coppersly
coppersly
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/852476#Comment_852476
How to outplay a Nurse? She points to where she's blinking, inhales, and appears slightly before she lands, which means even if she blinks correctly, the survivor has the final say in the exchange. Break line of sight and turn the first blink into a 50/50 exchange, then evade the now telegraphed lunge on the second blink. Then break line of sight again on her cooldown and run while she walks at 96%. She has too much counterplay now if anything. This is before we even get into survivor perks like Iron Will. You HAVE to land a coinflip blink against good survivors. This was always the case, except the devs thought that the Nurse needed to be punished for guessing incorrectly without information other than a last known location.
Survivors complaining about RNG in Spirits kit and Nurse counters make playing her a guessing game now...
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@Decarcassor said:
Demogorgon has issues. Whenever I play him, if I start to struggle I don't know how to come back. Its so puzzling because on paper, Demo has everything a killer wish he had. Map pressure via his portals and a tool to help him deal with chases.
I think shred is fine. Its not easy to land, its not always the best option, but when used at the right time it can catch a survivor at a window or quickly deal with pallets.
The problem is the portals. They take time to setup and are nowhere near as convenient as Freddy's generator teleport. Plus survivors can remove them and they don't really hinder them in any way if they chose to ignore them. Active portals also emit an ambient noise within 8 meters, but their default detection range for Killer Instinct is 4 meters and they only inflict oblivious to survivor is they stand within touch distance. They are too easy to spot and completly harmless.
Also worth mentionning is that a lot of the Demogorgon's add-ons are absolutly terrible. All they do is some very very small numerical changes that don't matter most of the time.
To me the portals mechanics need to be tweaked and his add-on looked at.
Let's give him an addon pass and see how that goes.
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@Venom368 said:
Nurse is still the strongest killer in the game and most likely always will be on PC. I'm sure she still feels just as ass to play on console as she did before
That's why we've seen a very noticeable drop in her all around, because it was such a good change?
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@Alice_pbg said:
@Glory2 "What was your point in saying that "running away from nurse" is the best way to actually run away from the nurse?"
Probably that nurse can't catch up to survivors running a straight line if she isn't already in blink range
I would beg anyone saying she is fine now to just go in red ranks as her and see how well you do.
Spoiler: they won't.
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/858914#Comment_858914
ueah didn’t they nerf the cool down addons? I was banned for having too strong an opinion on this so I’m just recently back on the forums
Yeah the only addons that made her resemble her old basekit got nerfed despite everyone wanting them to stay the same.
@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/858921#Comment_858921
I vote trap teleportation range is increased and the little movement speed slow she gets after teleporting is reduced in duration.
Yeah honestly this is all she needs. Like 10 meters increase to encourage further exploration away from the hook, and remove the stupid slow she has when she teleports. I friggin hate the slow it's cost me so many hits over the years.
@Omans said:
No need to address a change that was beneficial to the game's health.
Take the advice all you nurse players gave to survivors and adapt your play style.
Survivors got what they wanted; their counter of running in a straight line to be good against every killer. No one adapted and simply played around Nurse, now you can by moving in a single direction. That's so much better than having alternative gameplay.
@Uxoricide said:
https://forum.deadbydaylight.com/en/discussion/comment/858966#Comment_858966
@coppersly what I'm also disappointed in is how things were communicated as the PTB was all about changing her add ons which everybody agreed with that, there was literally no one complaining about the base kit...
And clear lack of listening to feedback. Pages and pages of good critique and suggestions if they have to go through with a basekit change.
Literally nothing changed from the PTB to live except the cooldown addon nerf. Like wooooow insult us by ignoring feedback and then only changing the thing most of us would have used. Double slap.
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@Cymer said:
Well, as the Devs recently confirmed. If enough people complaining loud enough, they will take a look. So let this daily posts continue. Sadly.
While we're at it can we get some love for Nurse's teleporting sister Hag?
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@PickCollins said:
https://forum.deadbydaylight.com/en/discussion/comment/857996#Comment_857996
First of all. Barely anybody who played Nurse before the changes actually likes the basekit change. And the fact that she has Effectively Houdini’d Her way out of the game after this rework is absolutely ridiculous. It shows that this rework was too hard a nerf and that the devs gave this rework borderline zero thought
as someone who is struggling to find any fun playing Nurse, I feel insulted that BHVR thinks this lazy piece of garbage of a killer is a successful rework. From the devs who brought us the Badham rework and the Freddy rework, this Nurse rework is goddamned shameful.
And for ur last point about “just adapt”, yeah I’ll get right on that. In the meantime can you tell survivors to stop complaining about Noed/Ghostface/Spirit/Oni/Legion and just adapt instead of whining?
Yeah it shows that no one on the team understands Nurse, and even less play her.
Not like we didn't give a TON of feedback on it either, yet the ONLY changes they made were to the cooldown addons... like wow they did the opposite of what we wanted lol.
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@Glory2 said:
https://forum.deadbydaylight.com/en/discussion/comment/855884#Comment_855884
Lol "I don't play games to get bullied by an unbalanced power dynamic"
No, you played to bully others with that same dynamic, by using the one killer who was two tiers above even the best alternatives. She's still the strongest killer in the game, but now that she has to wait 1.5ish seconds after her fatigue ends before she can continue on with her double blinks. What a travesty, that she has been brought so low.
I'm honestly amazed at the gall people have, complaining that the nurse needs to be buffed for them to want to play. Like, how would pitching that idea even go? "Yeah guys, I've seen a lot of complaints from all the poor nurses on the forums. It got me thinking, why not buff nurse? Don't worry about half the roster being in C-tier or worse - only people who want to lose would pick wraith, bubba, clown, trapper, legion, doctor, pig, or Myers (thanks to dedicated servers borking up stalking). The nurse is the one who really needs our help"
C'mon man, if you don't want to play DbD then fine, that's cool. But don't say that nurse having to actually play the game is unbearable and not fun, you're still in a way better spot than everybody else =S
Hey, instead of assuming a ton of stuff and the being wrong about it, why don't you just rephrase your entire post?
Because firstly I don't think she needs to be buffed, just the change reverted. They said they wanted to address bad addons and make the strong ones weaker. All they did was make most of them weak as hell, and we still have addons that are USELESS AND CHANGE HER MUSCLE MEMORY. Literally just an excuse to force the butchering of her base kit.
Secondly, it is way more than "1.5 seconds to double blink again" That's if you save a blink, which is what the rework has encouraged. With this change a new double blink takes about as long to recharge as it does to run the distance it covers. Hence, why the biggest counter to her now is to just run across the map.
Thirdly, these changes effect more than just her double blink. She can't mind game now with her blinks because you get punished for using them like that. She lost map travel, and is literally the slowest killer in the game outside of her power. She is extra punished for when the game eats one of your blinks or an object blocks it for some reason, etc etc.
Fourthly, you imply that it takes no skill to get reward from spamming blinks, but I have posted in so many threads now how this is wrong, why it is wrong, and how it actually takes the opposite, skill, to effectively get rewarded for using her power.
Lastly, I have always been an advocate for buffing the low tier killers. I've made threads asking how to make interesting and unique changes or powers for basic m1 killers and the like.
The reason I quit DbD is because when Nurse is the only reliable killer at high elo that doesn't get her teeth kicked in when survivors decide they want to play sweaty and is then nerfed to not be able to deal with that while SWF death squads still get to bully killers left and right no matter the elo, yeah I'm gonna leave. She was the last bit of fun you could have as a killer and it wasn't even handed to you, you had to learn and use it right every time or you got punished for missing. Now you get punished for getting a hit and they have addons with rewards like disabling your power for LITERALLY NOTHING BUT WALK SPEED. Yeah, that ######### is stupid.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/857056#Comment_857056
What sort of one-off perks are you suggesting a death squad would replace with this theoretical better pebble?
Probably DS? It depends on what strategy they were planning on abusing, but essentially whatever perk is the weakest in the group can be replaced with the pebble.
I'm not saying it's going to be gamebreaking overpowered levels, but do survivors really need more ways to bully and annoying killers? I can get
@SnootBooper said:
For such a high risk perk the "reward" is laughable, you'd be better off doing gens than following the killer trying to charge it, however I do agree making this perk strong could get annoying especially with sfw, that's why I'd like to see a rework of this perk but until then I'd like it to be more viable, there's just no reason to use it now, too many killers counter it
I can agree it could be bumped up a little, but if they do a "slight change" to it, it might end up like the old DS and be seen almost every game.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/857041#Comment_857041
A death squad would laugh at the idea of using pebble. There are substantially better ways to extend a chase than a perk that kinda maybe sorta will distract a Killer a little bit.
Right now, sure.
I actually like using the pebble when I play survivor, and I've had matches against killers where I was able to save multiple teammates with the rock. You can argue these weren't good killers or it was a rare case, but the fact is you can already use it in game multiple times to not only distract but save someone.
Now imagine it is way more consistent and available most of the game. Are you gonna use 1 off perks that have more impact but limited use, or something that is infinite and is less powerful but still capable?
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They most certainly COULD add more to the general pool of perks without tying them to a killer or survivor. It's whether they want to or not.
It's exactly like Overwatch and their lootbox system. They can add more to the general pool but then less people will be paying for it, or they can add them in with new boxes so people are more likely to spend money to acquire it.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/857024#Comment_857024
I think you strongly overestimate how useful the pebble is against a competent Killer, especially once the Killer catches on to the fact that someone may have pebble.
And I think you greatly underestimate how strong anything can be with a deathsquad x4 group.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/856987#Comment_856987
If someone throws a pebble right when a teammate is about to go down, in what way is the Killer going to fall for it? Are they going to suddenly miss the hit or something? What you're describing does not seem like anything more than a meme tactic.
It wasn't intended to be used that often, but that does not mean it would be problematic if it was.
Against a killer like Nurse you might never even get a hook if they break LOS and throw a pebble on demand.
Or against other killers window vaulting and breaking LOS can lead to a great opportunity to use pebble and get away. But this should be EARNED, not given to you because you wait X amount of time. Having it on a cooldown isn't a risk:reward kind of mechanic, and it would be simply too strong if it can be used willy nilly by all 4 survivors.
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@Trwth said:
I don’t really see the big issue with giving Killers power bars besides the fact that it’s hard to see. It’d be nice if it were more in the center of your screen, like each Killer having a unique HUD based on their power. Other than that, there’s no problem here.
Most of the Killers with power bars are the ones with traversal powers, like Freddy’s teleport or Spirit’s haunting, so that it puts cooldowns on abilities like that since it would otherwise be way too strong. Others, such as Shape’s Evil Within or Plague’s Corruption, have power bars to put their strongest abilities on a limit. Nobody likes Infinite Tier 3 Michael.
The main reason for power bars is probably just because Killers’ powers are becoming a lot more complex. With the exception of Hillbilly, most Killers with simple abilities aren’t exactly the strongest of the roster. You get what I mean? Jeez, I wrote an essay.
I see your points, but I counter with there are plenty of killers that have complex actions and playstyles with a simple power they can use whenever.
Take pre-nerf Nurse. You used your power for chases, and for general moving around the map. Both aspects of this could be done in complex ways that add a huge layer of strategy to the game.
Killers that DON'T have powers they can easily use whenever they want must play the looping game the same way as everyone else with a power bar/natural m1 killers.
Part of what makes killer engaging is they are all different and supposed to play differently. But when they're all doing the same things and being used the exact same way except for a few seconds out of the match is that good enough? Sure I understand some map traveling powers and Myers T3 having a powerbar, but they should also have something even if small that they can use when they like. Demogorgon does a decent job of this, being a good example of a hybrid killer.
Also, just working in powerbars limits the freedom and possibilities they can put into the game. I also think there are better/more clever ways to put limits on powers without having to do a hard powerbar. Hag and trap killers are a great example of this too, since they are only limited by an amount and not by time.
I guess the biggest problem I have with the powerbar system is it makes killers homogeneous and exactly like survivors (i.e, skins without any mechanical changes between them) while they're not capable of using their power. That's fine for some amount of killers but we should have way more variety than a powerbar system.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/856953#Comment_856953
That is literally the purpose of the perk.
A death squad is not interested in throwing rocks at the Killer.
But they would be interested in looping the killer for as long as possible, getting hit and extending the chase off of that, and right before they go down have someone come over and use a rock to distract/hide where they went.
And you're right; it is the purpose of the perk. But it also wasn't intended to be used often. That's the reason it is hard to charge up.
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If you're playing on Live on PC or on console right now there is no DC ban system. The new patch on PTB introduces a basic system though, so if you can wait for the next patch your DC issues are likely to be way less of a problem once the new system is on the live versions.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/856914#Comment_856914
I don't see the problem with being pelted every X seconds by a Pebble Squad. There is no reason IMO pebble needs to have such a risk.
Because it can completely throw off the killer. If everyone played with a ninja build you could chuck a rock and save your friend a good portion of the time.
I know it doesn't seem strong in a solo situation, or even maybe a casual group one. But in death squads they would be able to loop and then ditch the killer far more often and for way less risk than they do now.
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@TAG said:
I don't believe pebble needs the whole "stand in the Killer's TR" thing. I believe it would be completely reasonable if it just had a straightforward cooldown.
The charge mechanic on it is there to stop SWF from pelting the killer with rocks every X seconds. The way it is now forces you to get close and risk being found, if it had just a cooldown it would get used WAY more often and also be way less risky.
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@Mr_K said:
Devs don't want prestige to be a requirement and only an optional thing.
This. It is intentionally doing almost nothing because if we had to do the bloodweb grind for all perks already and then become forced to do P3 to get everything that would absolutely undo all the work they've done to ease on the grind of the game.
It sounds fine for 1 character, but then what if you want to play another character? Are you gonna P3 and get all perks on them within a reasonable amount of time? Hell no.
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This is how it feels talking about her knowing full well nothing will be done about the sad state she is in.
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@RIP_Legion said:
The people behind all of Legion's changes are some seriously incompetent people, this is a bandaid at best and it's not even a good one. They still haven't even touched Frank's mixtape yet, still garbage. But here's why this angers me the most, they aren't gonna do a thing to Legion for months after this, we're gonna be stuck with this PoS for months.
I used to look at Legion mains like fools for their devotion to something BHVR forgot about.
But as a Nurse main I'm here to console you, we're in this together now.
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@Spooky13 said:
https://forum.deadbydaylight.com/en/discussion/comment/855735#Comment_855735
Only people playing Nurse now are the die hard Nurse mains. They still want to make Nurse work, and for the most part they do. The changes made Nurse a lot less beginner friendly, even more than she was already, which turned a lot of people who weren't die hard Nurse mains.
You're a funny person.
I was a diehard Nurse main. You know how I handled the changes? I uninstalled. She is so vastly different and unfun from how she used to be why should I play?
The game absolutely punishes you for using weak killers against strong survivors and you get bullied. Pretty much the only answer to that was Nurse, and she required skill to be effective. Now she requires skill just to not ######### yourself over and ruin the chase you're in because 99% blink, or the god damn stupid run in a straight line for 5 minutes counter.
She's unfun, not good, and almost entirely negative feedback throughout the match.
So no, only the ABSOLUTE most diehard Nurse players are still using her. I hope most of the old Nurses are like me and gave up on this game. When she's changed into a much better version than she is now I might come back, but I don't play games to get bullied by an unbalanced power dynamic.
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Not getting carried by the addons is one thing.
The basekit was way too much and now ruins any fun you can have with Nurse.
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I agree, the changes are awful.
I'll just keep posting a suggestion I think is way better than what we have and still brings Nurse down without breaking both of her kneecaps.
Have a power bar that charging a blink drains from, 1 blink takes 1x normal charge. Something like almost infinite 1 blinks in a row should be the recharge time so it cuts down on double blinks like devs want, BUT: chain blink costs 2x normal blink resources, and should cap out at around ~3 to ~4 double blinks. This retains some of her map and chase pressure, alleviate the incredibly frustrating 99% charge blink eater, and rewards players for using their blinks effectively and with strategy as opposed to just holding them in until you see someone. Of course she slowly regains blink meter over time, regardless of what she is doing atm.
This is still overall a restriction but it is much more lenient, less aggravating, and still retains the skill:reward idea of what a killer should be.
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/comment/841305#Comment_841305
This killer has been out for a year now, so it's obvious that it isn't the surivior changing their gamestyle, it is that there is no counterplay. She has every rights to locate a surivior than a surivior has to know where she is, this allows her to pretty much counter all things a surivior can do against her as they would just be guessing.
"Run past a corner" so a killer is disabled and can't follow you?
"All her mindgames are lost". First off, the killer has no mind game because how can a surivior counter someone they can't see or know what they are doing? Whereas, the killer is capable of standing still and gaining knowledge what the surivior are doing so that they can phase. Secondly, they haven't took away the main point of her and that is her having no way to mind game the killer because she gives no feedback to the surivior.
Every killer gives a negative feedback to there power, so what are you talking about? You kept pretty much everything you need to still end chases in a short time because the main problem of her has not been solved.
Ok first of all I was talking about Nurse.
Secondly, I think the Spirit nerfs are actually ok and are much closer to "slight change" than the bushwhack they hit Nurse with.
On the topic of mindgames though, Spirit is probably the most mindgame heavy killer so anything that detracts from that will hurt her more than they intend, like with Nurse. I dislike the vault change because that was something unique about Spirit, but I don't play her so I won't really be too down about her changes.
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I could see it being a rare/ultra-rare addon that increases the cooldown by ~20 seconds. I think that would be a fair middle ground as having it be in his basekit makes him a much better Hag.
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@Jejune said:
https://forum.deadbydaylight.com/en/discussion/comment/841146#Comment_841146
To be fair I forgot about plague, but I feel like they will rework her sooner or later so people actually cleanse and stuff. Other than plague tho? Granted if they made it so actions are slower they would have to rework most of the slowing addons/ perks.
TBH this should be base-kit Plague. She needs something that makes them want to cleanse the longer they're infected. Currently there is nothing more dangerous about it no matter how long you have it to the point where her counter play it so ignore her power until the very end of the game...
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@Mister_Holdout said:
Spirit got off easy compared to Nurse.
Indeed, this is actually a SLIGHT change, hopefully they learn from this...
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@Zoldyar said:
https://forum.deadbydaylight.com/en/discussion/104436/the-spirit-nerf-isnt-very-bad-if-thats-all
Those who complain about the nurse's nerf are usually the ones who are not good at her because people are still making videos and steaming of them getting 3k or more each game.
Just because survivors refuse to change their playstyle to adapt to the killer doesn't mean the killer is still strong. In this case, she still is. But like I've said in other threads, why would you play something that is constantly giving you negative feedback now? It's frustrating, janky, and plain dumb to walk around so much when you're the slowest killer in the game and using your power like you're supposed to to supplement that now punishes you. And her counter became so braindead easy to do, run past a corner. All her mind games are lost with this change, I mean there are just so many problems.
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@ohheyitsbobcat said:
Nurse is still arguably one of the best killers in the game. Sure the fun value may be down because you have to wait a few seconds before spamming blinks everywhere and newbies will have a harder time learning her but she still outshines everyone else minus spirit.
There was a video in one of these type of posts with no addons that showed she could still catch survivors running in a straight line if you double blink. It took 2-3 double blinks at a 32 meter range with the survivor knowing the direction to run beforehand. This situation is not common place with so many walls and other objects getting in the way as well as not knowing your location and even if it works out perfectly for them, just leave them and find someone else. As a killer, don't take chases that will waste too much time. Pressure someone else in a more vulnerable spot.
Also, even with the time gained from running straight, it's still quicker then if you were playing most other killers and being looped at every turn. The only thing that would really hurt is if you mess up your blinks a lot because then you're losing more time then normal which it why she's not beginner friendly.
IMO Nurse went from sss tier to just s tier. Fun value has dropped but most people played nurse to curb stomp which was their idea of fun, not the blinking itself. I don't know anyone who was like "Oh wow look at how cool this is that I can blink around!" It was more "Wow, look at how these survivors can do little too nothing to stop me even when I mess up!"
Take all this with a grain of salt of course but I think the majority of people complaining are people who can't spam anymore with no consequences and people who can't get easy 4k's. There are plenty of good players saying she's still fine, plenty of good players saying she's trash with many average players raging about it from both ends. Personally, I think it'd be fine to get rid of the cooldown and put her back to base but even with the cooldown, I think people are overreacting when they say she's trash.
TL:DR She is weaker yes, she lost some map pressure and it's silly that to waste her time efficiently you just run straight which isn't always doable. "Fun" factor has also went down. She's still super strong anyway in good hands. It's just harder to curbstomp people and she's super beginner unfriendly.
Your entire argument hinges on blink spam = reward, but that's not true. Blink spam = more blinking/more distance traveled. It does not give you a reward like a hit or down unless you know how to aim with the blinks which is part of her intense learning curve.
All this change did was punish you for using your power like you should to traverse the map, force you to hold blinks and do unnatural m1 killer actions when you should be blinking to move even 2 feet in front of you. You can get looped in the worst way that takes even less skill than running around in circles, literally just running across the map and breaking LOS if you can. Her counterplay went from skillful to no skill at all, before you had to choose whether to fake running past a corner or double back. Now the best play is almost always running straight past it, and fake her after she catches up 5 minutes into the chase.
She's still strong but who wants to play her when everything about her is punishing you? How are you gonna enjoy it while getting kicked in the face by the constant 99% or what have you. I have uninstalled since she was the only killer that was enjoyable and also viable at high elo (Hag couldn't cut it anymore when everyone knew to run a loop once and never repeat it :/ ) and when it felt like I was actually playing pain simulator 2019 I just shut the game down and freed up valuable space. We've joked about how bad it can be to play the game over the years, but this change doesn't feel like a joke that should've left PTB.
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There's no way for them to avoid a wave of people using up the last of something before it's changed, all they can do it make that period shorter.
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@immortalls96 said:
https://forum.deadbydaylight.com/en/discussion/comment/841219#Comment_841219
Lol kind of odd for a nurse main to play 1 game in 3 months give or take..
Not odd now, she's totally unfun and very very frustrating to play.
I cannot stress this enough it feels like no one plays her on the balance team because this is basic stuff that you see and dislike within a few games max.
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I completely agree with you, almost anyone who played Nurse regularly can tell you how dumb and frustrating player her is now. There is no additional amount of skill needed to play her other than the ability to control your rage.
It only served to limit her, and rather harshly (you're blinking easily <60% of what you were pre-patch and that is NOT slight) without giving her any other tools to achieve new gameplay other than through addons. But those same addons are the entire reason for the changes, and they still failed at accomplishing that goal, as there are still at least 5 dud addons that won't be used outside of memes and some that still mess with muscle memory.
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I agree with you, the killer should be feared and not reduced to a kid for schoolyard bullies to abuse.
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@Rydog said:
So you want this information to use as a gatekeeping aid?
Yeah this is a dumb idea. For this reason ^ and the fact that you can have played only a few hundred hours and have as valid an opinion as someone who has played for thousands of hours.
It isn't the hours that make their opinion valid; it's their arguments they use to support it.
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@OmegaXII said:
https://forum.deadbydaylight.com/en/discussion/comment/838648#Comment_838648
I really hope they will revisit nurse.. don't let her become another legion which is ignored again and again
The only reason I still post on these forums is a terrible attempt at keeping her on their minds. We can't let this change stay, it's so bad.
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@VincentRedfield said:
https://forum.deadbydaylight.com/en/discussion/comment/839513#Comment_839513
According to dev statistics 4 man swf doesn't have a much higher rate than solos.
And Nurse wasn't a problem outside of red ranks, and even then it was <20% difference at the highest.
Point is when they are a 4-man death squad there is very little you can do at all. Needs to be changed. End of story.
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@VincentRedfield said:
Adding a solo vs swf que for killers would be like adding options of what maps and killers survivors are willing to play against. Won't happen, it would make que times insane.
So you acknowledge that it is basically having 2 different game modes crammed together with SWF being in the game? If you play solo you are at a definite disadvantage, and if you're a killer most of the 4-man games aren't going to even approach fun let alone be longer than 5 minutes.
Separating the ques would be ignoring the problem, SWF would still be too strong and people wouldn't play it. If they don't want to play against it why is it still in the game and unchanged? We see people don't like playing against Nurse or Spirit and they get changed very quickly, but SWF has been in for years and has only gotten worse over time.
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@Peanits said:
How do you suggest we detect who's in voice chat and who's not? Scanning through someone's PC to see what programs they're using or monitoring their microphone is usually frowned upon, and it wouldn't stop you from whipping out your phone to voice chat or sitting in the same room as someone.
So when are we going to see meaningful change in regards to SWF or solo being brought up to their level?
If we approach it like you do with killers we can just nerf SWF into the ground and be done with it. Or we can lift both solo survivors and weak killers up into more competitive range.
But you know SWF is a major problem in high elo, you know you can't stop it from happening, so when are we going to see any mention of dealing with the problem?
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@Blueberry said:
My interpretation of how they said the rest of the events would be was that they're going to be all quite boring from now on like the Withered Blight.
I could see the rational of putting that time more into game balance if many of the recent balance changes they had made weren't terrible.
This.
And it's clear the players want something besides current generators. I'd be down to take all the effort they're not putting into events anymore and see it turn into an interesting and thought provoking objective that takes more than 2 brain cells to complete.
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@Todgeweiht said:
https://forum.deadbydaylight.com/en/discussion/comment/834967#Comment_834967
Spirit main giving no actual feedback on the matter, only telling people to "git gud".
No surprises here.
Nurse mains tried to give feedback.
Did it do anything?
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/833369#Comment_833369
There's no issues with her power, chases that are extended by 2-5 seconds won't make Nurse terrible, especially when her chases are already fast. ?
That's what I'm trying to tell you, it isn't just 5 seconds, it is much longer than that usually. If running across the map is literally all you need to do to run Nurse for longer than before her rework that should be a clear as day sign that 5 seconds is a BEST case scenario.
For a killer that needs her power to even move around the map at a reasonable pace having a cooldown this punishing goes against the urge to use it like you should.
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@Yung_Slug said:
https://forum.deadbydaylight.com/en/discussion/comment/832941#Comment_832941
I loved playing old freddy :P
I know a few people did, and there was certainly fun builds to run on it, but as a whole it was bad and in need of fixing like he got. He was a rare case of a killer being brought up instead of down.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/833352#Comment_833352
Having the cool-down displayed in the center can help the player prevent themselves from 99%'ing their cool-down. ?
For the maps, it's not the Nurse's fault for not being able to blink through certain obstacles — the developers just need to make those walls allow blinks! Therefore, it's a map problem, not a killer problem! ?
"or even having them in the center won't fix the underlying issues the cooldown mechanic has on her power."
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/832581#Comment_832581
I listen for the audio que for both blinks to recharge, and blink bug is a map problem, not a Nurse problem. ??
I would be in favor to have a toggle option to have your current amount of blinks to be displayed at the center of your screen! :)
Nurse still has bugs no matter what map you play, and listening to the que sound or even having them in the center won't fix the underlying issues the cooldown mechanic has on her power.
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Increasing the time would just be a band-aid on a larger problem.
Generators are not fun to do, and take no skill to do. We need to add interaction to them that make them take thought and attention to finish, and can't be done in 5 minutes.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/833148#Comment_833148
I main Myers, so I know what you mean. Although I think much of that is due to the dedicated servers, I kept whiffing yesterday even though I was like right behind the survivor.
Look, I understand that fluidity is important and maybe that’s what people are missing from her. I haven’t tried new nurse so I can’t speak on the rework itself, but I don’t miss omega blink nurse at all.
There was a game I used to play that had a very powerful character and she had a shield that no one could break in pvp and it felt like a lot of fun... they ended up neutering it and gave it a long CD while also not making it completely impenetrable. It definitely left me feeling like they took the fun out of her, so I can totally sympathize.
I appreciate that.
And you're on the mark, the fluid-ness of Nurse is gone. It feels very janky, like someone driving stick for the first time. Only you never get to the smooth driving, only less frustration.
I think there are far better ways to limit her (if we still need to) without making her janky and unfun. We can even make it more skillfull, actually skillful interaction with blinks and management that isn't a chore. Like drawing from a total resource that slowly charges over time no matter what you're doing. More blinks up front but you have to manage them over time, much closer to old Nurse and still limited, but you're in control of your power at least.
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It's part of an old system that needs to be redone, as it means almost nothing right now yet it causes problems anyways with the constant resetting.
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@Johnny_XMan said:
https://forum.deadbydaylight.com/en/discussion/comment/833051#Comment_833051
@Mr_K Yes it was in response to the “constant blinking” comment.
To me, she suffered from the same problem as Legion, which was it is too easy to catch up to someone and ignore vaults or pallets because they can be on the other side before your feet hit the ground. This was accomplished through multiple blinks not through accuracy of blinks. People got used to blinking more than she needed to really.
I’ve literally dodged good Nurses (pre-rework) and there were times when she might have been swinging at dead air but because of the hit boxes situation I would get hit anyway.
Unfortunately, with the changes it feels like her lunge is so bad now. I think it's due to how slow she is coming out of a blink and how lunge is tied to speed. Whatever it is, that or dedicated servers or whatnot, her lunge feels so short and terrible. Like EW1 Myers short.
