the amount of slowdown perks they use since now there isn't room in the build for perks that increase lethality and certain slowdown perks like jolt are more likely to become others which are arguably more powerful like deadlock and pain resonance
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Yep
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@cacao1 said:
Hey guys! I am Killer main! I played survivor a lot cause Qtimes suck for killer. Killers started to camp and tunnel for more since this update then before.
The solution:
Team Hook Stages
https://us.v-cdn.net/6030815/uploads/I8EL6F1OJ39X/grafik.png
As you can see in the graphic above the survivor team has 10 hooks as a resource.
The first 6 hooks highlighted in GREEN are team hooks and are shared between all teammates. This change makes it so that a survivor is only killed after 6 hooks making any survivor untunnelbal and beeing able to sit on a camped hook for 6 hook stages if the killer wants to camp this survivor.
The RED hooks are instant kill hooks, every survivor hooked here is sacrifised instantly and it doesnt matter if this survivor was hooked 4 times before or its his first hook of the game. A survivor team has to manage its resources.
AS you can see the advantage of not losing a survivor after 3 hookstages (camping/tunneling) comes with the price that the survivor have now 2 hookstages less. Potentialy if you (the devs) want you can have 12 Hookstages but doing 6-7 gens instead, but I think everyone would rather have less hookstages then more gens to do.
NEW MECHANICs:
FAIR SLUG PROTECTION
If a person is slugged on the ground everything is normal just as now BUT if the killer downs a second person the slugged survivor gets the opportunity to fill a new recovery meter that is half the size of the original recovery meter that gives him the ability to return from the dying state. This gives the slugged person the chance to recover if the killer slugs them for real (which is why it only activates if an other survivor is slugged) but you need to fill 1,5 bars of normal recovery bar for this which is also a protection for the killer who slugs only a little
TEAM HOOK
If all survivors are hooked at the same time the oldest survivor hooked gets a free unhook and with this a chance for the comeback, BUT only aslong the hookstages are NOT exceeded.
TEAM EYE
Every 25s all survivor auras are shown to all surivors for 5sec beginning with the match start. This gives solo survivor a grip of people around them a information that SWF have in abundance. Kindred effect on every hook (of course kindred perk needs a rework after this). I imagine this effect in a corner of the screen with a visible cooldown (25s till activation and 5s of effect and always on during hooks).
TEAM INFORMATION
All survivor perks and the current STATUS are shown to all other surivors at any time. Also something all SWFs have by default. Current STATUS means what is going on at the moment and includes: gen reparing, doing totem, blessing totem, being chased by killer, healing someone/self, searching a chest, interacting with killer property... (maybe more).
Pros:
- Not losing a survivor to a tunneling killer after 3 hooks or a camping killer on first hook
- More fun chases for the killer! With the recent buff killers should love chases more.
- Less hookstages overall could make the game more spicy
- Weakminded survivors might get a hope to stay longer ingame and not DC instantly
- early DC is not a instant LOSS anymore BECAUSE the hookstages are team shared and even with 3 guys you still have 6 shared hooks (GREEN) until the killing hooks (RED).
- Slugging would be minimized to a healthy and competative amount but is still not free.
- soloQ buff without really buffing SWF by the New mechanic changes.
- Easy balancing! Because the amount of hooks could be "killswitched" to the amount needed.
- EDIT: even if you would die on your first hook at the end, its better then playing 3v1 at 4-5 gens left. just be logical!
TO-DO:
- playing the game and seeing how it goes without DOOM POSTS!
- if killers need a buff after this one could lower the team hooks by one or even two.
- If survivors need a buff one could buff hookstages by one or even two.
- Better map balance
- removing map offerings - If you are proud in every map you made every map should have the same chance to be played. If you think that there are maps that are worse then other this is even a bigger reason to remove the ability to force them on someone.
- YOUR IDEAS
DISCLAIMER: Dear BHVR. Everything said here is free to use for you, I DON'T need any kind of credit, reward or payment. please feel free to use everything you see, please forget your developer pride and accept help from people who play your game. please be better, so in return my favourite game can become better.
This topic is open for discusion.
Please post CONSTRUCTIVE ideas, before you post anything please ask yourself if you are objective in this topic and or if you are now mad because of bad expierences.
OPEN FOR DEBATE - lets make it to visible for BHVR
Bhvr doesn't want to remove any of those 3 mechanics because it would require them to overhaul the entire game this would just make playing the other side unbearable and no one would play the game anymore, this wouldn't fix it frankly and would likely just kill the game with massive buffs to survivors across the board swf included and removing almost all methods for killer to create / keep pressure besides hooks which means never standing a chance against any level of decent survivors
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/3082425#Comment_3082425
Nah. It says "self-care" because that's the name of the act of healing yourself without any items, but it's not actually giving you the perk Self-Care. It's still a 24s heal compared to Self-Care's 32 and now 45.
The only reason to nerf it was to get people to stop using it. It was perfectly balanced as it was.
I thought it would change along with it, interesting
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@Aztreonam78 said:
How is Self Care overpowered when Circle of Healing isn't? Why the former got gutted, but the latter didnt need any changes? I don't understand
But doesn't circle of healing give you the ability to self care so its been nerfed to take ~30 seconds
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3072896#Comment_3072896
For someone so mathy, pulling out the "some value" line is pretty vague. Does it have "some value" of course. Is it much value? No. The only thing survivors were supposed to get from this update is reduced tunneling and camping and that didn't happen at all.
Direct reduction via only effects is minimal reduction via gameplay loop being affected decent
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@C3Tooth said:
https://forum.deadbydaylight.com/en/discussion/comment/3072833#Comment_3072833
Its not how it work... Usually map have 100m x 100m. How do you make it 161m?
Plus...is there really a killer who wait for 80sec OTR just because dont want to hit on Endurance...
5sec basekit, 15sec BT, 80sec OTR is the same the moment Killer hits off hook. With the deep wound effect, its just a matter of the time when the effect cover the screen, cant see anything for another down.
To explain about this: Either you hit unhooker twice, or unhooked twice.
- Hit unhooker, make a normal chase, hit unhooker again.
- Hit unhooked, make an easy chase with Deep wound effect on screen, hit unhooked again
Which killer will prefer the later since it's both easier to chase, and will bring unhooked to another hook stage.
well I already changed the number since did the math wrong but its just in terms of time with the endurance status effect * how far you could move, and yes I get the mentality of getting someone out of the game sooner all im saying is that the basekit effect still has some value
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@Gorgonia said:
Bjorknas doesn't clearly play this game anymore... tunneling and camping is even worse, because it's easier now for killer to double hit you.
Killers could have always run save the best for last in the past anyways how much worse is it now
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3072840#Comment_3072840
I seriously wonder if people like you even play the game or just comment on these boards. You telling me in your games now tunneling is just no longer a problem because of a 5 second bt with a little haste? You really must not have played more than 2 games since update.
Somethings better than nothing and that something most of the time can make it to resources that you can use to buy time, its not meant to be the end all be all camping and tunneling is dead its meant to be a small mitigation to it at most
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@tendyhands said:
https://forum.deadbydaylight.com/en/discussion/comment/3072833#Comment_3072833
Yeah try playing the game. It's still easy to camp and tunnel. Yes I did it myself as killer just to try it out. It's not hard at all. Sweet they maybe make it to a tile then what.
then they use the tile and buy time?
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5 seconds with 107% speed is enough to reach anything within 21.4 meters, and if you really need more time have them use bt for 64.2 meters, or if you really need more time bring off the record for 321.4 meters
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@Deme said:
Why do people say nurse is hard to learn/play? You just need to get muscle memory for the blinks and thats it. She ignores half of the mechanics just because she can teleport: no hiding red stain, no footwork, barely any patrolling, little to none time management and she ignores pallets and walls.
Someone please tell me how is she harder to play than blight and billy.
How about instead of us telling you that she is hard you play her and show us that she is easy
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I had a streak of 4-5 good endgame locker pulls across an hour or two of matches its surprisingly predictable at high mmr since survivors still try (or like to hide in shack) just patrol to where you think they are and its an easy grab especially if you notice a gen that has progress
there are small things like this that you can pick up on and to some extent it can feel unfair but its just skill on both sides both to get in that position and not be in that position
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@DoritoHead said:
Most threads concerning Nurse either consist of "Nerf Nurse" or "You're a baby, Nurse is fine", which causes people to say why they disagree/agree with the OP but at the same time not explain their reasoning as much as they could.
As a result, nobody learns from these discussions, so their opinions don't change- they may even become more cemented. So I want to achieve the exact opposite, and make sure that people can take away valuable knowledge.
So if you don't think Nurse needs nerfs, say why, and how you think survivors should play against her.
If you think Nurse needs nerfs, say why you think so, especially if you think she needs basekit nerfs or even a complete rework.
And please try to be open-minded and civil.
Every time I see people discuss playing against nurse I think most of them forget that there is more than one way to play dead by daylight besides doing everything in front of the killers face and trying to take chases, dbd started out as a stealth based game with "limited resources" (before they learned how much these could be stretched out)
Sure you can't play against nurse exactly like you would against every single other killer in the game but just use stealth, don't take chases, and complete objectives, dbd isn't exactly a pvp game for the survivors you don't win by interacting with the other side as survivor you win by objectives
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Garish Make-up Kit makes the duration last even longer than the solvent jug so it pairs even better