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coppersly

coppersly

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  • As a Nurse main I actually like the map when it works. It's super small to the point where I can virtually be anywhere within 2 blinks and with gens being nestled away it makes Tinkerer that much more deadly too.

    But it also sucks when a single pixel from the rubble in the hallway eats my blinks or the infested stuff that you can't blink through at all.

    As any regular killer it sucks really bad because I don't want to give survivors another staircase but that also ######### me over too. I'm torn on it.

  • @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1437285#Comment_1437285

    You're getting the majority of your damage from M1s, thats for sure. I actually like using STBFL on him just because of that fact, lol. His power is mostly just to deny every move a survivor can make. That's not a bad deal IMO.

    Yes like Hag and Freddy I will run STFBL on him to capitalize on the potential to hit -> PotD before they can really get far. I just wish his cool attack had more oompf and presence in his gameplay.

  • @deadbyhitbox said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432949#Comment_1432949

    If survivors are easily dodging your attack, you aren't playing him correctly. You're supposed to use it as a survivor is forced to lock themselves into an animation. He's a good killer in good hands.

    Maybe if he couldn't cancel it, his power would be bad. But you constantly can force survivors into scenarios where they either vault and die, or fake and still get hit. It's an extremely strong zoning tool, similar to Deathslinger.

    @LordGlint said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434572#Comment_1434572

    If they're either animation locked or in a narrow area (such as pallet spawns), you can hit em pretty easily with the ranged hit. If they avoid vaulting, you just hit them with an M1. It's not complicated.

    I appreciate the advice but it's not exactly hard to figure out he's best at animation locks or faking it out. In either case it's not what I was hoping for with him. I wanted PotD to be his main tool he used, not something that's only useful when survivors allow it to be, or just not even using it for fake outs.

    @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434846#Comment_1434846

    Honestly it’s so similar to Huntress, slinger and demo that it only took me a couple games to pick up and get really good with.

    I feel like he's the weakest in terms of flexibility and versatility with his power though. Well, maybe Huntress too but no one else can get a hit from across the map.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435832#Comment_1435832

    I never said anywhere that new players would dominate with Nurse? Hell I even said there was a learning curve at the beginning. But once you have it down there's not much left to her and it's fairly easy. The most difficult killer to play has always been Huntress to me. You have to think about a lot more with her, and survivors actually have an input on the chase and how you play her. With Nurse, they can't do much against you. Blink to a corner that the survivor just turned, and then you adjust your position with the 2nd blink and then hit them. Not much else to it, only dead hard will get you out of that situation.

    I'll agree with you Huntress is very hard. But she's much more map dependent than Nurse is. On a bad map your skill won't matter nearly as much since you're m1ing a lot more because of terrible hitboxes on loops.

    And survivors always have options against Nurse. Whether they're good or not is a different story. It gets very tiring hearing there's no counters or survivors can't do anything against Nurse, like I wish I had those survivors in my games. Most survivors that are actually worthy of red rank put up a much better fight than anything I see on the forums.

  • @xEzekanarioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1436009#Comment_1436009

    How many blinks do you need to hit/down a survivor? 1? 2?

    Lets say you just need one. Congratulations, you entered in fatigue and when you recover you gained your blink again, so technically you lost nothing!

    Now lets say you needed both, like always. Good job on that hit! Since when you attack after a blink the fatigue is longer, (and even longer if you used both blinks) you will recover more than 1 blink when you re out of fatigue! Easy, and no calculator required!

    So yeah, lets count those 6 seconds you said, of which like 4 seconds you cant do anything while you re stunned and looking to the floor! Ez maths!

    And no, i dont like nurse, as it doesnt make any sense in the game, imagine having to run in circles between a pallet and a wall and theres a killer that teleports through walls, thats awesome and healthy for the game! If the nurse is good, theres literally NOTHING you can do to counter her.

    Dont get me wrong, i do respect the people that plays her, being the hardest killer to play as. And maybe agaisnt... :)

    On paper it does not sound bad but trust me, it's very noticeable. Especially when you get a bugged blink and don't move. The cooldown also only starts after you enter fatigue. So you can at most recover only 1 blink and change.

    There is also plenty of counters against her. Just because they aren't the exact same as every other killer does not mean they don't exist. In fact, she probably has more counters since things like LOS, 360 juking, and walls are extremely deadly to her and not even an inconvenience to most other killers. You can also use most of the same things (windows, pallets) against her. It's just a lot harder. I have plenty of survivors drop pallets on me mid chase or get saved vaulting. Of course they're way more dangerous against her, but entirely usable.

    There is always something you can do against a Nurse. Whether it's easy or nearby is another story.

  • I too find Nurse to be the most fun against, but probably because I main her.

  • @xEzekanarioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435958#Comment_1435958

    The profile picture means nothing. I have Steve but im a killer main (was billy main, respect).

    And about the nurse, you wont notice the "rework" because its just 2 seconds, and theres a yellow addon i think that makes it even shorter. Of course a bad nurse will notice the cooldowns, but im guessing a good / experienced nurse will not have any problems with the 2 seconds.

    I mean, i cant say pyramid head is bad because i am horrible playing him and eating all the cooldowns, get it?

    But its okay mate, we have different opinions. It just makes me laugh people doing drama for 2 seconds XD

    Well for starters it isn't 2 seconds, it's 3 per charge, 6 seconds total for double blinks. Secondly, I hate the bug where after a match your addons/offering are removed so I've entered games where I was forced to use the cooldown and I do just fine. I just enjoy that game a lot less because I spend 50% more of my time just walking at the slowest speed in the game.

    Honestly I'd be down for PH getting less stun time off of missed hits of PotD. It's not strong enough currently (or consistent enough) to warrant such a long cooldown on missed attacks with it. It only enforces being able to use it strictly at animation locks or very narrow hallways.

    It's not about her strength in regards to the cooldown. It certainly weakened her, but she's still relatively functional with the cooldown, but all of her mind games are gone. It's way more about her fluidity and fun elements that were completely shattered with the janky cooldown. You can look at that suggestion thread I made for my idea on how to use PH's power meter on Nurse for a much more fluid and less aggravating cooldown on her.

    You've clearly not played Nurse because if you did you would see how unfun the cooldown mechanic is on top of her already existing built in cooldown. I desperately want them to either remove the CD addons or make the cooldown better to the point where I don't feel forced to run her only 2 good addons and can actually go back to using more than the CD ones.

  • It was a hilarious one off bug. I really wish it would've let me blink that many times though I would've laughed my ass off during the 8 minute fatigue lol.

  • She doesn't take much skill to use her power to find an injured and grunting survivor, no.

    However, she is much more than that as any killer is. If you're only good at the chase part but suck at the other gameplay elements you'll only do so well. Her skill comes in knowing how to juggle your husk, location, focus, and pressure. I won't say it's going to take a master or anything to do all of that, I find it usually pretty easy and not too hard myself.

  • @xEzekanarioX said:

    https://forum.deadbydaylight.com/en/discussion/comment/1435933#Comment_1435933

    Have you played nurse? Or your arguments are based by watching your favourite streamer?

    image.png

    @coppersly said:

    With the introduction of Pyramid Head, we see a fluid power meter that both acts as an intended limit while also allowing the user to decide to use their power whenever they please because you can use it at any charge above 0. This is by far the most fluid and well designed power meter in the game so far imo. It's actually pretty well done, good job BHVR.

    Now with that sentiment, I'd like to suggest a change to Nurse's power meter to act almost exactly as Pyramid Head's does. I suggest that instead of having a discrete charge mechanic where you must charge a full blink before you can use it, it should instead draw continuously from the total meter up to the max blink charge normally allowed for both blinks, if there is enough meter to support these actions.

    Here's a gif simulating draining 1 blink. Imagine there's no blink counter, and more meter left after a single charge that you can draw from for your second blink. I know it's jpeg'd to hell but that's the life of a free gif editor.

    https://imgur.com/oYVm22w

    This will eliminate the very frustrating "feature" of thinking you have 2 whole blinks but you're at <100% charge or the server thinks you didn't have both blinks yet. It will also reward skilled play by allowing the player more opportunity to go for attacks without full charge and risking the miss or hit. You're still punished by the cooldown but now you can actually choose your blinks instead of being spoon fed the chance to blink. I also believe this would shift the importance of running the CD addons and leave more room open for more builds. I honestly dislike greatly having to run the CD addons because I will literally blink 50% less in a game otherwise.

    Please leave your critique I honestly think this suggestion would be the best middle ground for people like me who don't like the cooldown and other people who argue she was OP and needed one.

    image.png

    (^my favorite bug many blinks Nurse)

    No I've never once played her.

  • Yup they were so close to making it a great slugging perk but dropped the ball pretty hard.

    Like you've said, what is the point in doing anything else but recover when you have a slower move speed? There is literally no point in running this, as SWF still counter it and against solos it's now just a "win more" perk 99% of the time.

  • @xEzekanarioX said:

    Im sorry but im not understanting the title. How did billy get nurse's treatment? People been crying about the nurse "rework", they added like 2 ######### SECONDS to her power, and you can use it again, not really game changing. And they killed billy punishing you by using your power.

    Acording of how is billy now (he can barely use the chainsaw now) you should get stunned for 5 seconds when teleporting to a gen playing freddy. Sounds stupid right? Indeed it is, imagine using your power and getting punished for it. Imagine just backrevving a survivor with the chainsaw and getting like 40-50% overheat for no reason. Imagine hooking him, running to someone you saw with bbq and not being able to use the chainsaw again for like 25 seconds or so.

    you blink 50% less with the cooldown than you did before it. How is that small or not game changing? Nurse used her power for quite literally everything so idk how that isn't the exact same as Billy who gets punished for using his power now, since you're constantly punished with fatigue and cooldown as Nurse.

  • @Accullla said:

    it counters stuff like sloppy butcher, clourophobia, thanathophobia, dying light, so it's pretty good if you can utilise it in games where the killer runs a bunch of slowdowns. That said, I think it's a pretty fun minigame trying to stack it up to maximum, which is why I run it quite often

    Yeah this is what the perk was intended to be I believe. If it was super consistent everyone would just run it and by the end of the game heal up in a single skillcheck in front of a killers face.

    The gamble of will you get to actually use it or not is what makes it balanced. It'd be another Self Care before the healing nerfs.

  • @ALostPuppy said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434737#Comment_1434737

    She was definitely like that pre-nerf. She had a small learning curve at the beginning but after that she wasn't difficult at all. I don't know why people want to defend Nurse's difficulty to the grave but if it makes you happy to insist that a character is so painstakingly difficult to play in this stupid party game then go ahead I guess.

    You might be able to slay bad teams without much practice but any good group of survivors will run a baby Nurse around the whole game. It's kind of why "baby Nurse" was a thing, because until they were hardened and learned her inside and out they were babies, easily looped for gens at a time.

    Like please give me a few examples of new players picking up Nurse after 10 hours and slaughtering a SWF that's trying. The reason I'm using her difficulty as a crux in my argument is because that kind of goes hand in hand with power. The more difficult something is, usually the stronger it can preform. When the most difficult killer in the game can be outperformed by a much easier killer (2, in fact) does that really sound right? Neither should the most difficult be an auto win once learned. Nurse was not that, many survivors knew what to do, many tried to play against her like a normal killer and payed the price for it.

  • @Owlzey said:

    In terms of chase potential he's one of the best simply because he can ignore obstacles. If you're up against a god-tier PH, you're going down no matter what. Vault/pallet? Get hit with PoTD. Try to fake it? Get M1'd.

    Decent PHs won't spam PoTD.

    Is it those same God Nurses that never miss too?

    If it takes a god to play the character anywhere near well, THE CHARACTER IS WEAK.

    Just because someone can play him perfectly does not mean that the character is insanely strong.

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434765#Comment_1434765

    Yep. Billy will extinct, just like nurse did. I doubt they change anything from PTB to live.

    Has there been beneficial bugs for him? Aren't like only 2 of his addons good now?

    I'm sensing another Nurse PTB, only changes will be against the killer.

  • @ALostPuppy said:

    I disagree, Nurse needed the nerf to her basekit. Even without add-ons she was overpowered for how easy she was to use. Imo and in many other streamer's and good players opinions, Nurse is fine now. But this Billy change is awful. He's still going to be an ok killer, but man is he gonna be one of the lamest killers in the game now, and one of the most boring to play against. I think I said it before but Billy's gonna turn into a backrev simulator if these changes go through

    Well your argument has a major flaw in it. Claiming she is so easy to use and pick up & go is just wrong. It is community consensus that she is the most difficult killer to learn with and actually use effectively. Tell me, how can she be the hardest killer to learn and master (often requiring hundreds of hours) and at the same time be so easy to use that you can 4k without trying?

  • @Aura_babyy said:

    post-release threads about a killer being bad are all the same.

    Learn to play PH better and see his strengths rather than focusing on made up weaknesses.

    Y'all remember when they said deathslinger was too weak and had no pressure? No? Carry on then

    Even focusing his strengths he's just not that good. Anything he does (besides cages, obviously) another killer does way better and it isn't a one off part of their kit.

    His trails are virtually worthless, purely there for the fantasy of being PH until Final Judgement, and on the rare cases you actually can use a cage in a smart way it still might hurt your pressure and give survivors an easy unhook + heal.

    PotD is just too easy to see, dodge, and the wave like push it does limits it's ability to quickly hit people, or just let them not even get hit by it because the wave was a pixel past them despite it looking like a clear hit.

    I'm not saying he's trash, he's just average. Nothing else.

  • @GoodBoyKaru said:

    https://forum.deadbydaylight.com/en/discussion/comment/1434568#Comment_1434568

    Yep this is PTB only and I can only assume it's because each killer has a seperate MMR rating, and so you dont wanna queue up as Bubba with a low rating (cause you dont play him) then switch to Freddy (who you play a lot) in the lobby to get easy matches.

    Ah that would make sense if they're stealth testing the per killer MMR. I'd love to see that soon tbh.

  • @Huff said:

    Nah he's deadly. He can threaten pallets so easily. I'm not gonna say he's top tier, but he's definitely lethal and I wouldn't call him the worst licensed character by far.

    Only when they're animation locked. If you have to rely on the survivor to do something before you're able to use your power, your power is not that good.

    It's the same concept in Yu-Gi-Oh, decks that rely on your opponent doing something are considered very bad and don't work often because then your opponent can just not do the things you need them to do.

  • Is this in PTB only? As far as I know you can still change killers in the actual lobby so you can just change it when there's the minute timer.

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432602#Comment_1432602

    I see your point. I just feel it is so ez to bait out and can only be used once per chase because of exhaustion.

    And those sound like hefty enough downsides until you realize some people can get it off like 5~6 times in a match. That shouldn't be happening imo. It's a powerful perk already with just a few saves in a chase, when an entire team is running it it basically makes them have 3 hits to be downed, drastically slowing down the killers momentum, and that's even before other 2nd chance perks combined with it.

  • From my understanding they are trying to have a majority of people in the crossplay que. They worked the system so if you opt out of it, you're only ques with other players who have opted out on whatever you're playing on. So eventually you're going to have worse que times from not opting in.

  • Something to note: They only ever stacked on gens. They never spread out. This just shows how stacking on gens is not that great of a strategy. Had they had spread their pressure out better they might've actually done more than 2 gens.

  • @Valor188917 said:

    Because when stacked they're up to 12 extra lives which is ridiculous in a game where killers are pressed for time.

    This. When the game first came out a few 2nd chances here and there was ok. It wasn't so bad because even if they did stack them it's only a few perks.

    You can now have a loadout dedicated to 2nd chances, and everyone can run it. Suddenly 4 people running 2nd chance perks makes the 2nd chances more like total escapes.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432800#Comment_1432800

    I think tokens would be harsh. A No Mither user ONLY has Dead Hard to avoid a first hit. But I would agree that the numbers for exhaustion recovery could be looked at.

    I don't think capping a free escape from a hit is harsh. There should be risk to using it. Right now the only risk is the latency with the server. Otherwise you just get another escape way too soon. I guess if they made the cooldown longer it would be better.

  • @FogLurker said:

    I don't see how anyone thinks PH is bad, he's especially good at pallets and vaults that aren't immediately after a sharp turn. I guess it's better people think he's bad, that way he gets buffed like Bubba someday.

    It's an extremely telegraphed and easy to dodge due to the wave like motion of it ranged attack. That's all he has besides cages/quick mori. Cages most of the time aren't beneficial or actively hurt your pressure. The Mori part is amazing no complaints there, I often just wait for it instead of cage.

    My first impressions of PH were a hybrid trap/range killer. Turns out he's just a zone m1 character. Not what I wanted or expected.

  • @CosmicParagon said:

    Pig says hi

    idk at least Pig can get kills off of her power sometimes. PH just feels like an m1 killer that can drag trails places. Do they do much? No. If they slowed survivors they might be useful but right now it's virtually just for the fantasy of using PH. No real benefit gained until Final Judgement.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432877#Comment_1432877

    I fail to see how billy's m1 is worse than myers his, am I missing sth? afaik myers m1 is only better in T3, worse in T1 and his vaultspeed increases in T3 but as said I haven't played him for long. He has lots of different playstyles but they are more or less gimmicky.

    At T2 they're the same m1 killer yes. The key difference though is Micheal is the one in charge of when and how he uses his power. It doesn't matter if it's a bad choice or not; it's his to make.

    Having a cooldown takes that choice away and only offers it to you for a limited window before it's not yours again. That's the biggest issue here, they took that away from Nurse and Billy and gave nothing in return. No new ways to use either character; just less ways.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432867#Comment_1432867

    Myers literally has to stalk a ######### ton before being able to do what billy does the first second a match starts with the only difference that his instadown is easier to use. If survivors split up (like they should) and sit on gens there's nothing he can do, most of myers potential is with infectious fright snowballing which doesn't work against good teams.

    Myers has versatility. He can be played in a numerous amount of ways. Billy only has a few viable ways, and even less after the rework.

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432860#Comment_1432860

    It has a cooldown now, but it's still unlimited. The only way for myers for example to have unlimited instadowns would be red tuft which also makes it way harder to achieve, all the while myers has way less map pressure.

    So let me ask again, where the heck would you put myers then.

    Myers is mid tier. With his best addons/perks he might be A, A+.

    But if there is a cooldown, by logical extension that means there is times in the match where he cannot do something (chainsaw), so following that he doesn't have unlimited downs because he has a cooldown. You can't have both at the same time man.

  • No, it's a legit strategy. It's normally not a problem because you can just get a trade down for it.

    What should be bannable is hookrushing because they know the auto aim will swing into the hook for an almost always safe unhook :/

  • @Valor188917 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432679#Comment_1432679

    Unlimited instadown high map pressure killer is C rank. Man where would you put myers? F- Tier?

    "unlimited"

    bro the changes are there to literally stop the possibility of him having an unlimited amount of instadowns???

  • All it needs is a token system and bam, it's now resource management instead of staying injured the whole game for free escapes.

  • @Gcarrara said:

    I don't know about this... They are pretty different perks, so the comparisons are not straight forward enough to be able to say which one is better. That's my opinion atleast. 🙂

    Like I said above, when they both are working as intended what is stronger? A single escape or multiple escapes throughout a match?

  • @WeenieDog said:

    What did I just walk into?

    OP had a screenshot of his character and it showed a Devotion level of 104 iirc.

  • @Clevite said:

    Dude, DH barely works and is so easy to bait it out.

    And once you know they have it, then you just wait a second to swing.

    I'm guessing you're new to killer?

    The difference is it comes back and has theoretically unlimited uses. Tell me, what is stronger (when it's working) a single save from being picked up for an unlimited number of get-aways?

  • DH is much stronger than DS since it's reusable and achieves essentially the same thing; a free hit.

    DH should have tokens up to 5 so you can't just stay injured forever and not worry about it.

  • @cluedup_survivor1988 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432278#Comment_1432278

    When a killer can down an entire team within the minute the gates are on it's not about it being helpful, it breaks the game.

    If the killer is able to down all 4 of you with their basic attack in the span it takes one of you to open a gate or get someone else up... NOED wasn't the problem in the first place.

    If the killer is bad they'll get less kills in the end anyway because the survivors know how to play and avoid NOED. Do your bones or learn to hide.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432239#Comment_1432239

    There are a few important differences between the Nurse nerf and the Billy nerf:

    • Nurse's power goes on cooldown after it's used. Billy's power goes on cooldown BEFORE it's used
    • Nurses cooldown has no impact on the power of any given blink. Billy's nerf drastically impacts the strength of the individual usages
    • Nurses nerf only puts the power on cooldown for 4 seconds tops, and typically closer to less than a second. Billy's nerf puts his power on cooldown for at LEAST 15 seconds at a time.

    Also while the apex muffler is cool, the yell ruins it since that part isn't silenced.

    Don't forget it's more "skillful" to just go on overheat cooldown than it is to wait for it to cool off naturally. Almost to the point where you could do it twice...

  • @JimPickens said:

    https://forum.deadbydaylight.com/en/discussion/comment/1432218#Comment_1432218

    Yeah you all the auras are different now? They also updated some of the maps.

    And i feel like his add ons got a buff, the apex muffler i think is insane, the chain would be really good if they change to not work as a speed limiter when it's not going through a pallet, the ones that make him move faster if a flashlight is on him, they change up the gameplay way more than the very basic add ons he had before. I realize that more fun doesn't equal better but i personally like the direction his add ons take.

    And again im not a Billy main so i can't really say but i know that when nurse got nerfed she maintained S tier in popular (pc) opinion. I guess the difference here's is that nurse didn't really lose anything whereas Billy seems to have completely lost a lot of his chainsaw tech but idk i have a feeling he'll maintain as one of the stronger killers if for no other reason than the people who play him are already very skilled

    I have not heard anything about aura changes or map updates. There was the last mid chapter which made some maps smaller, but anything other than that I've not seen.

    I like that some of them are creative and not just a simple stat boost, but when you combine the fact that many of them are pretty much useless from improving the gameplay standpoint and his heavy-handed overheat nerf it's just a bad time. One or the other, just like with Nurse, would've been much better. I know people had problems with certain addon combos. Yet I very rarely heard people complain about either killer outside of that.

    I wish they could craft interesting addons without having to gut other aspects of the killer that you then need to repair with 2 other addons that completely shut down any variety you would have had on him otherwise. It's like with Nurse. They either need to change the cooldown or remove the cooldown addons because it feels really bad having only 2 useful ones and the rest are nigh if not literally useless, for fun or improving gameplay.

  • I'm glad I'm not the only one suffering from this. Does it only happen to Dwight though? He's who I play mostly as survivor and I can't remember if I had the same bug on someone else for a daily or not.

  • @Chloan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1431710#Comment_1431710

    Imagine complaining about killer using his power to kill survivors. Yeah, we are already here. (I'm about the guy you've responded to)

    Like what's the point of different killers if they're all going to have the same cycle of use power -> wait for CD -> use power? At that rate just make a customizable killer. Then at least we're not so bored with it.

  • aura changes? I haven't heard anything about the texture update hitting PTB yet?

    I'm glad you like the Bubba changes, but Billy is hard nerfed no if ands or buts about it. And he got the Nurse treatment too, most of his addons are just plain bad and only a few are good and only because they kind of revert him back to his basekit self. When that's the reason they're the best addons you know you've failed.

  • I've had plenty of games where Spies from the Shadows tells me someone is running to a hook and I intercept and get called camper. Sometimes it is right to deny the slew of BS thrown your way. Other times, embrace the mashmellow smores and camp.

  • @Throwaway123 said:

    I'll be honest and say I'm betting they don't know how to fix those bugs or find it not worth their time because so few people play nurse. Basically either they're bad at their job or don't care.

    Yeah at this point in time idk if they're incapable or just don't want to. They do so rarely openly talk about her now I guess we'll get them when we get them.

  • @NekoGamerX said:

    i like to know if more killer going to get they own chase music like the spirit.

    I believe they said they would like to in the future. Well see if that happens though.

    I'm just wondering what would Nurse's music sound like? Would there be a lot of coughing or struggling to breath sounds because nty.

  • I'd love to run it but I value what Ruin gives me as Nurse over what DH does.

    I like the fact that I don't have to kick gens anymore, just show up and it'll kick itself. It'd be swell to down people in one hit but I'm not too stressed about that as a Nurse usually.

    It's a shame they're both totems otherwise I'd run them both.

  • @Artick said:

    To be fair the community tested the Spirit in the ptb and kept yelling at the devs about how weak and useless she is. Now look at Spirit, it's the strongest killer in the game.

    When you already made your mind, before testing, that test is pretty irrelevant.

    That was in a time before our current era. Back then they did change stuff from the PTB that wasn't just a 1~2% numbers difference. Or a nerf to the only good addons of your terrible addon pass and fixing only one bug that was beneficial to the killer.

    Now we're in the era where they just push 99% of the PTB onto live, bugs and all.

  • We'll keep getting changes so every killer can be looped regularly for some duration during the match.

    I mean if survivors have to switch playstyles or think about a loop differently that might confuse them, don't want that.

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