coppersly
coppersly
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The dying timer is 4 minutes so survivors have a chance to counter slugging. If you're having problems with slugging just pick up 🅱️ills perk so you can get up and destroy the slugger.
It really shouldn't be a huge problem since the healing on a downed person caps at 95% which is like 1 or 2 seconds of healing...
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Based on the cooldown trend I'm guessing he'll have a limited sprint meter that refills over time, and can't be used unless fully charged.
If he gets Nurse level treatment expect it to be based on distance, time, and if he hits a survivor. Wouldn't want him to be able to use his power more than once a minute that's for sure.
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@Zaitsev said:
https://forum.deadbydaylight.com/en/discussion/comment/1228205#Comment_1228205
Wait, a Nurse main? You guys still exist?
Don't get me wrong, every day the game pushes me further and further from it and closer to Freddy but I haven't given up yet.
@Reborn2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/1228205#Comment_1228205
3 minute games gets countered by perks and actually having some brain. Imagine the game right now with secondary objective. I mean its already easy to win 99% of games as a killer on rank 1 for someone with experience.
That's why I said we should have a different objective. Gens as they are now are 1.) Boring and 2.) Extremely lacking in the thinking department.
I want an objective that makes you stop and think about how to complete it, and that naturally will cause the time to complete it to go up. These will both make survivors happy because they're actually engaged in more than just the chase and killers happy because the objective won't get done every 10 seconds.
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TBH until they change the objective and make it actually take brainpower and therefor more time, we need something to counter 3 minute games.
I don't use NOED myself as a Nurse main, but I get why it needs to be in the game right now. It's the only chance some killers get if they go against meta teams from bad matchmaking.
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@MegaWaffle said:
https://forum.deadbydaylight.com/en/discussion/comment/1132738#Comment_1132738
Could be cheesed. You could prestige to get a perk reset, get lucky (or I'm sure find a manipulative way) to earn a few good perks, roulette the small amount of good perks and basically play with normal meta builds while getting a BP boost.
I'm also a pessimist.
nono, we need people like you. It's the lack of people like you that lead to SWF.
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@cipherbay_ said:
Thats not as bad as the two pallets entering Disturbed ward going into a third god pallet down the hall.
That picture screams ominous pallet energy
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@xenotimebong said:
Because his traps are really strong and the setup time is designed to balance that.
They’re not really comparable to Hag or Freddy’s traps, since you can disarm their traps nearly instantly by running over them and they don’t stop the survivor from actually being able to do anything. If you step on a Freddy trap you can at least try to run or 360 or Dead Hard or something. If you step in a Trapper trap you’re incapacitated and become either injured or downed.
I do think they should give Trapper the ability to hold more than one trap by default, but I think giving him all of his traps would be a bit too strong. I say this as someone who plays Trapper a lot btw. People underestimate how strong his traps are.
I understand they're the strongest traps in the game, but they can easily be avoided, DH through, or disabled like every other trap. He also has the longest set-up time and the least mobility so he can be tracked and watched the easiest too.
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@[Deleted User] said:
My guess is so you can't just spam traps everywhere immediately at the start of the match. Gotta be willing to put in the work to find the traps if you want to do that lol
That's fair I guess. I argue Freddy and Hag can "spam" them right away and if they're good can get hits/downs off of them much like Trappers, so he might as well have them too since his can most easily be disabled without consequence.
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@csandman1977 said:
https://forum.deadbydaylight.com/en/discussion/comment/1227170#Comment_1227170
Yes but the seperation offerings are horrible for killers. Having 3 people spawn together means 1 gen gets done. Seperating them means 3 get done as you chase someone.
Oh I agree, it's probably one of the worst offerings you can use honestly simply because you're all but guaranteeing they get 3 gens done fast.
@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1227170#Comment_1227170
It is! I had people dc over it because they thought it was a mori, hell I had people dc over yellow moris
For me I would make the white ward a secret offering also, and maybe the broken coin?
I would just create more instead of changing current ones myself.
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@KolbyKolbyKolby said:
All of those killer changes are just buffs to their power with the exception of Billy. That's not really passive perks, just buffs.
As for survivors, devs have stated that they don't want that as it would encourage playing one survivor with the best passive over the rest which would reduce variety. I'd hate for my survivor choice to be wrong simply because their passive isn't meta.
I have an idea that would only kind of encourage playing meta survivors and not just whichever one you want: Every character randomly gets one of their teachable perks in addition to whatever 4 they equip. (killers/survivors)
This would give some variety in and of itself, but also it lets anyone get advantage for playing any survivor, just not as much as some others but meh it's as close as we are gonna get imo.
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A way to address Moris without actually touching them would be to introduce more secret offerings in general so you can't be sure it's a Mori until the killer wants you to know.
Also, aren't the separation offerings secrets too?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1225659#Comment_1225659
For me it's honestly a coin flip on whether or not the survivors are simply going to try to use the large buildings with the absolutely massive obstacle box, but if they are god forbid you try to blink to them as half of the blinks will go short not to mention the sheer amount of los blockers on that map.
The best thing to do on that map, is just try to go for hook trades and try to get slugs, I can only really do well on that map once I play like 5-6 games as Nurse, but even then it's painful. Though I have noticed that Freddy seems to do really well on that map.
Freddy does alright because he's partly a trap killer and Haddonfield is amazing for trap killers because of the long corridors next to houses where traps are basically unavoidable.
His teleport is ass on that map though, virtually useless. They'll always escape to safety by the windows in the houses.
@Mtom912 said:
https://us.v-cdn.net/6030815/uploads/265/SM553CBKREY3.jpeg
My last haddonfield game was fun :P
None of those people should be red ranks if they couldn't get at least 1 escape on that map lul.
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@evil_one_74 said:
https://forum.deadbydaylight.com/en/discussion/comment/1225032#Comment_1225032
And just how would you do that, because I don't think there is a way..
I know there are legitimate reasons against forced voice chat, I think if we at least offer the option and assume everyone uses it and therefor is basically SWF, we can balance the game around that and all survivors are suddenly on an equal playing field theoretically and there's no worry about what's balanced for solo play but busted with SWFx4 abuse.
It's not the only way, just the one I see best right now. I'm sure there's others ways but it can't go on like this. We can't have solo and SWF be so vastly different in experience and strength.
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@DelsKibara said:
https://forum.deadbydaylight.com/en/discussion/comment/1225668#Comment_1225668
Im not saying some people dont find it difficult. I am disputing the fact it is a free win for survivors.
Free win might be a hyperbole but it is very much flawed from the design up. Generators should never be so close to windows on the 2nd story of a building on top of a window loop leading into a house loop.
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@DelsKibara said:
"Freewinfield"?
I don't recall the last time I've lost in that map as any killer. Both of those times as Huntress and Wraith. I'm pretty sure the map itself does need some changes, but nothing too extreme as it is not a "Freewinfield" as you would suggest.
If I'm like absolutely on fire as Nurse and I'm not getting a bugged blink I do alright on the map.
But normally it's blocking half or more of my blinks, or they get bugged, survivors get free hit because houses are deadzones, etc.. Not very fun and the fundamental idea behind the maps is bad in DbD.
@Awakey said:
The mid-chapter is already addressing it. It's addressing a variety of maps, in fact.
But only in small ways, Haddonfield needs an entire re-design.
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Nurse with 0 slots because of the cooldown addons.
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I'd like to not get punished when someone dcs or loses internet, idk which tbh, and the game never ends even after EGC has finished the countdown and the only way to leave the game is to DC :/
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@hanscardoso said:
I run OoO when solo, so the killer chases me, that simple. I'm tired of only doing generators. I see so many complain about gen rush, so i felt like changing the playstile. What i get back? Every killer say i'm on a swf, the mantra for the bad killers: "GG SWF".
One good reason we should implement balance for SWF so we can stop having that excuse. I'm tired of it too.
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Reminder that 90% of Nurses addons are the worst addon.
On topic though the mirrors are simply meme addons now. Useful back in the day but they've fallen far from grace.
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Others have suggested good perks. I always suggest Tinkerers, since you can get gen grabs off of it while also protecting your gens.
I'm All Ears is also great for windows. If they fast vault a window and try and do sneaky plays around a wall you pretty much get a free hit from it. Insanely useful at the right times.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1223449#Comment_1223449
Nice! Definitely stick with it. Check the hours of the survivors if you get rocked. Don't be discouraged if a 4k hr survivor gives you the runaround. It still happens to me.
https://forum.deadbydaylight.com/en/discussion/comment/1223469#Comment_1223469
Eh, slight disagreement on the add ons. I run range+cooldown. Purple+yellow or green+green. Still, she's very limited on add on flexibility.
The main take away is there are VERY few addons and addon combos that work, and a few that COULD be good are marred by bugs that ruin their functionality. The rest are memes/trash and that was like half of the reason she was even getting looked at in the first place. It feels bad we are left with so many bugs and the entire point was missed.
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@DBD78 said:
Took me six days but yesterday I really felt that things started to click, and now I'm doing pretty good with Nurse 😀Deranked to rank 11 and now I'm at rank 8 still only playing Nurse and got a 4k against an all red rank survivor team today. I thought it would take weeks to reach this level so I'm very happy. I'm going to continue only playing Nurse for a while yet and see how far I can take this.
And best thing is that last two days I have played without any addons. So one more week like this and then adding her best addon combos..😎
She only has one good addon combo now and it's both cooldown ones.
All others are worthless in comparison or even worse they actively hurt your performance.
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I love the idea of ruin as basekit because it would finally deal with that stupid problem where survivors can instantly stop a regressing gen but killers have to waste time kicking it. Great idea right there.
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/1219356#Comment_1219356
Before, Nurse didn't need any addons but they did help her a little bit if you were having trouble. Now, she is very addon dependent and most of her addons now hurt her more than they help her.
Yup that pretty much sums up the problems with her rework.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1221823#Comment_1221823
It's not just me. I still to this day hear high profile streamers talking about how Nurse is still one of the best if not the best. I know people get carried away on these forums by treating streamers like the true masters of the game, but honestly wtih some people like Monto you have to admit they know the game well enough to know what they're saying.
But fair enough. If you refuse to believe that anybody could get used to Nurse and not get stomped with her, and your one test to disprove that is "playing against sweaty SWF seal team 6 and consistently whooped ass and only a few hours under your belt" then yeah, nobody is going to be able to change your mind. Mostly because that just doesn't happen: people don't just constantly go against pure SWF.
But I'm sorry I can't convince you it's not a huge feat to hold down and release a button to teleport.
To be clear my main issue is how you claim in only a few hours you're suddenly so good with Nurse you think she's broken, but it is accepted fact by the DbD community that it takes MANY hours to just LEARN Nurse, and many more to crush with her. I doubt you've picked her up and achieved this level of competency in such a short time.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1221190#Comment_1221190
Well I guess I must just have a gigantic brain then because "many hours" wouldn't describe what it took for me to whoop the survivors on Nurse.
I don't want to call you out or anything, but ask ANYONE who mains Nurse or has played this game for a long time. You will get the answer that Nurse is the single hardest killer in the game to learn. You're going to have to forgive me if I dismiss your point simply because you feel like a god Nurse after only a few matches.
Now if you were playing against sweaty SWF seal team 6 and consistently whooped ass and only had a few hours of her under your belt that would be a different story, but I doubt that's what is happening.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1221162#Comment_1221162
What I said before is that she felt easy mode to me and that's why I didn't want to play her. More patience required or not, I'd still rather have her in this state (without the bugs obviously) where it actually takes people that are dedicated to learning her to do well with her. Not like before where any schmuck could pick her up, play her for a handful of games, and dominate just because of how powerful her ability is.
Lmao what you're describing isn't even a real problem. She is the hardest killer to learn, that was well established before her rework. She already took many many hours to learn and not get curb stomped, that is COMMON KNOWLEDGE. You are describing a fantasy argument.
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1221001#Comment_1221001
Because if you're good you get to be the best killer in the game..? Again, if that's not fun to you just because of the stuns, try another killer.
This is just my opinion but I don't think she took as much skill before as people think. I played her before her rework (not as a main, just played her) and I still felt like she was too easy. I was confused why people were saying she was the hardest killer in the game. She felt so easy mode that I actually resolved to just not play her any further. Made the game boring.
Now I actually consider trying her again, (even though I still haven't yet) because she isn't easy mode anymore.
That's the problem, the rework didn't make her take more skill to play, it only takes more patience. There is nothing new you can do, it is literally a limitation in every single conceivable way with no other positive in sight. So if nothing changed except less blinks per game, the skill involved didn't really change either. You just need ######### tons more patience than before.
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@Huff said:
I agree with the guy who said he's only played Nurse post-nerf.
Obviously if people get to play a character with training wheels and then get them taken off, many people are going to see it as a lot less fun. And I also agree with the point of "people are always saying we shouldn't balance around the low skill players, so why should it be different with Nurse?"
Seriously, she's still the best killer in the game in good hands and she's one of the few killers that you can't really loop. If that isn't fun to you, maybe just try another killer?
Explain to me what is fun about having 2 stuns and on top of it you are useless for 6 seconds while you wait for your power just so you can move effectively?
She was fun before because she required skill. She requires way more patience now, and skill didn't really increase because there's just so much out of your control now.
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TBH he has strong powers but they're just too weak in the current form for him to be strong.
His portals are in total control of survivors once he uses them and he has set-up on ALL of them, and his shred needs to activate and charge faster otherwise it's only useful on long straight lines and pretty much nowhere else.
Great abilities, but they're just weak versions of the great abilities.
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1219672#Comment_1219672
I'm sorry, but I have no idea how she is flawed. Hard to play and punishing if you make mistakes/don't play her properly, yes, but not flawed. Please keep in mind that the only experience I have playing her is post-rework, so besides watching videos of old Nurse I only have her current state to go off of. To me, she feels awesome to play, is perfectly viable and is one of the strongest killers in the game. The only time I've had a problem with the blink recharge rate was when I was being impatient and not paying attention to the icon, so I don't feel that that's too big of an issue.
Also, I would like to say that it's basically the same now.... you have to use proper timing and aim to succeed with her current kit as well! However, I don't think that prediction works well with the current Nurse, as I've had much better luck just catching up to the person rather than trying to cut them off. Only blinking when you're able to land a hit and walking(?) everywhere else is definitely key.
I'll explain why the current rework is flawed. Firstly, it was supposed to fix her problem of half of her addons almost never being used or even being useful, because we still have like half of them as dead addons. I literally only go for 2 of them now when before I would go for like 4.
Secondly, her chases before the rework required skill on the part of the Nurse AND the survivor. It wasn't easy to juke her but if you knew what to do and where to run it was engaging because a chase that went on for a while felt much more skill based than it does now. Now, you can just run in a straight line if they aren't running the cooldown addons which is braindead level thinking. You can double back almost always during the 2nd blink charge and pretty much guarantee another 2 blinks just to catch up again if not more. Basically it just turned the skillful interaction part for survivors into braindead level strats where anyone can do it if they watch a 3 minute video.
There were so many complaints from Nurse players explaining in extreme detail why this was bad and it was ALL ignored. The only changes that came from the PTB were more nerfs. We threw so many ideas at them that were better and still retained the skill interaction on both parts but it fell on deaf ears.
Yes current Nurse is still strong but it's so very unfun when the game is so stacked against you. I encounter the no blink bug usually every match at some point, the server is constantly giving survivors free escapes and gens even if I've been grabbing them on my screen, and the balance of the game lets survivors with experience bully most every killer that isn't playing perfectly.
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@Zephinism said:
So to recap the current sentiment.
Totems must spawn far from Survivors at the start of a trial and out of their LOS.
Totems must spawn far from Generators and out of their LOS (or non-hex only).
Totems must spawn in hidden areas (not in the open like they can on Disturbed Ward)
Totems must spawn in more places so that Survivors can not memorise where they spawn.
Maps are too big and must be smaller so that less-mobile Killers can stand a better chance so Devs must remove map tiles and shrink the map.
Then, if the devs do not manage to fulfill of this criteria...
https://forum.deadbydaylight.com/en/discussion/comment/1219417#Comment_1219417
When you put it like that it is quite daunting. Maybe we could use an entirely new system other than totems that allows for all of these things because our current totem system seems very limiting.
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@Hippie said:
I don't understand all of this hate on Nurse. I never played Nurse before her rework, only afterwards, and I can say that playing her is the most powerful that I've felt as a killer. Being able to bypass stairs and teleport onto balconies, having 32 meters of blink range, being able to ignore pallets + windows and every loop in the game = bad? I have been able to get the 4k in difficult situations playing Nurse where it would have been impossible for any other killer.
I think the problem here is that people just haven't learned to play properly with her new kit. I know that not being able to blink 5 times without having to wait for them to recharge is more difficult, but it's completely manageable. I know from playing against Nurses over a period of time that the typical Nurse is just too impatient. They don't wait for both of their blinks to be available, they blink too OFTEN (big one there), they panic blink and use them hastily without taking time to be accurate, get frustrated and then all 4 survivors escape. The reason that you don't see more Nurse players is because she takes time to learn and experience to perfect, and many players would rather play easier killers like Freddy. It's the same reason that you don't see more Onis (good Onis at least)--he is an excellent killer, but he IS difficult to play and learn to manage his power properly.
I firmly believe that the New Nurse is far more skill-based than the old (from what I've seen), and a well-played Nurse is borderline unstoppable. You can't just play against Nurse players (even in the high ranks) that play poorly and call her a bad killer because she couldn't catch someone who was running in a straight line. That's just the player playing poorly. I hate the idea of changing a killer because they are "too hard to play", especially on this game, since it's well known that DbD is an extremely casual game and many players don't want to take the time + effort to play a killer properly. Using the flannel a few times helps you figure out where you go with how long you hold the button, and if you know how her blink works, then it's usually your fault when you don't catch someone. After the flannel, using her double -blink fatigue duration addons makes her even more scary. I don't mean to come off as being rude or a know-it-all, but I just want people to look at the fact that she can teleport through floors and obstacles, ignore pallets and windows, and realize at face value that she is very strong and nigh unstoppable when played properly.
I have seen many threads with comments such as "balancing the game around bad/low rank players is bad", which is very true. Why is it then that I usually see threads (concerning Nurse) talking about how Nurse is too hard for most people to play and that she needs to be reworked because of that? Isn't that exactly the thing that needs to be avoided, balancing a killer's skill level around inexperienced players?
The only people I ever see defending the rework are people that don't understand why it's fundementally flawed in the first place.
There was no problem with "spamming 5 blinks in a row" (outside of the 5blink addon combo) because spamming blinks doesn't reward you, you have to aim, time, and predict for every single blink attack otherwise you won't get anything.
If they are insistent on keeping the god awful cooldowns then at the very least we need a slower charge rate instead of zero charge when holding a blink so you don't get 99% because that is just a failure of game design that that can even happen tbh.
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@BillyGhostFace17 said:
https://forum.deadbydaylight.com/en/discussion/comment/1217837#Comment_1217837
Like i've said this game needs new designers, new preogrammers, because its unplayable.
I don't want to blame the people currently working on it, I'm sure when they started they didn't envision where we are today. Over time the game has probably become spaghetti code and could benefit from starting from the ground up with all the lessons they've learned over the years.
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@MigrantTheGreat said:
It's funny that her rework literally made all of her main's disappear. I haven't seen a Nurse in quite a while. As a former Nurse main I stopped using her because she feels too punishing to play as and the devs practically slapped a CD on to her main sources of movement
And ironic half of the reason for it, to make some useless addons actually useful, ended up creating just as many addons that aren't useful as before :/
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1217604#Comment_1217604
Tough to say exactly how long. Weeks if you're playing her every day. But yeah, I'd stop using it now, because you're eventually going to have to develop the muscle memory for blink charge vs travel distance, or you'll be sacrificing an add on slot for Plaid Flannel that could be used for something else. Use her good add ons. Cooldown reduction and distance increase. They over-nerfed her with the base cooldown, straight up. I'm fairly confident in saying even a great Nurse won't catch many experienced 2k+ hour survivors in a reasonable amount of time (for a killer whose only asset is 1v1) with base range and cooldown.
TBH I would never play Nurse now without both cooldown addons. You give up way too much ground waiting for your blinks and doing nothing useful in the meantime without the -1.5s/blink. Like almost unplayable bad and not fun in the slightest kind of gameplay.
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@Liruliniel said:
You do understand that the more LoS checks from survivor and gens the less places survivors have to check for totems. We all want totems to be better hidden, but the reality is based on how a typical survivor acts. It won't matter what happens you'll always lose the totem eventually. Truthfully totems have very few good spots to hide.
@Waffleyumboy said:
You do realize the more limited the totem spawns, the more predictable they are. Right? Although I'm not opposed to making totems more hidden I just wanted to point out your error in logic.
@Lirianta no it's never once crossed my mind
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1218894#Comment_1218894
What if they kept totem spawns next to gens but they're no longer visible from most angles? Maybe hidden by tires or barrels.
It would have to be incredibly well hidden if it's going to be next to gens. Like if you swing your camera like crazy around a gen you should not be able to see it or even a hint of it.
Then yes, I guess that would work if the sound isn't super loud and defeats the purpose.
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How would you expect him to use his power in that state? He has to chase them through it 99% of the time and this change would pretty much limit his already incredibly limited power to only working when they're going to run out of it and you're chasing at an angle to intercept.
So no.
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@StrainedSky said:
I find it humorous that people comment I already uninstalled the game, and come to the forum to comment such. :)
I didn't make an uninstall thread or comment but I did quit but stayed semi-close to the forums because I really want this game to improve and voicing your opinions in a constructive way is about the only thing we can do as players to help progress the game towards a truly fun state.
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@Waffleyumboy said:
You do realize the more limited the totem spawns, the more predictable they are. Right? Although I'm not opposed to making totems more hidden I just wanted to point out your error in logic.
No, I haven't considered that yet based on the few other posts with that exact same detail.
For real though, I understand there's less spots and that means an easier time finding it but it's even easier to find when it's right next to a generator, so honestly I'd rather take the negative that comes with it because the positives outnumber the negatives for doing that change.
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That's DbD at the moment. When a game is fun and everyone is being nice it's a blast but like you've learned they are far and few between these days. You're honestly better off only getting an hour a day anyways, I can barely stand 2 matches sometimes.
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@YaiPa said:
they need to change totems spawn. for example, in wreckers' yard, at least 4 out of 5 totems spawn in L T walls, between the two tyre piles, every match. Whenever I get wreckers' yard as survivor is always guaranteed a no noed nor hex match.
but, like once devs said, it's good for killers that totems spawn near generators, because if totems couldn't spawn near generators, then survivors would check faster the map for totems, excluding said spots. like yeah, that's a thing
How is that better though? They're going to find generators, and if the hex is literally looking at the gen that's even LESS time spent looking for it. It's a lose lose no matter how you word it.
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@Fibijean said:
https://forum.deadbydaylight.com/en/discussion/comment/1218167#Comment_1218167
It's certainly not ideal, but I do think the experienced players are the ones that we ought to be concerned about in this case, since it's the killers going up against the experienced players that need the help most. As I said above, I think simply changing the spawn locations or adding LOS blockers on the maps is a far better solution, even if it does take more time and effort to implement, and one which, as I understand it, is already in the works.
You both make great points. I'd just like to see more effort right now because that patch was a while ago and map fixing takes too long for such a long standing problem like this.
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@Fibijean said:
It is important to take into account the run-on effects from that. The more limitations that are put around totem spawns, the fewer possible locations there are for totems to spawn, and therefore the easier they are for experienced survivors to find. There are seven generators scattered around every map - if totems were forbidden to spawn within LOS of any one of them, there wouldn't be a lot of spawn locations left.
Ok that's fair, but if they spawn right next to a generator, which is the survivors main goal, they're going to go to it eventually and it's literally right there without any effort hunting for totems. We need better totems hiding spots and more of them I agree, but of they spawn in front of a gen that's just a wasted totem spawn.
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So far the female killers have turned out way more interesting than the male cast, so maybe we could get an interesting male addition? I'm thinking a mummy.
Power: Possibly turns all lockers into a sarcophagus and he can teleport between them on a small cooldown? Maybe some baseline power as well I like hybrid killers not just cooldown ones. Maybe he can swing his bandaging? Swing them between trees to create a temporary slowdown if they cross it? idk.
I want a mummy in this game though.
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@Lordkobraa said:
I'm a main nurse, the old has to be reworked in some points, the new is horrible to play.
Without add-on which reduce the cooldown she is just unplayable, with them this is possible but sickingly hard and stressful to play. Because they will obviously let the time to the survivor to brain you if your blinks aren't everytime perfect.
I sometimes do incredible games, and feel like the nurse is still alive. But my good games are burning in a fire of bad games.... Which is always stronger.
I feel like I have 10 hours on her while I have 1000. You described all in your post. She was a queen, the queen is dead. This is a tragedy.
Even though this is a necro you put into words my feelings recently. Great games surrounded by an ocean of terrible ones. It pains me how much I feel this :.(
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/1212367#Comment_1212367
The issue with your solution is essentially it's more wasted time..so essentially no matter what itll take multiple blink cycles to even attempt a swing..your showing the issue everyone mentioned in the old ptb..and yet these things get brushed aside
BHVR:
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Never mind I thought it was generators but it was just survivors:
-Added a new line of sight check for totem spawn points within 32m from a survivor spawn point. (2.6.X)
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/1212367#Comment_1212367
Are you and the team looking into Nurse right now? Sure she is still a powerful Killer but I don't feel like her rework was necessary.
oh my god at the very least can we get a slower blink recharge rate when holding a blink instead of just outright stopping it? That alone would be a god sent gift. Sorry, an Entity sent gift.
