eleventbh
eleventbh
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The nerf showed how many people didn't actually enjoy her and just played her to sweat, I think.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2901582#Comment_2901582
Have you considered that Nurse and Blight are where they should be and the others are all subpar to varying extents is what’s causing the bias? Also I’m not going off only tournaments. I don’t know why you got that idea. Also even in tournaments, chases still happen, and god-level survivors versus god-level Nurses perform just fine at mindgaming. Everything else in competitive is pretty much useless for discussion of regular DBD, but the chases serve as clear proof even the highest skill players can be beaten back evenly.
Can you specify what VODS you were talking about? Sorry for misunderstanding, I only see tournaments used to justify Nurse's balance at high level play. I believe Blight and Nurse are fine with their basekit, just that perks/addons can make them unbalanced for the average survivor team.
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@MegMain98 said:
https://forum.deadbydaylight.com/en/discussion/comment/2900415#Comment_2900415
Okay, I’ll bite. How is Nurse in the “spot of perfect balance”? She’s the best killer in the game who completely disregards all defenses and has extremely limited counterplay other than breaking LOS and guessing.
Especially now because she’s bugged not just with the range add-one but also due to the fact that she attacks and swings before you’re even physically able to see her.
Yeah, I’m sorry but her power is absolutely not balanced and never will be but we’ve al just accepted that because, well…it’s Nurse.
Perfect balance means strongest killer apparently. They also go off of tournaments for balancing statistics so I'm not surprised.
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@GoshJosh said:
No. You cannot make Nurse’s blink attacks considered special attacks without making several perks unviable on her. Leave her base kit alone.
Because all perks are already viable on her, right?
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Some perks shouldn't have basic attack requirements anyway, like Surge and Sloppy Butcher. Exposal perks definitely should, and that is probably what people want gone when they say Nurse shouldn't have basic attacks. I like someone's idea of only making the first blink a basic attack, but chain blinks are special attacks so you have to try harder for that insta-down. Then again, maybe she could be nerfed and people could just deal with it, and then some exposal perks could be buffed to work better with normal killers, and the basic attack system can be reworked for some weaker perks.
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/2900428#Comment_2900428
And that’s why he got nerfed by the devs.
People on the internet disagreed with that. Showing that people think that the devs shouldn't follow stats such as kill rates without context.
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@SuzuKR said:
Why? She’s in a spot of perfect balance with the exceptions of her distance increasing add-ons/three blink add-on. No reason to kill perk diversity on her. Even with Exposed perks, you just have to mindgame to avoid the hits.
"Also it makes completely zero sense mechanically. It’s not a special attack, because she doesn’t attack with the blink. Blinks are exclusively a movement tool. She just attacks regularly after she moves. Compare this to someone like Bubba, who attacks WITH the chainsaw. Or Blight, who attacks WITH the Rush."
Blight and Nurse both attack with their main weapon after use of their power and before their fatigue.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2900417#Comment_2900417
The data from matches against players of even skill shows as much. She averages out to 2K. Taking perks like Starstruck is a significant risk because all the survivors have to do is bolt in completely separate directions ASAP, and she will lose the majority of time on the Exposed pursuing them. Or be spread out already, and thus not even in the area of effect. Even with Agitation, this is a trade off against good players.
Hope we're not cherry-picking what stats we follow, SuzuKR.
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@dollidahlia said:
https://forum.deadbydaylight.com/en/discussion/comment/2898979#Comment_2898979
I’m talking good nurses. Like the ones the survivor community say there is. I have yet to see low rank nurses demolish
Rank isn't equal to grade level, that was the point of making them separate. It's confusing but we get bloodpoints every month so whatever. And honestly she was pretty easy to learn for me because I started with her, until I reached red ranks in the old system and went against survivors who knew what they were doing. That's when the dedication comes in.
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Yes. I miss it sometimes because I used it a lot in solo games (felt bad using it in a SWF). I really like information perks, but it needed to be nerfed. Its functionality is useful in a different way now.
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People, the point isn't that Sprint Burst is as strong/stronger than Dead Hard, it's that meta perks will always be complained about.
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At least kill switch the offering. If this is a bug, then survivors can exploit it.
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Yeah I actually just found this out! I was trying to tell my team that I noped out because the killer had Rancor on me and it was censored? I kind of understand names of killers because they are real names but really? Rancor?
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If you watched the movie you would know that is Sadako.
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@hailxsatanxeveryxday said:
If you're relying on NOED to get 4Ks, you're probably in pretty low MMR.
It wouldn't result in much of a difference in terms of 4K, but changing it would completely gut endgame builds, so I'm against it.
https://forum.deadbydaylight.com/en/discussion/comment/2836938#Comment_2836938
It doesn't singlehandedly save the day if the killer only got two hooks all game... not unless your entire team throws themselves at the hook during the EGC, anyway, and in that case, it's your fault.
Leave NOED alone. It's only good for endgame builds (risky in the first place) and against bad survivors who throw them game because they figure there's no way they'll lose when five gens have been done.
https://forum.deadbydaylight.com/en/discussion/comment/2837149#Comment_2837149
Alerting survivors to its existence before a single hit would make NOED unusable. Incentivizing totem cleansing is a much better idea since there's currently no practical benefit to cleansing dull totems in order to prevent NOED. In many cases, survivors will memorize all the totems they have seen and immediately go cleanse NOED as soon as they realize you have it, so telling survivors that it exists the very second it arrives mean that killers wouldn't get kills running it most games, which isn't fair considering that you already have to use an entire perk slow for it.
Which is what survivors complaining about it want. They want it nerfed so hard that it's not functionally useful at all. They want it to be a waste of a perk slot even though it's already only good against people who play badly.
Alternatively, make it so that Undying doesn't activate until there's already a Hex totem on the field. That'll make dull totem cleansing more useful in general, protect NOED even if the game told you it exists as soon as it spawns, and then also serve as a soft nerf to NOED since it means you won't want to run other Hexes in the same buuild.
I understand that point. My point of view was that if they spend time looking for totems, that gives you more time to pressure a hook or gates. But it's RNG dependent isn't it? They could find the totem right away. The problem I have with your idea is that there would probably be a difference between how solos and SWF handle the totem cleansing. Maybe it would nerf SWF, but maybe it would just hurt solos more.
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@Gamedozer7 said:
https://forum.deadbydaylight.com/en/discussion/comment/2837149#Comment_2837149
I mean if your running noed you did play the whole game with only 3 perks. If you bring CI its 2 perks most of the game.
I know. That's why it shouldn't be nerfed hard if it comes to it.
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Why does it need to be earnable? Just alert survivors of NOED when the gates are powered/hatch is closed. Hopefully that would reduce complaints and make it more fair. Alternatively, cleansing totems as an objective could be incentivized better, but I've always thought that would hurt NOED too much.
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On the PTB that nerfed Spirit DH was bugged and barely gave any distance. It sucked. If it gave no distance it would be even worse. No point in being able to dodge a hit if you go down 2 seconds later anyway. Besides, that aspect has counterplay. I've hardly seen anyone complaining about DH's distance alone. Usually the complaint is that it gives them a free window or pallet.
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Maybe, but I doubt it would ever be reworked in favor of "fun"/casual play, unless it's for the survivor side. What's fun for one side is usually not fun for the other.
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My boyfriend was accused of cheating because of one perfectly-timed dead hard.
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I'm afraid giving solo queue indicators of what the team is doing won't help much. Most of my complaints from solo queue come from people making mistakes, sometimes repeatedly, or people playing their own game. Survivors can still be selfish, over-altruistic, and just lack some game sense that you may have because you're more experienced.
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@emodeshort said:
https://forum.deadbydaylight.com/en/discussion/comment/2804255#Comment_2804255
I really don't understand why you guys don't like silent hill. I know it can be kind of awkard to traverse between floors, but there's a way up in each corner, it's not such a bad map when you have that in mind
Yeah, my hot take is that Midwich is actually a good map. Or at the least, it shouldn't be on the same tier as the other indoor maps, which feel unbalanced and/or horrible to play on.
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Something I find hypocritical are the people saying it's holding the game hostage, but when the killer lets the whole team bleed out that isn't holding the game hostage. (Neither are considered holding it hostage).
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Really? In my region/MMR they're really nice, whether they're killer or solo survivor. SWF TTVS on the other hand are so cocky, it's crazy listening to them act like I'm not a person.
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This is more of a Twins problem that they'll never look into.
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I'm fine with it but I don't understand how her hatchets go through debris sometimes if they have such a round hitbox.
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@Junylar said:
https://forum.deadbydaylight.com/en/discussion/comment/2768495#Comment_2768495
Because the killer was right in front of the locker, and opened it the next second after downing her??????
Isn't a killer's attack cooldown 3 seconds?
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Why would you not leave the locker after the Cheryl revealed you?
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Can we also consider that killers 2 hooking everyone yet getting no kills is the ideal scenario for farming? Should a killer trying to derank be able to do that? They obviously have skill to me, but chose not to hook anyone on death hook. I don't think they should derank and go against easier opponents for that.
(Also if this comment is posted multiple times, blame my internet).
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2759881#Comment_2759881
Ah.
I think he actually uses one of the weaker arguments for NOED.
I've seen more and more that good Killers will use NOED. For sure, if the Killer has 3-5 hooks by the time 1 gen is left, you've got time to look for totems. However, I've seen more way NOED's on Killer's who have had 6-8 hooks by that point, plus a Kill.
You don't have any time to do bones at that point. It's a close match and if you cleanse totems out of fear of NOED, you lose. If you don't, you lose.
It's similar to dead hard in that regard too. Some survivors will use dead hard just to run into walls, or if they're bad at looping you'll catch up and quickly down them after they use their dead hard. Better survivors will use it after a long chase and the killer has to give up that chase if they want to spread pressure, and it feels bad.
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@The_C12H15NO2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2756961#Comment_2756961
My guess is b/c they were on a timetable to release a different MMR system. The devs couldn't make a real SBMM work in time and just said ######### it, kills/escapes only plus time in game. As a side note, I won't call it SBMM b/c it isn't skill based.
I mean, they could've tweaked the old ranking system or made the SBMM very similar. If they did it before, why couldn't they do it again? And if they knew the new "skill based" matchmaking that they worked on for so long was just based off kills and escapes, why would they still implement that?
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@votepsi said:
https://forum.deadbydaylight.com/en/discussion/comment/2733008#Comment_2733008
Why would you need to nerf either perk?
It just needs fixing, when you're in a Shadow Step Boon area the killer should not see your aura, therefore you should not lose a stack to BBQ.
I wasn't saying your idea was a nerf, I worded that badly. I meant Distortion, an already weaker perk even with the token change.
Edit: It's not a bug so it seems the devs want that nerfed version. It doesn't make boons any weaker, just Distortion, so I don't understand that.
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@Smoe said:
Thing i like the most about LF is his easy bypassing of Dead Hard since Survivors keep healing each other immediately
Thing i don't like is how you have to time your charges right before it empties completely, instead of just having it so that you just need to click once and then it'll automatically use another charge once the current charge depletes.
Yes! It makes him feel so weird to play for me because I'm just bad at keeping track of charges. It seems like it should be a press and hold thing.
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@legrosporc69 said:
https://forum.deadbydaylight.com/en/discussion/comment/2737027#Comment_2737027
The perk is such a mediocre perk that killer need to play around it just like they need to play around head on.
Who plays around Head On like they do DS/BT/UB though?
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@votepsi said:
This issue is still happening, happened to me today on several games.
Maybe the Devs could fix this before the updates to this perk?
Hopefully. Just doesn't make sense to nerf an already mediocre perk because of another perk.
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@Laluzi said:
Newer killers are designed to avoid camping with their powers, older ones aren't.
The Artist's is kind of dumb because she can still camp a hook just fine at a short distance, and the restrictions often prevent you from aiming birds away from the hook area after you hook someone. I'm guessing that just got put there to avoid controversy.
PH's is probably there to avoid the mega tunneling potential of drawing torment around a hook and no matter what, being able to cage the survivor coming off the hook.
I can understand that about PH since even Bubba can't counter DS without slugging.
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@OverratedFool said:
Right OK. So these forums are a place where comments such as "...one shouldn’t get mad when the team leaves them to die." get defended and liked. Good to know. Everybody loves a Blendette apparently. Who knew?
If my teammate was hiding and not rescuing me I'm playing the Golden Rule against them. You're taking that out of context.
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@OverratedFool said:
https://forum.deadbydaylight.com/en/discussion/comment/2687433#Comment_2687433
Spoken like a true Blendette. "Nothing wrong with it." "...shouldn't get mad when team leaves them to die."
Stay out of my games, please. FYI, killers don't like it because it makes for really boring gameplay. Games are supposed to be fun.
I think you misread the "shouldn't get mad if their team lets them die" part, I'm not sure why that's a Blendette thing when they are saying Blendies shouldn't get mad if their team gives them a taste of their medicine. Also, I'm not a stealth player and I don't find anything wrong with stealth when used well, so I hope you don't want me in your games either.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2686462#Comment_2686462
Getting downed and hooked in a dead zone or not having BT is a player problem not a tunneling problem. And yes, the killer is outplaying the survivors by taking advantage of their misplays and poor choices. It may be easy to do a lot of the times, but it is still out playing them.
There are lots of things that isn't fun for both sides. If the devs addressed everything that everyone complained about, the game wouldn't be Dbd anymore, and it would probably get stale and die.
Fact of the matter is, survivors hate tunneling because the chase isn't on their terms, it is as simple as that.
I guess I don't define it as a chase to me. I don't run dead hard or sprint burst so if I happen to get tunneled it's usually right off of hook, before I can press a button. You're right about killers outplaying though, I didn't see it that way until you pointed it out.
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Go back in time
Learn Nurse and only play Nurse to grow your power
Profit
But really... some people claim to 4k with Clown a lot even at high MMR. I believe that, but if you want to play a non-meta killer you'd have to put a lot of time into them.
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Because they are likely adults or teenagers with the maturity of a child. Go break pallets, walls, or try running endgame builds to make them regret making it to endgame at all.
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@Huge_Bush said:
Because survivors want to have multiple resets for their health states and second chance perks. They want the chase on their terms and not yours.
They don't want a game where the killer is stronger than one survivor and survivors have to work together to out play the killer, they want a game where they are always in control.
I agree with the point you're making, but not for this situation. I'm going to agree with the replies above you because the question of discussion is implying survivors get a chance when they are farmed, or face camped. Tunneling in my experience happens immediately off hook when the rescuer doesn't have BT. That's not even a chase. The killer isn't outplaying anyone here, it's not about who has control, the rescuer is just screwing the tunneled person over and getting hit immediately off hook isn't fun gameplay for the killer or survivor.
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She's pretty easy to pick up while hard to master. I like that. She also has an anti-loop ability that feels fair and fun, which is a first in a while for me. I am not sure how to buff her map pressure, but we'll need to wait and see if that's needed because I honestly don't want BHVR to change her power. I feel like if they give her more map pressure they'll nerf her chase/addons like they did with Pinhead.
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@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2669209#Comment_2669209
So this is fixed??
Guess I am stupid. I still do believe that DS should be deactivated when opening exit gates. It is an objective after all.
I'm pretty sure it's because you can still be tunneled while opening the exit gate in the case that it's 99'd and you don't have teammates around to open it for you.
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@FreshCoal said:
Either make decisive strike basekit or something because the amount of killers that just turbo-tunnel and follow you for 12 seconds after an unhook for a free kill is getting on my nerve. Just played a game where the same teammate farmed me twice and I went from a 1 and a half minute chase for the first hook only to have the killer get the second and third hook stage after 30 seconds. WE NEED BUILT IN ANTI-TUNNEL.
That would be great but unfortunately the devs band-aid fix balancing problems with perks. Anti-tunneling perks and probably survivors in general would be overpowered. Same for the idea of built-in gen slowdown. Just wouldn't work unless we deleted/reworked most of the strong perks from both sides.
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@Margaret said:
https://forum.deadbydaylight.com/en/discussion/comment/2669202#Comment_2669202
Thanks for confirming it isn't just me! Let me know how your reinstall goes. Didn't work for reinstalling the EAC or game!
Ok I literally just closed the game and tried again a 3rd time and it worked lol. You might have to just try multiple times but hopefully devs can fix this soon, there's probably others.
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Seconding this? I will try reinstalling or verifying files, you should too and tell me if something works.
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Well, I certainly hope people aren't saying she's OP for her ranged ability, but I agree with passive crows doing damage being too much.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/2629423#Comment_2629423
Lol I play survivor mostly and why would I be irritated by someone using something in the game?
I played this game for years and people didn't do this before at all. Not to this extent. Sure it is not always useless but a lot of survivors do it even without dead hard to try to make a killer miss. Which fails against any decent one.
It is just a gimmick usually used by people who bm throughout the game from what I have seen. Not always tho.
It probably is used by people who BM, since flashlights are used to BM. I was just saying that it's not really a BMing thing, it's the survivor desperately trying to spin the killer lol.
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Don't listen to either of these people, they seem to be irritated at flashlights. It helps set you into position for a dead hard or a spin is what I've been told.