esarraf
esarraf
About
- Username
- esarraf
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085600#Comment_4085600
Twin, you're giving me a lot of credit for what I can do.
Can you tell them that fallen refuge is hands down the worst map in the game?
-
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087095#Comment_4087095
Okay, I'm going to make this as simple as I can possibly make it.
- Killer hooks a survivor A
- Goes away and chases someone else, while this is happening survivor A is unhooked by survivor C
- Killer downs and hooks survivor B
- Killer then finds Survivor A again who instead of hiding/healing was playing aggressively
- Killer downs them, picks them up and gets hit with Decisive Strike
So, how is this tunnelling? Explain it to me.
"then go back after someone who still had their DS active"
It's this part, this part right here. -
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087071#Comment_4087071
I don't think you understand
How is it "tunnelling" if I go after a completely different survivor, hook them and then go back after someone who still had their DS active?
Do… you not hear the words in your head before you type them? Seriously I don't know what to say to this. You are going back to the unhooked person to tunnel them out. That's literally what you just wrote.
-
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4087043#Comment_4087043
That's what makes it funny though
A lot of killers try to go for other targets but the person off the hook is playing aggressively because they want to "get tunnelled" and use their anti-tunnel perks.
I've had games where I go after a completely different survivor, down them, hook them and find someone who I hooked before and they still had DS. By your logic, I tunnelled.
How?
Okay then just hook the downed person. If you are that close that you are running into the person hooked you were already hard camping and should be able to easily get the unhooked person.
-
@Brokenbones said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086255#Comment_4086255
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086257#Comment_4086257
Because using Plot Twist to force DS is becoming extremely commonplace
Not even exaggerating I see it in my solo Q games all the time.
Easy solution, just don't tunnel. Seriously, it's that easy.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086930#Comment_4086930
I understand the time limit on the collapse. What I was suggesting isn’t free extra time. There’s lots of room to add time without it being an issue. The base is 2minutes and you’re generally getting significantly more than that.
@Blueberry said:
I just think Blood Warden should have time added to the block for any additional hooks. So if the timer has ended and you hook someone it will re block it for X time or if it's still active that additional time gets added onto the duration.
Seriously? I'm not trying to be rude here but I don't know how I can respectfully interact with someone like you so I'm just gonna bounce.
-
@AGM said:
That sounds good in theory but I could see potential griefing taking place.
Also this is kinda what Potential Energy is supposed to be for. They just need to buff it so that you don't lose all your stacks when hit (maybe losing something like 5-10 stacks would make this perk so much more useable).
I think they need to increase the number of stacks you can carry to like 40~50. Would make it a lot more usable.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086746#Comment_4086746
I’ve got almost 12k hours in the game, I know how the build works. Your build still doesn’t make it meta. The real value you’re getting is from noed, not blood warden.
Mmm… okay I'm getting the feeling you really don't understand how endgame collapse works if you think increasing the duration of blood warden is fine.
-
Nerf nurse by making her like Myers where she's a 110% movement speed stealth killer who 'stalks' survivors before she can activate her power where she has all the exact same stats as she does now. This would keep her identity and give counterplay to survivors to some extent as well as open up many more builds as she does not need to rely entirely on her power to down someone.
I'd buff trapper by making Iri stone partially basekit but the reset time is 100 seconds. Not super powerful as that's a long time but still would make him a lot better. Likewise I'd make him start with all his traps but also change it so that traps around basement are disarmed when someone is hooked there because… well basement trapper is kinda dumb and only potentially beatable by a 4 man swf.
-
Myers 100% because he just turned into dashslop. But in terms of playing against it's gotta be ghoul.
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086733#Comment_4086733
Yeah sometimes you get 1 kill from it and the other 75% of the time it does absolutely nothing. It currently leans more towards meme build than practicality.
Okay… so I guess I'll have to explain this a bit more if you don't know how endgame builds work. But it's really simple. You just put on noed (or be an insta down killer) and no way out. You open one of the exit gates and the survivors now have a two minute timer to escape. No way out will protect the other gate for 12~60 seconds which is already half of the time. Throw on remember me as well and you are looking at maybe twenty seconds assuming that you got some decent stacks. And if hypothetically the survivors come to your gate then you insta down them and just hook them. even with endgame collapse slowing when someone is downed or hooked you would be dealing with no real chance of escape if you buff the duration any longer.
-
@Blueberry said:
I just think Blood Warden should have time added to the block for any additional hooks. So if the timer has ended and you hook someone it will re block it for X time or if it's still active that additional time gets added onto the duration.
No, sorry but it's already in a fairly precarious spot where you just automatically win sometimes if you use it. Any further buffs would be insanely broken with other perks.
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086689#Comment_4086689
that sounds like a skill issue
Right, of course, my bad you are totally right. Ladies and Gentleman I don't think I've ever seen such an airtight argument before.
-
@terumisan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086649#Comment_4086649
wide open throttle gives haste on a cooldown which is a big problem for the future since i can easily see there being a mini lithe or something similar
Yeah I'm sure that you'll never be in a situation where it goes off and screws you over. Totally free perk with no downsides at all.
-
@terumisan said:
it's been catering towards survivors for years but cross examination is ultra busted and wide open throttle makes it so that the devs are going to put out perks that give haste but on cooldown so that makes non mobile killers even worse. lend a hand just promotes faster heals (which diminishing returns was allegedly supposed to address)
Giving off big "How do you do fellow survivor" vibes. Complaining about wide open throttle is hilarious.
-
@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086550#Comment_4086550
It's specifically strong on tall loops so the ranged aspect doesn't really apply outside of orbitals which are crapshoots anyway.
It's actually significantly stronger against Hag and Trapper because it's clear, intended use buffs some of the best counterplay against them: One survivor follows them and disarms all their stuff. Then when they have to M1 chase you without any set up, the elusive in chase applies again.
Legion only has KI in Frenzy, so if Legion actually wants a down, they'll be dealing with it same as anyone else.Oh no, a 3v1 because one person is wasting all their time following me. How horrible having one less person on gens. And sure, it's strong on tall loops just like how ranged killers are strong at short loops, I don't really see an issue with one side having an advantage on loops unless you think we should remove all short loops. Also, legion is really simple. You just injure them and then come back to down them while they are injured and before they can get to any loop.
-
@JordaJ6 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086465#Comment_4086465
I mean, if you throw 1 blade that negates all bloodlust, then after 15 seconds you’re only just at 4.6 and only just fast enough to force a pallet drop. Plus, good survivors know how to manage bloodlust too, so it can contribute to a loop on several maps where the power has no effective answer, and m1 isn’t efficient at 4.4 and bloodlust is constantly reset.
Yeah, you are saying you want an option if somehow you literally can't get someone. Well… there it is. If you are being outplayed that hard then deal with it.
-
@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086522#Comment_4086522
It's pretty evenly strong against all killers, to be honest, with slight improvements vs aura junkies. The problem is the way it ended up being used, not as a stealth perk, but as a chase perk to freely remove scratchmarks, noise and guarantee a variable amount of distance.
If you want to keep its usefulness in chase, as opposed to the clear design intention of it being an out-of-chase-track-the-killer type affair, make it conditional like Overzealous, so if the killer outplays it or you try to break chase at the wrong time, you're punished instead of getting another shot at it.Not really, it requires terror radius so it's weak against stealth killers, you can't really loop against trap killers like hag, trapper, or skull. Doctor has screams so he can more or less ignore it by instantly finding you again. Legion has killer instinct. Ranged killers can hit over most loops so you are really only left with dashslop killers that are primarily affected by it.
-
@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086516#Comment_4086516
Omg, is this my first time being accused of being a killer main?
It's like my very own forum baptism! However, I'll bite on the whataboutism for some fun:- Nurse needs work, yes. I'd prefer her to have a unique item/station to limit her, ideally keeping her play as is but giving survivors more agency against what is an impossible killer to counter at certain levels of play.
- Ghoul is not OP, but is unfun to go against and gives massive value for autoclicker-tier gameplay. Ghoul needs a sidegrade to make him require more skill intensive, and his mark shouldn't be tied to deep wound. He doesn't need slowdown on top of mobility and chase power.
- I hate Noed. It's a pity perk for bad players. I never use it and what it either immediately visible so survivors know to find it, or reworked entirely.
Any more, bud?
I mean, it's kinda hard not to assume you are a killer main when you are arguing against a perk that's actually good at countering a lot of the top tier killers and weak against the low tier killers.
-
@zonkednb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086467#Comment_4086467
They're very different. Instead of the design philosophy of "In this niche situation do x 1/2/3% faster" we've got stuff which geneuinely has interesting and unique effects. I'm quite excited for both Lend a Hand and Wide Open Throttle, as I'm expecting some interesting builds/unique plays. Although, going to be warring with Megs cleansing dull totems with no totem perks of their own.
I've noticed people's worries about the two above mentioned perks have eased, and while some are still concerned about the combo of Lend a Hand and Resurgence, it still requires set up, meaning survivors will delay themselves early game to get faster heals later. That's not too bad. The issue here is Resurgence, not Lend a Hand.
However, I'll argue 'til I'm blue in the face that Cross Examination needs fixing. What makes it so broken, anti-skill and anti-fun right now is how it can be used in way that is highly likely not the intended use. If people want the switch to stealth while in chase, give it a cooldown or give it a condition, such as gaining its effect after cleansing or doing x% of a gen, and losing it on taking hit. Otherwise, it needs to be specified to not work in chase as I'm quite confident the idea behind it was to allow you to follow the killer, maybe pick up a slug they leave behind without being spotted, or hide for a save.Yeah this is what I'm talking about. Just an overreaction to survivors getting something usable. Tell me do you also argue till your blue in the face that nurse should be nerfed or how about ghoul? What about stupidly strong killer perks like noed? Just need to ask to see if you are someone who is logically consistent or not.
-
@coldflame said:
the most recent map has more than 30 pallets on it
Tbf that's kinda their point. Because so many killers have powers that totally or mostly ignore pallets the devs handled it by just spamming pallets everywhere.
-
This is a terrible idea, no offense. This is on the tier of being part of a killer power.
-
@Balrog said:
https://forums.bhvr.com/dead-by-daylight/discussion/468322/cross-examination-got-no-nerfs
We are not currently sharing any information on the Survivor perks coming later; we are only sharing what changes are going live with The Slasher's release.
Please don't overreact, the perk is fine.
-
They are good, typical expected response though of everyone freaking out that survivors may get actually decent perks instead of slop.
-
@bunbun said:
That's an accurate and honest opinion. I don't understand why anyone would disagree.
There should be an option to switch to a 4.6m/s M1-only mode to avoid situations where using power makes the game impossible.
The spring trap, which is not actually needed, has an M1 mode.
To avoid becoming too powerful, it's a good idea to slow down significantly when switching gears.
You… mean bloodlust?
-
@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085944#Comment_4085944
He already got some buffs to his reload speed and movement speed while reloading, it did nothing. Slightly increasing numbers related to his power is not going to make him any better. At the very least he'll be able to move around the map and mindgame on tiles that are impossible to shoot over.
And again? Would that make him stronger than Hillbilly? Singularity? Dracula? No? Then again, what's the problem? Slinger is a low B tier.Yeah again I think we should aim for things to be around B tier which he is. I don't like that we have broken killers. And before you cry out survivor main. Yeah I am, also I think there's things that survivors should have nerfed.
-
@TheTom20 said:
Best to go by a hook an say hook me mr killer
Then they just slug you for four minutes to find the other guy.
-
@Artimenius1307 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086256#Comment_4086256
"Tunneling which is already a basekit thing killers can do"
Damn, killers can kill survivors, what a discovery.
Sorry but if you think camping/slugging/tunneling completely removes survivor agency, with plenty things survivors can do to reduce how effective it is, I don't think you can be convinced really
Just using your argument, should survivor be unable to repair gens under certain conditions? I mean, it's same thing really, it's basekit thing they can do
Oh wow, please enlighten the community about all the things survivors can do while hooked and the killers camping. How about against a bubba who tunnels you off hook? Seriously, go on I can't wait to hear your response.
-
@Putti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086097#Comment_4086097
Those are fair concerns, but I think you're assuming the strongest possible version of the support role.
The support role would not necessarily have unlimited tracking, permanent generator monitoring, or constant information. Those would be balance questions that depend entirely on how the role is designed.
My suggestion was more about the concept of a cooperative killer mode where the second player acts as support rather than being a second full killer.
I do agree that more details would be needed before discussing the balance of specific mechanics.You've mentioned in other comments that you want them to be able to injure and down survivors. That's already broken and too strong. Either way, it's a neat idea but you need to cook it a bit more.
-
@Artimenius1307 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086104#Comment_4086104
Of course it's not my only issue with god mode, this was a hypothetical first idea I got after imagining what a change like that would be in an actual game.
My bigger issue with the whole idea of buffing anti tunnel even more, is that it was recently already omega buffed to braindead 15 seconds, if one needs EVEN MORE, that's saying a lot.
And in general, a godmode of any kind is an absolute no go, that's robbing killer of any agency, even if for 15 seconds.
And the examples of Yoshirama, I am sorry, is the action of unhooking supposed to be omega safe for the unhooked? Why should they be so Uber safe by default? That sounds stupid for an assymetrical game
It's not any more brain dead tunneling which is already a basekit thing killers can do. Camping, tunneling, and slugging all remove survivor agency for far longer than 15 seconds and have far less counterplay than count to 15. Do you support removing that as well or is this a my side deserves special favors kinda deal?
-
@Artimenius1307 said:
Survivor goes I to basement to unhook -> killer follows cuz why wouldn't they -> downs the unhooker -> unhooked survivor is in god mode but has a flashlight -> killer can't pick up cuz flashlight -> downed survivor picks themselves up with that perk from Michonne and endurance from that Cheryl perk -> guess killer should've played around it
In short, does tunneling need adjustment? Idk, maybe? I would prefer spreading hooks to be beneficial first and then maybe adjust tunneling. Does tunneling need your style of adjustment? Hell no, why would you even think an actual god mode no matter the conditions should be in the game
Okay, easy solution, they can't use items while in this hypothetical mode. Seriously if that's your only reason to be against this idea then problem solved.
@jiogo1 said:
None of the ones you mentioned have the ability to instantly take down with an M1 with anti tunnel feature
Nor can killers like Kaneki, Oni, or Deathslinger ignore the anti-tunnel.
To me, your post is just another survivor whine. Are you expecting Behavior to give weapons to survivors and killers to build generators? Just bring an anti-tunnel build and problem solved...
Lol, bait used to be better.
@Anti051 said:
Wouldn't need any god mode protection if my teammate didn't mindlessly dive my hook when the killer hasn't even walked 20 meters away yet.
Killers can just camp, feel like people forget the fact that the anti-camp doesn't really work.
-
TBH gen regression perks are a noob trap. It's much better to run perks that help you snowball rather than perks that help you when you fail. So keep running gen regression as a survivor main, it's a really good idea.
-
@Putti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4086013#Comment_4086013
I can understand concerns about balancing it, but why would it need custom maps?
The support player wouldn't be a second full killer. The idea is closer to a player-controlled support role that helps with tracking, distractions, pressure, or utility while the main killer still handles downs and hooks.
That seems like a very different balancing challenge from adding another full killer to the match.There's so much wrong it'd take me like thirty minutes to type it all out and I don't have that kind of time so. First off tracking would be horrible, all that means is that the support role follows the unhooked survivor and there's nothing they can do to hide or get away, second it'd create horrible three gen scenarios after you easily tunnel out a survivor. Hence why you would need bigger maps like in 2v8 to prevent an automatic win. Being able to just have your support stand at two gens and just tell you when someone is working on it would be horrible as you protect the other one.
Distractions are pointless as seen with doctor, so what's the point?
Pressure how? Kicking gens? That sounds incredibly boring for the support player.
Utility how? Giving the killer haste or increased break speed?
This idea is so heavily undercooked, I'm sorry I know you are trying something here but this needs a lot more details because as it sounds it's either incredibly broken, encourages the worst possible gameplay, or is incredibly boring and weak to play. -
@Putti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085975#Comment_4085975
What part of the design do you think would be the most difficult to implement?
Making it balanced? Sorry but this kind of idea would need custom maps, custom lobby code, and a lot of work for what amounts to a weird 2v8 thing and we all know the devs are just going to make 2v8 permanent eventually. Seriously, this idea while neat has so many issues that it'd be a waste of time.
The reason twins is more or less okay slugging aside is that the killer can only control one at a time. -
@Mooks said:
I haven’t really experienced rubberbanding that often tbh and haven’t heard of others as well..
Are you sure its not on your end?
For context: Where are you located (relative to nearest servers), whats your ping in-game, how are you connected to the internet?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085730#Comment_4085730
THIS is a very real problem. In some cases/specific ‘techs’ it would need clarification and possibly animation fixes if they are meant to be that way i guess
It's not rubber banding, it's that hits are coded to be validated by the killers side. Supposedly if they have over like five hundred or so the server will validate it but it should always be handled by the server.
-
@JohnNemesisMan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085733#Comment_4085733
So if Slinger wouldn't become S-tier neither he would rank above most A-tiers what the excuse for keeping him 4.4m/s?
Truthfully he could use some buffs but the main reason he's 4.4 is because any faster and he'd just be able to zone everything more or less and be awful to play against.
-
It's already next to impossible not to secure a kill at endgame and you want to make it even easier? Dude if you are this concerned just camp, throw on deadlock and noed. It's two kills minimum with no effort involved.
-
@Putti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085734#Comment_4085734
Even if I accepted everything you just said, it doesn't address my suggestion.
My point is that developers should spend more time playing killer publicly so they can experience the game from that perspective.
Do you disagree with that, or are we arguing about balance instead?I'm not trying to address your suggestion because yeah the devs should play their game publicly, I'm pointing out the very basic fact that the game devs design things to be easy for killers and the idea that the devs only play survivor is ridiculous. If they did then they would have actually balanced the game instead of as shown, rigging it to favor killers.
-
@Putti said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4085718#Comment_4085718
they are playing survivors and that shows how they balance the game.
Example is that they nerfed insta flashlights as soon the dev played killer on live and got bullied by 4 flashlights that could blind you instantly.
But you dont see them doing that anymore, expecting them to not play killers cause you feel its unbalanced is unbalance itself.
They should play both sides and therefore i suggest they play the
Yeah, you know the devs famously say they want a 60% escape rate, all hits are determined by the survivors ping, they reworked the nurse years ago to make her fair and balanced, and they 100% pushed through the anti-tunnel and anti-slug features they promised for years. They totally have not fundamentally rigged the game to favor and handhold killers.
-
@JohnNemesisMan said:
Would Slinger being 4.6m/s make him stronger than the current S-Tier or even A-Tier killers? No? Then make him 4.6 m/s.
We shouldn't have any S tier killers or survivor perks for that matter. S tier stuff are things that are horribly broken and should be removed because they are impossible to balance the rest of the game with.
-
I just want hits to be validated by the servers. Killers should not be gifted free kills because of their ping.
-
They can just add in the mechanics from 2v8 where if one side is beating the other heavily gens slow down or speed up. Would need to add in some anti slug features or something but it'd be really easy if slowing games down is your goal.
-
@cogsturning said:
My thoughts are that CCs should be ignored. Deliverance has downsides, like an activation requirement that renders it useless in many matches if you don't get an unhook, or if you're first hook, as well as making you a potential tunnel target. These people won't be happy until every perk is worthless, or everyone plays perkless. Even then, they'll just find something else to make clickbait over.
Hey, give them some credit. They'd probably be fine with treacherous crows and maybe no mither.
-
No he's bad. His ability to return to hook instantly even when in the middle of chase halfway across the map is awful, his ability to get free hits and mend people is awful, his ability to ignore massive mistakes and instantly catch back up to survivors is awful, and he sounds annoying. He's a terrible killer and is not fun to go against.
-
Gotta be ghoul, it's just so annoying knowing that the devs won't balance him because they want more money and we just gotta deal with a pay to win character for probably a few more years.
-
@cogsturning said:
I think the point was kinda lost here. I'd just like people to recognize that the use of certain perks in certain ways can put a killer into a tight spot. I don't ever load in looking to tunnel, but if I have people using SB to try to run me to shack where no gens are being worked on and I have no pressure, I'm going to turn around and go back to the unhook notification I just got because I know there are two people out of position over there. Some perks, even ones that don't seem like they're chase avoidance perks, can be used in a way that's detrimental to your team. And SB is a very free and easy way to frustrate a killer into swerving. I don't think people want to accept that their actions can lead to their teammates getting tunneled.
That's the thing. Killers always tunnel when they are loosing and if you tunnel against people running sprint burst and other very basic perks then your mmr will go up because you aren't skilled enough to win without tunneling and the cycle repeats. It does not matter if you are loading into a game looking to tunnel or not but the simple fact that by heavily inflating your mmr you are guaranteed to go against better opponents than your skill level and then when you are forced to tunnel because of a lack of pressure the cycle repeats.
-
Bro, if you are using this thin of an excuse you were going to tunnel anyway.
-
I wouldn't, they seem perfectly balanced.
-
@TWiXT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084286#Comment_4084286
The OP Litterally Labeled this thread: "Which balance mechanic would be best for the Nurse" Heavily implying she's unbalanced and in need of "correction".
Oh my boy, but it gets better, he then goes:
"Nurse is, atleast with the last Blight nerf, clearly the strongest killer in the game.
Some other killer have different mechanics to keep their power in check, which of those would be in your opinion work for Nurse without making her awful to play?
- Infect first/triple hit (for example Nemesis, Unknown)
- Limited Power (for example Oni, Myers)
- Items to reduce the power (for example Singularity, Xeno)"
As if the only way they can "correct her" is to apply any of these 3 proven restrictions/NERFS, as done on other killers, to make her BETTER for survivors to go against!
Flipping HELL man, I even submitted my own "Joke" response about basically castrating her by making it so she can't blink to where she can't see, and Escalated upon it when somebody said it was a "good idea" by suggesting they nerf her even further, and only then did the guy, obviously not getting that my initial suggestion was a joke, say:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4084292#Comment_4084292
Like, What the hell?!
As suspected You guys really do want her deleted don't you? No amount of nerfs I suggest, no matter how horrible, or how useless they'd make her… not even the OP is arguing against. Sure the OP has since stated that this shouldn't be a "Nerf Nurse" post… but that's literally just him covering his own butt.
@TicTac If you really want this to end, just ask the moderators to close the post, because all you're ever gonna get now, is suggestions on how to nerf her. Attempting to balance her is the LEAST any survivor in this community is interested in. They're just tired of going up against her in the top tier. Even so, if she was nerfed into the ground, they'd just go after Ghoul, Spirit, or Huntress and so on… Just, let her be what she truly is: A challenge, that has a high skill ceiling, and gives equally high rewards for doing so. The survivor community Rarely, if Ever, comes across a "Good Nurse", and when they do, they flip out because she can feel so overpowering, but You literally won't get the same amount of commitment and rarity from any other killer, I promise.
You can't really say that this post wasn't about nerfing her, it's right in your initial Paragraph. Some killer has to be on the top, and there's an old Asian saying: "The nail that sticks up the most, gets the hammer." hence why few, if any, are defending her here… you invited them to come with their hammers raised. If not Nurse, then a different killer will be the next target.
Yeah I do want her deleted in her current form. It's busted and has essentially no counterplay. I'd rather have something horrifically broken be removed and reworked rather than left in the game unless you think the devs should bring back the og brand new part.
-
@TWiXT said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4083971#Comment_4083971
TBH, I don't think that even changing her like this would ever make the survivors "happy". The only way they'll ever be even close to "happy" with her is if:
- she can only blink on open ground, only 6 meters per token, still 2 tokens
- has a 10-15 second cooldown,
- permanently suffers from the blindness effect so she can never see auras,
- still moves at her 3.86m/s
Added to the aforementioned proposed nerf of "Can't blink to where she has no LoS," then, and ONLY then, would survivors say she's "ok".
These changes would make her completely nugatory to the killer player base, but even with all of these nerfs… I'm sure they'll still complain until she's deleted entirely… Because that just how survivor mains who start threads like this think.
You will never make everyone happy but I think that the los restriction would be a great way to try and balance her, we could see if it works or not and go from there if she's still awful.