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this
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Is the survivor a try-hard?
If they are not try-hard, how can they lose to a try-hard killer (if a survivor must beat a try-hard killer without being a try-hard? LOL)
So, shouldn't the killer be a try-hard? If as a result of not playing try-hard, one is entitled to use "try-hard" as an insult when losing to a try-hard survivor, then yes, maybe.
There are several ways to convince yourself against your loss.
You can ridicule your opponent's efforts. But know that when such a player wins, instead of praising his opponent, he will always say "gid gud. In worse cases, they may add a more explicit expletive.
Well... They will never change.
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The Survivor's Rulebook is very expensive and should be purchased at a wagon sale.
It is a very silly piece of academic literature, but it should have won the Ig Nobel Peace Prize
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I imagine that the mechanism of discovery for ghostface shrouds is very difficult to reconcile.
I agree that it is a bit difficult to understand the logic behind his reveal. It would be frustrating if we were discovering him on the screen but could not neutralize the shroud.
But it goes without saying that making discovery too easy also makes him unplayable. It should not be obvious just because he was caught on the edge of a survivor's wide TPS camera, when in fact he was not recognized. Here is the difficult question.
As someone else said, I think part of the reason is that his physical is a standard M1 killer... I don't think hiding to avoid activating the detection mechanism is abuse.
However, I can lean on your sentiment that it is not attractive to confront.
Just so you know, this discussion is in the Feedback category.
It might be helpful for you to discuss what kind of rework he could undergo to make it more attractive to both parties. If you have a good exchange of ideas, why not propose that rework to BHVR?
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Why
What is so bad about
Well, I think you can understand by playing killer... Of course, it is to face an above average survivor.
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Great idea to make it work in any stan.
BTW, I remember what the developers did to Enduring a long time ago. Haha.
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But, well, I think that is what MMR intended. Unlike the rank system, it is impossible for anyone to check their own or each other's rates.
But we are only allowed to believe that MMR is working. If the system is not working, the developer has to change this.
It is also safe to say that if you play only to complete archive challenges, there will always be an imbalance in the MMR.
Let's say that until yesterday there was a player who relied on voice chat to escape and increased his rate by winning with high rarity items, add-ons and meta perk. Let's say he started playing solo today just for the archive challenge. (Especially playing for a terrible challenge that will never contribute to his escape as a survivor team.)
Obviously, he makes it harder for the other three to escape.
Yes, there are ways to increase your rate without being so good.
I mean... A build that focuses solely on escaping the gate after collapses by continuing to hide in the locker without taking any risk of repairing the generator or unhooking it will increase the MMR. LOL.
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A "nice play?"
Do you mean for the survivor?lol
If you meant for the killer, I apologize.
But that and BM are two different issues. A player who routinely BMs will BM no matter how you play.
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If there are casual games and ranked match games
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The only concern is that there is no incentive for the killer to receive in them in terms of numerical gain or loss. (Do I get BP for offering an escape to a survivor?)
The same is true for donating items. It doesn't mean anything, but you lose the points gained from the kill and the survivor gains points for providing the escape.
I understand the desire to make it a better place. But like you said, you can play it any way you want. I also don't think it's TOXIC that they didn't offer a free escape, though.
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I saw your post and thought about it as I thought the main topic seemed to be about "Bubba's Face Camp" not "Face Camp". Of course, I will deal with topics related to face camps.
・Bubba's chainsaw changes the numbers regarding overheating (tantrums) around the hooked survivor.
・Within Xm of the hooked survivor, the tantrum gauge on Bubba's chainsaw will progress faster than normal. (Maybe 120% to 200%.) This lasts for n seconds after unhooking.
Also, within the same range the tantrum gauge will decrease more slowly than normal even when the chainsaw is not held up.
NOTE: This allows the chainsaw itself to be used without making the area around the hook a complete safety zone. It does, however, make it less easy and more feasible to hold the chainsaw up. By inducing people to hold up the chainsaw by pretending to unhook it, you can play up the possibility of not being able to use the chainsaw while face camping.
・...Also, Bubba's face camp is most problematic in 5gen situations. On the goal of repairing the generator, we know that the earlier in the game the more difficult it is to counter the "do generator" camp. This will allow the above tantrum gauge values to fluctuate based on the number of generators remaining.
・In addition, and this will be a Bubba-only measure, hook grabbing will be impossible if there is even a small amount of tantrum gauge left. Depending on the hook position, some add-ons may be used to increase the bargaining aspect, as it is possible to down a rescuer and hooked survivor in a single chainsaw even after seeing them unhooked.
These are my thoughts on Bubba's face camp.
Next, I would like to propose some changes to the face camps of other killers.
・Incorporate some of the effects of Monstrous Shrine into the base kit.
・The closer the killer is to the hooked survivor, the slower the hook gauge will decrease. Conversely, the farther away, the faster the progress. (I cannot provide specific numbers, but 16m to 24m is the boundary. Immediately after hooking, for a few seconds to a few dozen seconds, the hook gauge progresses at its normal rate to allow the killer time to leave).
・If the Monstrous Shrine perk is equipped, the value related to this will fluctuate upward.
That's all my thoughts. It is not a perfect idea and I would like to hear your opinions.
If the translation was incorrect, I apologize as it may have conveyed the wrong intent.
PS: I suggest you check the forum rules for some users.
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As a "Proper Thread" I agree with this nurse nerf idea.
Because it is specific and clear about the reasons and rationale.
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Interesting idea, but BHVR loves "consistency",
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What the killer needs to do to win is to accomplish many objectives before the survivor achieves them. In other words, more hooks need to be done faster than the generator can be repaired and escaped.
From this perspective, there are two ways to accomplish this.
1. directly make it more difficult to repair the generator
2. end the chase faster than the generator can be repaired.
Yes, the slowdown is 1. and the chase PERK is 2.
But there are still too many situations where I would put more trust in slowdown, when you also take into account the killer's unique abilities.
And if we assume that we are fighting the strongest SWF in the game...90% of perk is not an option.
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When Bright was unplayably bad at PTB he was called the pinball man.
Otherwise, Michael is called "Onii-chan". (not Oni).
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My concern has always been that we should create a category tag whose main purpose is to vent such hate.
There are threads that are not constructive and productive, just to argue "I don't like that, I don't like that, this should be banned" The amount of text in the OP is almost as much as the title.
All of those should be categorized as "hate spewing places".
If you can create specific reasons and realistic ways to eliminate hate, such as What, Why, How, etc., you can leave them as they are without putting them in those categories.
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Good idea.
Can you please add a +400% offering to the killer? Same reason.
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I remember the developer saying that the killer chase background music is loud because it drowns out the sound of the survivor😕
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I don't really agree with this from several perspectives.
I do not believe that failure to complete the objective and the loss of an additional means of escape should guarantee an easier and more definitive escape.
The hatch spawn is random and therefore fair. Once the hatch is closed, the killer will be alerted to the gate, so the key is viable as well.
It doesn't matter how well you played; the cruel reality that the MMR system confronts is that you and your allies who played less well rate about the same.
In fact, even in the current situation, a gate win after the hatches are closed is viable. (Although there is an aspect that some killers are better at gate wins.)
Adjust the gate open gauge until just before the first light comes on. You can open the gate again when you see a gap in the killer's round trip to and from the gate. Not a few games allow you to escape from the gate this way. All I can say is that it is not impossible.
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Demogorgon is the most balanced killer.
Yeah...
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My opinion is a criticism of players who dc for selfish reasons no matter what weak killer they are matched with.
Please note that this is a tracing of the thoughts of players who are not qualified to play online games who try to justify DC, and not an opinion to justify DC by mistake.
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This is why you always play with the assumption that your opponent is the best.
It's very different in SWF and solo, so it's a head scratcher.
SWF is the root of most problems.
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It is clear that not all people are good.
I certainly don't want to play against BM players again, but if a full block feature is added, it will surely be abused as others have said.
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With the Husk- system under development, the game will continue with the DCed survivor leaving the Husk so that the Blood Warden can also be activated.
Join me in waiting for this feature to be finalized!
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But then playing B, C, and D tier killers with mid tier perks, people still will DC on the reg on first or second down. Like Sadako, Freddy, Myers (without tombstone) like WHY? Like what are people hoping for?
If you are hooked at the beginning of the game, you lose one of your three lives.
This means you are more likely than other survivors to fail to escape before the end of the game. (I would love to know the stats if you have them.)
Then they will be angry that they can't escape. To pretend that future never happened, they will do a DC. This is because they believe that playing a game they are likely to lose is a waste of time.
They should not play online games.
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@Akumakaji said:
I mean, no one is forcing you to play Trapper or Hillbilly without their powers and just as a pure M1 killer.
Myers with the vanity mirror functions similarly to what you describe and many consider this add-on strictly worse then the scratched mirror: inferior wallhacking , while gaining a terror radius and no insta down ever.
If you don't use your wallhacks, a vanity mirror Myers would be the closest killer to the one you describe.
I think that a very basic killer could be interesting, but a full on "no power" would indeed be very unfun. How about a killer who is perfectly standard M1 and his power is entirely passive. Per gen that gets completed he gets a random stat increase: +x% vault speed, palette breaking, stun reduction, hit cool down, pickup speed etc. He will ever only be a M1 killer, but at 5 gens completed we would be very good at M1-killing.
The add-ons could influence which stats get increased or play with the numbers.
Such a killer could be a fun diversion or training vehicle, but it sounds more like something that would be added as a free DLC to the basegame, not something that peeps would pay for.
The same concept would also work for the survivors: no perks, only slight stat increase over the course of the game.
Both of this, the silent and faceless protagonist and The Created could drop together with the bot system and be the default option for bots.
I wanted to create a completely standardized killer because I thought it would help me improve my own skills.
I agree that it is very uninteresting. It is designed to include it. Maybe it should be free. (Although it would put a lot of hard work on the developer).
The vanity mirror without wallhack is strictly defined as different because it cannot be played as a pure M1 killer due to the time Myers has to raise the tier and the physicality of Tier II is different.
In fact, the add-on is an added bonus. When this killer is introduced I will play with no Perk no add-ons. In addition to that, I may play with no camp No tunnel no slugging.
It is part of my argument that I would like to hear slowly what survivors who have actually faced such a killer think about it.
This is because I am genuinely curious as to what frustrations they might have with a killer that is clearly and categorically the weakest.
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This seems obvious since Ruin, which could be neutralized by simply breaking bones, is no longer useful.
Considering solo, Eruption needs to change its numbers, but it is basically the survivor's responsibility to leave a very close 3gen.
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Am I wrong in thinking that if self-care is weaker than CoH, then Micaela sales will rise?
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They never understand that they are camping and tunneling to win.
They only ruminate on the bad feelings that result in their early exit from the game and mistakenly believe that they are doing it to harass us.
The big difference with BM is its cause and effect. Either there are players who do what is necessary to win and feel bad as a result, or they intentionally try to control the game by making their opponents feel bad.
Of course, I can assure you that as long as camping and tunneling is a valid tactic, it will never decrease. Continue, even if they are no longer effective, they are still effective tactics when the goal is set to ensure a kill on one person.
To reduce camps and tunnels, many survivors are willing to give them a big penalty, but will complain if they end up dead themselves.
The only realistic way to reduce camping and tunnels is if not doing them gives the killer a greater benefit or advantage than camping and tunnels.
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Is this tunneling at this point?
Yes, we are digging a tunnel at this point.
Are you a serial tunneler?
Yes.
Then you are the bad guy?
No. I am not the bad guy. I think Meg.
If a survivor loses because of a poor rescue, it is Meg's fault for a poor rescue.
There is no reason to go after the uninjured person with a rescue immediately after being hooked. If you are not arguing that the killer should throw away the win.
Why bother missing the survivor's mistake?
Perhaps they would find it funny if I said that the survivor should go hit himself because it is unfair that a hatchet I throw at random misses. I think it's funny too.
"Tunnel no skill"?
No, "Rescue no skill".
And finally, the worst person in this post of yours is the one who insulted your family.
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If it is not a console, then in many cases it does not matter.
With consoles, it can be terrible for other reasons such as low fps that is not optimized or aim dressing.
It is those things that are the problem, not 360 spin.
(Although, when the 360 spin animations became impossible, the survivors were not happy and it quickly festered.)
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If you play slugging to win, no problem.
If you play killer to slugging, is a problem.
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I know what you mean...
But it is also a question of thinking resources.
I personally think the killer is more difficult, not only because of the simple numerical difference between 4 and 16, but also in terms of completely guessing who has which Perk.
I also think the 4vs1 argument is legitimate; I don't think it should be possible for one survivor to deal with a killer instead of a team of 4.
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If I could smoke, I would prefer to be with Bill and Caleb.
But I have never smoked, so I will lick cocoa cigarettes with Yui and Lynn.
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@Terion said:
https://forum.deadbydaylight.com/en/discussion/comment/3258369#Comment_3258369
oh thats true! i forgot about for the people, i got healed up by it in that exact round.
If I have been of any use to you, I have found the meaning of my life.
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It's fixed now, but it was really funny when I changed the placement of the hooks so that they spawn in the room without mentioning it in the patch notes, resulting in a glitch that made it impossible to hang on those hooks.
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All I can say is that I need a video to verify.
If not, it is most likely a bug, since only the obsession gets buffed.
Also, if I remember correctly, you get the dying light icon right from the start of the game if you are Obsession.
Do you remember if anyone else used For the people?
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I show alternating times of quick arm raises on the hook and times of doing nothing so that everyone but me can see it as meaning either A or B.
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Nurse>Bright>SWF>Killer>Solo
Is it possible to change this pecking order? I think it would be difficult to make everything "equal". Too many factors to say much, sorry.
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Glad to see so many positive responses. (My post has been edited by the developer, and I apologize if some of my wording was not good.)
In fact, I presented this idea in a Japanese forum. It was right around the time the hook counter was announced at the same time as that really bad UI.
@fake said:
本当は既に他に建っているUIについてのディスカッションに書き込むべきかもしれませんが、私のフックカウンターに関してのみの意見主張が長くなってしまうため独立させてディスカッションを建てます。
かなりネガティブな主張を書き込んでしまうので見たくない方は見ないでください。
初めにQ&A2021/2/5を引用します。
新インターフェースでは殺人鬼の方がフック回数に関する情報が少ないです。なぜですか?
これはゲームバランス上の理由から意図的に行われました。殺人鬼に生存者と同じ情報量を与えることも検討しましたが、集中狙いが促進されすぎてしまうのではないかという懸念がありました。殺人鬼としての課題のひとつにどの生存者を何回吊ったかを記憶することがあります。生存者と同じ誰が何回吊られたことがあるかというカウンターをつけるとその記憶を代行してくれるので、表示したままだと誰かを集中狙いする誘惑が強すぎ、簡単になりすぎてしまいました。しかし、最終的な目標である生存者の全滅に向けて、(初心者もベテランも含め) 試合中の進捗状況を確認できるように全体的な吊り回数の進捗状況表示は残しておくことにしました。一方で生存者にはそれぞれが何回吊られているかの情報がわかるようにして、自分が仲間の救助をスタンバイしていたらその人が即死し、実はそれが3回目のフックだったことに気づくような状況を防ぎたいと考えています。
知っての通り4.5.0の新UIによってフックカウンターが追加されました。サバイバーにとっては誰が何回分吊られたかを可視化する便利な機能(キラーパークをいちいち丁寧に教えてくれるくらい便利)ですが、キラーにとってのフックカウンターはどうでしょうか?
「フックに何回分吊ったかの数値を教えてくれます」、だからなんですか?このキラーフックカウンターが何故無意味で無駄かというと、結局の所12回吊った場合は当然カウンターは最大になりますが、耐久状態が進行した場合も同じようにカウンターが加算されるため、4回吊って全滅させてもカウンターは儀式終了時に12と表示されます。つまり儀式中も同じ事なので、何の意味も持たない機能です。
引用した文章を見ると、“キラー側にサバイバー個別のフック回数を教えてしまうとトンネルが促進されてしまう”という懸念が書かれています。これは大きな間違いです。
トンネルを行うためには、誰が何回吊られたかという情報などよりも、既に吊ったそのサバイバーとチェイスをする必要があるためです。つまりトンネルと個別のフックカウンターにはあまり関連がありません。「キラーとしての課題の1つに誰を何回吊ったかを記憶する」というものがあると知っておきながら、それを補助する訳でもなく無駄なフックカウンターを実装したことは非常に良くない事です。その課題が個別フックカウンターによりトンネル戦術へと誘惑が起きようとも、そのサバイバーを吊るために目の前にいるそれ以外のサバイバーを完全に無視するのであれば、その複数回吊られたサバイバーが隠密し続ける及び時間を稼ぐ限りキラーに勝ち目はありません。(このディスカッションでは多くは触れませんがここで勝ち目という言葉を使うのも難しいです、どんな儀式の内容になろうと2-2ラインを達成する限りそれは公正でしょうか?)
それとも“トンネル”の定義をルールブックに示すべきですか?全員を2回ずつ吊ってからでないと処刑してはならない、というゲームではないと信じていますが、サバイバーABCDを「A→A→B→A」の順番でAを処刑した場合も一部のサバイバーメインプレイヤーはこれを悪質なトンネル呼ばわりする事を多くのキラー経験者が知っているだろうという事を確信しています。
主題はこうです。個別のフックカウンターがあろうとなかろうとトンネルするキラーは“そうします”。トンネルを促進する可能性を考慮しても、キラーがそれに固執するのであればそれを防ぐにはどうするかを考えることすらサバイバーの課題なのではありませんか?サバイバーにとって全体の吊り回数を確認できる事でリソースを大きく節約させておきながら、キラーはとある一面だけを考えてリソースを使う課題をそのまま行わせるのは詭弁です。この無意味なキラーフックカウンターの実装は言うなれば「サバイバーだけにフックカウンターを実装すると不公平に見えるので何とかキラー側を納得させよう」という考えを孕んだダメージコントロールにしか見えません。
(By the way, the Japanese forum has been shut down indefinitely, so I am here to play on the English version of the forum, which is the English version of the forum. I love you all)
Now, my argument is the consideration that the current killer hook counter is pointless and that the possibility of choosing tunneling would be the same with or without a personalized hook counter. And I wanted to have an individualized hook counter for the killer.
If I could make one additional criticism of the current hook counter, it would be that the current hook counter is nothing more than a hook progress meter.
I am anxious to see how this statement is translated.
The term hook counter gives the impression that it counts the number of times you hook. But now the hook counter increases as the hook progresses; if there is a survivor who DC'd, the counter goes up by 3. Why do you call this a hook counter?
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According to the reporting rules, these are not applicable.
Tunnelling is included.
We assume that "harassment targeting a specific user" means, for example, locking up an ally survivor and not moving for several minutes.
PS: As others have said, continuous sniping may also fall under this category
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Numbers do not lie, but liars use numbers.
Certainly the numbers are true: 61%.
But there are those who cannot speak without citing this 61% figure or 39% in every discussion. I know that.
There are parts of the killer that should be nerfed and there are parts that should be buffed. Survivor needs to be buffed and nerfed as well. Balancing is what it should be.
The next piece of information I would like the developers to present is how many more novice and equivalent MMR players have recently joined the game.
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Yes, I am interested in Chinese Ninja.
Because I don't know what a Chinese Ninja is.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3250402#Comment_3250402
I don't necessarily think the penalty is too great, I think it is in an ok spot but can be rough sometimes... Changing her basekit in that way will just make her more addon dependant... The 7-8 m thing is more like the distance until you get in blink range than the actual distance to the survivor...
About the change to the blink attack penalty... So we are on the same page here that the blink attack means swinging and either hitting the survivor or missing, right?
I apologize for my lack of words.
Blink attack: refers to swinging after blinking.
One of my thoughts is that the recharge if this hits the survivor should start after the dizzy ends.
If the swing fails to hit the survivor, the recharge can be started while dizzy as before.
Also, if you did not swing, a quick recharge is fine as well.
In my opinion, it would be good to differentiate between the three in terms of the speed of the recharge.
Blink no swing>blink swing no hit>blink swing hit.
This is a bit contradictory, but it increases the penalty for a blink attack hit.
I am sorry if there are parts I don't understand as I am using automatic translation while speaking.
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In DbD killer, it is almost impossible to get a kill without frustrating the survivor. Maybe player based.
You have to hope you don't get matched up with a childish player who will DC you even if you are disgruntled.
Keep winning and let the rates rise. If the skill rates and MMR are working then you will not be matched with bad survivors who constantly DC.
More than likely, such survivors are both gentlemanly and better than average, which may make it harder for you to get Adept achievements... Good luck and I wish you the best of luck.
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His strength is not anti-loop.
Nor do I think he needs anti-loops.
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@Archol123 said:
https://forum.deadbydaylight.com/en/discussion/comment/3249470#Comment_3249470
Blight has 10 seconds for all his 5 tokens... You probably won't use all tokens all the time...
https://forum.deadbydaylight.com/en/discussion/comment/3249554#Comment_3249554
If Nurse misses an attack after the blink it adds an additional second to her fatigue... I think you can already gain quite a lot of distance during that time, especially when prolonged by the blink attack penalty... I do think her penalty for missing a blink is quite hard already when we compare it to other killers and how much distance they will still gain on you without their ability... Nurse however looses distance when she cannot blink... The survivor can buy time all the time... that's the whole point of her counterplay... Like said before If you miss a blink by like 6-7m and the survivor just runs in a straight line away from you.. You move barely above 4.2m/s on average... How long do you want it to take to catch up? Other killers are not punished as much for missing their power... They can still catch up even without it and even get a hit if they mindgame properly... Nurse cannot and therefore I think it is rather fair what her basekit provides...
Is that so? I don't think so.
I wrote that the penalty for a failed blink attack should remain as it is now.
I wrote that the recharge for a successful blink attack should be longer. The dizzy time should remain as it is now and the recharge should start when the dizzy ends.
Why should the recharge for a successful blink attack be longer? My thoughts are the opposite of yours. I believe that we should give the survivor more possibilities to buy time.
You believe that the penalty for a failed nurse blink is too great. While that may be true, it should be reasonable in relation to the ability of Blink itself to ignore all pallets, windows, and walls. And currently, the recharge is so fast that you can challenge the blink instantly in succession, regardless of whether the blink attack succeeds or fails.
Yes, the nurse is slow. As an alternative, it is given the strongest ability in DbD. The nurse's way of playing is to hit the blink attack without missing.
If the nurse is slower than the survivor, and you are 7~8 meters away, do a blink instead of just walking.
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Strange, but is this a new skin for Dredge?
What about Dredge getting a mask of another killer (may need to be preyed upon by the darkness).
Legendary Maurice Head
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Opinions on the nerf regarding nurses vary, but it is certainly a good thing to focus on recharge.
If a blink attack misses, you can still recharge quickly, but if it hits, you can recharge after the dizziness ends. I don't think giving the survivor a chance to buy time is a bad idea.
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I always love your art

