esarraf
esarraf
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@Artimenius1307 said:
There is a more elegant way to do this, instead of disabling it completely, which I feel is a bad design choice for any of the perk to do to deny their full potential.
Just make it "When you hook a survivor on Scourge Hook first time, for every survivor alive generator with highest progress loses 3/4/5% of total progress". This way pain resonances will be 20% while all survivors are alive, but 15% if one got killed. 15% of a generator is 13,5s, instead of 18, which is a big difference already.
Straight up disabling it after kill will just make people replace it with another perk, and what then? Make them disable after kill too? Repeat until all of them are disabled?
The point is to discourage tunneling one survivor until they are dead. Which the perk in it's current state does nothing to actually encourage and since it gets stronger the longer the game goes on it's incentivizing people to hard tunnel.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118766#Comment_4118766
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118776#Comment_4118776
Champion of Light is survivor version of Knockout. Perk that so many people complain about "the buff". + It gives haste on top of that so it creates even more distance. Low tiers get nuked by it, high tiers don't care. Finesse is the same issue. While killers with high pings (most of my games) will hit you anyway, killers with good pings are robbed once evey 30s.
Okay but the killers can just go around the pallet if it's that strong or just… ya know equip lightborn if they are that scared?
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118657#Comment_4118657
To be fair if killer sacrifice two perks to get mid game quicker chases it's already hindering them with lack of gen pressure. I don't think those changes are problematic at all. Dark Arrogance should just be restricted in small area around hooked survivor so it's not such a counter to trading hooks. But perks like STBFL or Forced Hesitation are already perks allowing similiar issues and not trully causing them in reality out of endgame hook to defend hook. Which is fine. EGC should be heavily survivor sided and saves should be insanely difficult 1) it wouůd massively increase escape rate as a lot of scenarios where survivors would have 3 out end in 4K 2) Killers that don't do well at performance should have some reward for staying in the match.
This is a fundamental misunderstanding that a lot of killers have. The best gen pressure comes from having survivors dying or on hook. If you can end a chase faster then that's going to result in better gen slowdown than most gen perks.
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I think this would actually be pretty good exhaustion perk.
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@T1MEXII said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118746#Comment_4118746
No not team only yourself.
Then change the wording, as is that states it's for any survivor. Still I can't see this as anything other than a worse badda badda boom and it does not even work as a combo due to diminishing returns. I'd change it so that each plank increases a survivor vault speed by twenty percent. That way the killer has the choice of vaulting to take the hit to get rid of the extra vault speed and it pairs extremely well with Bada Bada Boom. And seriously remove the injury thing, that's just such a horrible downside for a perk.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/472433/background-player-rework
Champion of Light, Background Player, Power Struggle, Finesse and many more unhealthy perks will hopefully be touched too. I agree that Background player is very oppressive and should receive complete rework, but elusive isn't it. Make it oppossite of OG version. When you unhook survivor, they gain 150 % haste for 3s. They can choose whether to get away or heal under hook. Of course must be deactivated in EGC.
How is Champion of Light and fineness unhealthy? I mean I can at least see some arguments for power struggle but I really do not understand the other two.
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This would be so good and a much needed change given that the stealth class is hard countered by the sheer level of aura reading. I do however think the elusive should be unlocked after being caged once since otherwise you'd have people who literally do nothing but hide all game.
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It'd be better than the nothing it is now.
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Possibly one of the worst perk suggestions I've seen this year. No offense but any perk that can literally kill my team is not a perk that should exist in any way shape or form.
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@Boons123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118726#Comment_4118726
if they are bringing an anti boon perk it should be good.
This is no justification for revealing the boon totem's aura; there is nothing the survivor can do about it, absolutely nothing.
The survivor cannot benefit from Boon perks at all, because once the totem blessing is complete, the killer will immediately see the boon totem aura.
The killer does nothing to see the aura of the Boon totem; it is simply a golden platter given to the killer only because the survivor completed the totem blessing.
I get where you are coming from and I don't like the devs releasing perks to counter niche playstyles especially since boons are still pretty weak (the illumination changed nothing). However I do think killer perks should generally be on the better side since dedicating 25% of your build to something that may not be in the game is kinda a big risk.
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@100PercentBPMain said:
I used to like BT this is such a travesty. Bill would NOT want this! Bill helps others at his own cost.
Taking hits with endurance is just so bad to encourage. I find it so irritating because it promotes old dbd philosophy. You don't take hits off hook!
Hey now, it actually works in line with Bill. The perk is now extremely good for people who want to be tunneled out and take protection hits for people with endurance no matter how bad of an idea this is.
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TBH certain killers just should not have access to certain perks especially if they are going to be as egregious as this.
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Look I'm a survivor main since killer is too easy but like, if they are bringing an anti boon perk it should be good.
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@Wyndsor said:
Camping and tunneling are both acceptable and encouraged by the devs, probably best to just accept it.
Yeah it'd be a lot easier to accept if they weren't constantly making both playstyles stronger and removing mechanics from survivors to counter it.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118615#Comment_4118615
Their contributions added nothing to the discussion and put words in my mouth and uses nearly worthless analogies.
Where did I call for chests to be made worse? Nowhere, that's where.
I am just calling for a chest-centered perk that is getting buffed to have its buff slightly tempered, that's all. It would still result in a significant indirect net buff to chests.
@esarraf comes in here and many threads I post in and gaslights trying to make me look like I'm being unreasonable when I have never seen him actually be reasonable himself. No, I am not insulting him like you or others may try to accuse me of. I am just objectively stating my observed experience about this particular forum member.
Whatever. At this point I rescind my own suggestion. As long as Pharmacy has a less than 1% pick rate who cares?
That's not what gaslighting is. I'm pointing out that notion that having a lot of items will be too strong is completely ridiculous as proven by the simple fact Dramaturgy is not an S tier perk despite the fact it can theoretically create hundreds of items. Also that it's silly to think that chest builds could ever be strong because spending minutes running around the map to collect and unlock chests is always going to be worse than just doing gens or getting saves.
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Don't worry, soon enough it'll be 30 minutes all on it's own with how the devs have decided to balance things.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118486#Comment_4118486
Bro actually doesn't see a problem with practically infinite items or someone spending all match opening/rummaging chests. Might as well have left the infinite Streetwise bug in the game as it's close to the same thing.
Thanks for your excellent contribution to this thread. You never fail to disappoint.
Dude, your complaint is on the same level as saying draumaturgy is broken because it can be used to farm items. No one could possibly take this seriously.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118485#Comment_4118485
I'm doubting this was your intention, to be totally honest. Because you could have listed a character this perk is actually good on like Artist.
So either you actually thought it's good on Ghoul or you don't even know a killer it is good on.
Lmao, bro can't read and actually trying to play it off.
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Bro is actually asking for chests to be worse. I can't even make this stuff up. Someone in 2026 is asking for a chest perk to be nerfed.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118316#Comment_4118316
What point? Your point was that it's broken on Ghoul and therefore it must be nerfed. It's pointless on Ghoul.
Please try reading my comment before replying. This is just embarrassing. The point was that if it's too strong on any killer that means that the perk is too strong and needs to be nerfed. It's why I said killers like ghoul, key word being like.
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The main issue with it came from certain killers
Krasuewho force survivors into an auto lose situation with little to no effort or skill needed on part of the killer. -
It does feel like a lot of the changes were only so they could say they changed a bunch of perks but not actually have to put in the work of making perks usable or something people would want.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118219#Comment_4118219
How is this perk broken on Ghoul? This perk is borderline useless for Ghoul. He can use it to occasionally jump over a god pallet of which I can think of like 2 in the entire game where he can use this.
Ghoul's specialty is countering people trying to hold W. This is an anti-hold W perk. The counter to Ghoul is to play pallets and tiles and avoid playing for distance.
This is a perk for someone like Artist, Chucky, Xenomorph who actually does struggle with survivors pre-dropping and trying to play for distance. These killers are the total opposite of Ghoul, where they are very strong in a tile but don't have a meaningful way of closing the distance on people.
Also Spookyloopz released a video testing all the new killer perk changes today and trying to see which ones are strong, and he couldn't get Knock Out to get value at all. It's a pretty great video to display how limited this perk is in a realistic context despite how good it looks on paper.
Man I can hear the point going over your head right now.
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@Zakon05 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4118026#Comment_4118026
- For Bubba: If you vault the window and begin pre-revving your chainsaw, the survivor is going to vault back into shack and keep moving. Even with Bubba's fast pallet break I think the survivor gets enough distance to reach something else due to the density of pallets these days. Also I don't think the perk is very good on him in general (despite it being his perk) as he is so good at sawing through pallets that taking it specifically to try to outplay one specific tile which may not be in the map just isn't a good idea.
- For Myers: You're dead after dropping shack pallet in most circumstances anyway. A lot of shacks are pushed up against the corners of the map with the pallet side facing towards the edge map. If you reach the pallet Myers will try to charge Slaughtering Strike, break it, and then run you down and kill you, all of these shenanigans with Bamboozle and Knock Out are pointless. Myers is a 1v1 beast and it's why playing against him is so unpleasant these days.
- For Blight and Ghoul: If you're trying to play for distance versus these two then you're playing wrong anyway. Even without Knock Out you have to stay at whatever pallet you just dropped until the killer breaks it because you will not make it to a different tile without the killer breaking the pallet to put their power on cooldown. Even then there has to be something else within a few feet or they'll catch up with power and hit you. I do not see Blight especially ever running this perk.
- You don't play pallets versus Nurse except out of desperation, you try to break LoS and confuse her. If you ever drop a pallet versus Nurse it's because you have literally no other option and you're trying to stun her to buy a couple more seconds. Once she recovers from the stun she hits you regardless. No Nurse is ever going to run a perk which triggers off of survivors dropping pallets because it's completely pointless.
Out of all of the killers you just mentioned, the only one who is likely to run it is Ghoul, as they can use their vaulting power to outplay god pallets like the one in Garden of Joy's house, for example.
The issue being that even one killer like ghoul who can use this automatically means the perk needs a total rework or massive nerf. Since all perks are available to all killers it being broken on one killer means the perk is broken and needs to be changed.
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Please no, I don't want to see my teammates doing the slap the killers ass and then die in a corner challenge again.
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@AlwaysInAGoodShape said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117948#Comment_4117948
Very meme tier indeed, and definitely iconic, and will likely be used for many clips. Though it might be stronger than you realize. If the killer is running full gen-slowdown and no aura, they might not be able to know which gens to defend or navigate too, wasting the killer's time, and therefore winning time for the survivors. The end game is so strong for the killer exactly because they know exactly where to go. When they aren't aware until they check, all that time is in the favour of survivors.
But… full gen-slowdown means that they are going to be running stuff like turn back the clock or pain res. Which means it bypasses this perk entirely.
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I think the limit just needs to be doubled on potential energy. Punishes killers who immediately protect a three gen and ignore certain gens a bit.
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Tbh too weak to be a serious perk. Also the requirement of needing the killer to kick the gen is just the final nail in the coffin for this perk concept. It's at best a meme tier on par with blast mine.
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Yeah it sucks but the devs seem extremely hesitant to actually do much of the stuff that would draw in more survivors to 2v8 so I don't see a fix anytime soon.
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Uhh… the meta looks more stagnant than ever tbh. Like… I guess instead of steakout people will use this is not happening. And killers won't use deadman anymore. That's about it. Tbh they just ruined several perks and made mediocre tier perks slightly better but not enough to actually make them usable. I haven't seen really any that are going to change the meta.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/472299/survivor-perk-changes-feedback
Botany needs some kind of change as well, It is literally functionally a worse version of empathic now. Or empathic needs to be brought down slightly.
Technically speaking no. Botany includes your self healing speed. It's not great don't get me wrong. But if you are running self care which from my understanding is very popular in Asian servers I think it's probably fine?
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A lot of these are bad changed or extremely underwhelming. The changes to only lower tier versions of the perks just show how outdated the concept of perk tiers are in the first place.
However I will go through some of the worst offenders.
Friendly competition did not need a nerf and the extremely minor repair boost does not make up for this. There's no situation where someone is running this over prove thyself and due to diminishing returns no one's going to be using up two perks for a relatively mediocre effect. Also there's the issue of multiple people being on a gen in the first place is bad, I'd recommend making it 20% for 120 seconds.
Boon: Illumination, overall still horrible and easily the worst boon even with this change. Being able to bless 200% faster is nothing since it requires a boon to already be set up. And whenever a boon is up you don't want to be wasting time and throwing the match to set up a boon in a slightly different area. Easy fix is to just make it so the faster booning speed is not tied to having a boon already set up given that the main effect of the boon is nothing.
Borrowed time: already bad design as it heavily punishes two specific killers (legion and ghoul) and I thought you guys don't want perks that are essentially anti X killer? But also the effect is so mediocre that it's nothing. I'd recommend changing it so that it gives endurance for like 15~20 seconds after you fully mend so it turns into an actual anti-camp/anti-tunnel perk for killers that just m1 off hook. Seriously though I do not understand the thought process of the perk, like there's not a whole lot of scenarios where you are going to be in the deep wound state to begin with since it's typically only there when being tunneled. But at the same time if you are being tunneled there's DS and Off the Record which are just better perks for this. Right now Borrowed Time is just straight up dead as a perk and needs a massive buff.
Down to the Last: I can understand wanting to rework a perk since it's used primarily by selfish people. But it does not make any actual logical sense. People who play selfishly are going to keep doing it no matter what. You can't force people to play a certain way and since there's no comeback mechanics in 1v4 this was a saving grace many times in a match that got lost in lobby. All it does is remove a perk that was uniquely good in dire situations. Now onto the actual new perk, it's okay but underwhelming since it forces people to be even more useless and selfish. Like, a lot of times you should be unhooking someone in a match, but this encourages you to let people die on hook and not even try to save others when the game is going badly. It also encourages people to throw themselves at the killer early on to farm tokens and then rat late game and do nothing. Overall very confusing intentions with the perk given you changed it because you wanted people to be less selfish but ended up with a new perk that encourages throwing the game and being more selfish.
Do no harm: Still just a worse botany/empathic connection? I guess it could be used with autodidact but even then the healing speed bonus has anti-synergy with autodidact and the skill check bonus is not high enough really. I'd recommend reworking the perk entirely or maybe giving a temporary haste effect when the heal is finished to fit in with Orela's concept. Still as is, just a dead perk.
Plunderer's Instinct: People who are running a dedicated chest build are going to be bringing keys which already unlock the chests extremely fast so the new addition does nothing in practicality. Also since there's the issue of most items being hot garbage especially with all the nerfs to the chest item pool with the maps rework chest builds are not in a healthy state right now. I'd recommend changing it so you can only find medkits or toolboxes from chests. That would instantly solve the issue that chest builds are facing right now where opening up a chest is more often than not going to result in something awful like a worthless fog vial/map/flashlight/broken key. Truthfully speaking I don't even think plunders instinct is all that usable given there's other better chest build perks and since chest builds are only really usable in a 4man swf who all bring coins it's just extremely awkward right now trying to justify spending a whole perk slot on something that is done ten times better by a key.
Road life: This is just a total misunderstanding of why the perk was bad. Being injured on a generator is possibly the riskiest thing a survivor can do so the payoff should be worth the extreme risk you are putting yourself in given how many killers can get easy injuries with little to no counterplay from survivors. Now this could work if the payoff was worthwhile but it's not. A single heal that requires you to get four great skill checks is nothing especially with the RNG nature of skill checks. A simple way to fix it is make it so it's no longer a one time use perk. It's a lot riskier than shadow step or self care so the payoff should be better.
Shoulder the burden: Guys, seriously stop buffing tunneling. It's already the strongest thing killers can do since there's now even less counterplay to it. Also just… stop nerfing perks to the point that it makes OG deja-vu look good. This is more of an active detriment rather than something usable. Just totally awful in every conceivable way. Easily the worst change in this whole patch.
Slippery Meat: Extremely counter intuitive decision making. This perk as is, is perfect for people who want to be tunneled out. Seriously you get unhooked fast enough that you can take the protection hit for the survivor unhooking from a basic m1 attack. This could maybe work if you have a whole build dedicated to anti-tunnel but if you wanted the perk to be for anti tunnel then you've missed the mark so hard you've made it the go to perk for people who want to be tunneled.
Solidarity: Just buff it to 100% conversion. The niche situation of two injured people finding each other and being able to heal is niche enough already outside of ghoul and legion games and in both cases it's still probably not worth healing up.
Windows of opportunities: Easily the second worst change. Most maps have very few windows and not many of them are even usable. Removing a perk that is helpful for new survivors who have to learn the counterplay for 40+ killers and dozens of maps is not a good thought at all especially since the new effect does nothing at all in terms of gameplay. Vaulting ten percent faster? Seriously? If you are going to make it only usable on windows with a ridiculously high cooldown at least make the vault speed bonus something equally silly like 100% Overall this perk is dead as a doornail if you go through with this.
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@Your_Dad_Playing_DbD said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117317#Comment_4117317
That’s an interesting idea and I think it’s worth a try
Yeah like, honestly speaking if I was the devs I would literally just make events all the time with crazy ideas like this to try and find one that works well instead of making the ptbs. Like, why not test stuff so more than pc players can join in.
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@cogsturning said:
It's the lack of decent teammates, yes. I've been playing 2v8 constantly this last week and even though the invocation throwers are beyond frustrating the starting with items is a huge buff. I've primarily been using the mode to farm items for my destitute main. I don't even have to search chests anymore. I can just hop on a gen and survive with what I brought with me.
But there are matches where you have people who go down in 10s and hand the killers instant pressure. Much like 1v4, you start to realize immediately when you're cooked. Add in trolls who die on purpose or who are AFK and survivor feels terrible very often. Nerfing killer won't help with this. I'm not exaggerating when I say I'm basically always one of the last people standing in my bad survivor matches and often have the highest score. Not because I'm good, but because everyone else is awful.
I fully realize that 2v8 is supposed to be a casual, fun mode and not supposed to be hyper-competitive with fully accurate SBMM
Problem is a lot of killers are duos on comms and they're not being casual. So the casual survivors are just free treats for them, and detriments to the decent players on their teams. I think people don't give enough credit to how powerful coordinated killer synergies are in this mode.
Do you think this could be helped by increasing the gen bonus survivors get from being caged? Make it so potato teammates are contributing more when they are throwing.
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The point is it's extremely popular and more fun than the regular game mode as proven by the extreme spike in players whenever it's active.
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@Your_Dad_Playing_DbD said:
I play both sides about equally and I’d be fine with some sort of anti-tunnel/anti-camp mechanic, but I have yet to see anything that isn’t overly punishing for killers when they tunnel or camp for legit reason (people who claim you never have to do it are just not being honest or they simply don’t play killer at all). If anyone has any good ideas that aren’t overly-punishing / abusable like the first version that was tried, I’m willing to listen.
How about just making people who are unhooked 'ethereal' for fifteen seconds. They can't be seen or interact with the killer during this time or until they preform a conspicuous action. Can't bodyblock but also a guaranteed protection from tunneling.
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@Elan said:
Basekit thanatophobia and deadlock would feel great. They can also increase speed at which generator regresses (let's say 0.25/s to 0.4/s). Killers defienetly need basekit perks to help them defend gens.
Why should killers like blight and nurse get massive buffs?
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Oh my god they really are killing every perk possible for survivors. Most maps only have like three usable windows max and one of them is shack.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117080#Comment_4117080
I'm very serious. Perks I mentioned are pinch of equippable problematic perks. I understand that survivors want to be powerfull but me who play both sides know how insanely powerfull survivors become. My escape rate says it clear. I never had so easy time winning as survivor. Manily to perks I mentioned.
1
Aurora Stardotter
32,1 hrs
54.55%
52.25%
2
Kwon Tae-young
5,7 hrs
9.34%
52.63%
3
Orela Rose
5,4 hrs
9.34%
68.42%
Yeah you'll need to fix your formatting that's not legible. Also why would your winrate matter for anything? You could have just been letting everyone die and get hatch to escape.
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I think all of these could work. I also think it's great that you pointed out that blindness does nothing really to counter the fact she has two blinks and can just reposition if she misses. I don't think the first option would do enough really besides making it slightly longer for her to win.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4117037#Comment_4117037
It's discussing problematic perks. Killer perks got nerfed and are in decent spot where they are good but not oppressive however there are many survivor perks that are peoblematic for years - lucky break, power struggle, finesse, lithe, shoulder the burden, reassurance, dead hard, dramaturgy, bottany knowledge and many others. Once one perk gets nerfed it's obvious the next perk will be picked. If Nurse got giga nerfed Blight would be main complain. It's nature of meta changes.
I… I'm sorry but I don't know if you are serious or not. Is this like sarcasm or are you trying to be serious?
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Wow, they are really scraping the bottom of the barrel for perks to complain about now that sprint burst and vigil both got nuked.
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Dude, most killers do have fast travel of some kind now. The amount of killers that have some sort of movement ability I'm pretty sure outnumbers those that don't and they are also much more popular. I really don't understand why people think there should be blanket killer buffs anymore. Like who in their right mind is saying nurse should be buffed? They would be laughed at.
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If it was actually strong then just bring hemorrhage stuff.
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@cogsturning said:
Aside from the fact that it's a bug, if this was intended it would solely hurt inexperienced players while only helping veterns. I can spin my camera around and stay alert while casually hitting these mini Merciless Storms, often hitting greats and getting the boost, while in 2v8 I see teammates constantly missing skills checks. It's hard enough for newer players to concentrate on gens and surroundings. No need to worsen that.
Oh they confirmed it's a real thing? That's hilarious, I wonder how the code got broke so badly?
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Serious question here. Why? End game collapse is not long assuming that no one's down or on hook. By the time a survivor accumulates three they will already be dead. If you lose track of someone you've downed then you've just misplayed heavily and should be punished for it.
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It's worthless tbh, the extremely short duration makes it do next to nothing besides let tunneling killers who can't count to ten know when your endurance is gone. The main thing elusive has done is make tunneling a little easier.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116594#Comment_4116594
@esarraf is always a troll when it comes to talking about Nurse. They can't actually come up with a good argument as to why the Nurse is actually a mad dog killer who is problematic in DbD. So they come up with some ridiculous analogy in a one ore two liner, without actually adding to the discussion. I have tried to have this discussion with them in another thread and this was their modus operandi with every single post.
I still think the Nurse is balanced. I have more fun playing against Nurse than as Nurse.
Playing Nurse is not an automatic win. If she was, more people would be playing her and she's have a better kill rate. If she doesn't land her blinks and get those hits, the fatigue is really punishing. She has the worst map traversal in the game thanks to her fatigue and her movement speed. And Entity help her if she gets a survivor as good as me on Lery's.
The Nurse has a high skill floor but once a player gets decent with Nurse she doesn't become an unstoppable powerhouse as people like @esarraf would have us believe.
And another thing with Nurse is it is incredibly easy to get rusty with her. Yeah, if you're a Nurse main and play her nearly everyday you'll do quite well. But if you spread your playtime across multiple killers and/or don't play Nurse for a week, it's quite easy to eat dirt for a couple matches until you get your mojo back.
It doesn't surprise me that others in this thread are calling for her movement speed to increase to balance her, which I think would be a massive buff no matter how much more punishing her fatigue would be.
Lol, okay you want to talk ######### then we can. Nurse straight up ignores any and all mechanics survivors have that no other killer can besides maybe Judgement. Playing Nurse is extremely easy to do so and saying 'ooh what if you stop playing the auto win killer and get rusty' is not an argument it's just nonsense you made up to try and defend a broken killer. Nurse fundamentally does not work and ruins the game for everyone else by existing. You want to know why most killer perks are bland and boring as hell? It's because Nurse. When one specific killers existence is so bad that the devs have gone on record saying they can't allow perks like Awakened Awareness to exist because nurse there's no defending her. Feel free to call me a troll if that's all you can come up with, I understand if you are having such extreme difficulties in comprehending why nurse is bad for the game then I don't think you'll come up with any actually good insults.
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@ForTheEntity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/4116563#Comment_4116563
Oh go away troll. You have never even played Nurse.
Lol, my man just say you think killers deserve special treatment and it's okay to have auto win features in the game.
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@ForTheEntity said:
Maybe I'm just downvote-farming but I am going to say it:
The Nurse is balanced.
Over the last 3 years every time I've looked at her kill rate on Night Light and whenever I've seen an official kill rate for her, it's been below average.
I love playing against Nurses because I know how to run them and usually they're not that good.
The only change I'd like to see is if she tries to blink through a pallet that is dropping it would intercept her, stun her and put her into fatigue. That way she wouldn't be able to completely ignore pallets the way she does now but she could still outplay them by waiting for the pallet drop animation to finish, but survivors could dumb-tech or do something since she couldn't hit them while the survivor is stuck in the pallet pulldown animation. I just think it would be more fun than what we have now.
Hey real quick, let's say they released a survivor perk that was a little hard to use but after a few hours anyone can realistically use it and when you do you automatically win the game. Because that's what you are saying classifies as balanced right now.