immortalls96
immortalls96
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- immortalls96
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It was badly done..should've just tested her addon changes first before implementing something like this..it makes the character feel very restrictive and just pumps out free gen time..but they dont really acknowledge it and it's no surprise..the only one who ever plays nurse is a community manager..so people who never even play her made the idea..no wonder it went south
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@Ghoste said:
I really don't feel like the cooldown is that long. There are even add-ons to reduce it. If anything you should be complaining about the long list of bugs Nurse has. She is still the best Killer in the game when not bugged.
Prove that..evidence says otherwise
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@Cixon said:
https://forum.deadbydaylight.com/en/discussion/comment/1270068#Comment_1270068
I've played doctor to the extent to prove a point. 4ks are easy.
I main Ghostface and Nurse and I find myself siding with both survivor and killer. I moved over to survivor before the map layout reworks because infinite angered me as playing killer.
I'm not against either side, I'm against the ignorance of people who find mechanics in current builds of the game "fine" when they're broken.
Doc has to charge his shock to use it and he's slightly slower but with the rework he can switch back to his weapon easily and hit you and there's no cool-down it so all you need to do is place down charges on the pallet and chase till they drop the pallet which most survivors try not to so they can keep it for someone else but really, it doesn't matter. You will drop a pallet almost as soon as a huntresses because's there's no counter.
Uhuh..sure ok, there is a cd it's just not very long..because testing showed a longer cd killed any power the doc had..and placing charges on the pallet only works vs bad players because if you cant force them to go through it after you shocked you gain no ground..plus a good surv will cut you off with the pallet if you dont play it properly..I do ot..had it done to me, forcing pallets isnt very strong, otherwise clown would not be bottom tier
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@ImJustABeeBro said:
i like the ideas and the thing I want is a add on rework and also what pirscher said scream polish
Lol new addons may be nice..have no idea what they'd do tho
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@Pirscher said:
It would be really cool if they made him speak some Polish!
Lol
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On console I noticed being a competant nurse gets you quite a lot of respect from many people..I too cant wait for cross platforming , itll be nice to have the community together rather than pretend it's so different
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@Withered8 said:
Doc isn't bad for the game, freddy is. Doctors main power is detection along with a side anti loop which is very counterable. Freddy on the other hand has the powers of about five different killers: a free slowdown, insane antiloop, teleportation at will, reduced terror radius and shortened height. Also doc is good at flushing out all those immersed claudetess in the corners of the map.
His tr is standard the slowdown isnt free, being short doesnt help him at any loops other killers would be seen at anyway , and his teleport is limited to gens and with a cd to boot..
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You have the biggest tell ever..if your in his tr, you risk getting blasted..that's on you..and all it does is some general info on your location and has the longest killer power cd in dbd..his shock therapy doesnt need a cd otherwise using it in chase would be almost impossible and you can still mind game around it..there is a minor lockout and he has a clear tell when hes about to fire..at that point it comes down to who made the better play..if youd played doctor to the degree of understanding you would understand all of these things..but the fact you havent really just feeds stereotypes here man..there are plenty of killer players who can help you understand the killer rather than making blind posts about something you dont even know how it works
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/1268824#Comment_1268824
"Infinite insta heals":
- Not instant, still takes a few seconds, during which you are vulnerable
- You can only heal at pools, of which there are only a limited number across the map
- If you do, you give her the ability to have a ranged attack
- Again, you still can't do anything with the perks you brought into the match
Ok? Botany knowledge more than negates sloppy, detectives hunch counters every totem perk for free, well make it beats every anti heal perk combined, ds and unbreakable together are uncountable..stuff goes both ways , each killer has their own sphere of influence..plagues happens to be heavy anti heal..its the power role. Perks should never trump killer powers..the devs themselves say they're at all costs avoiding that
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Huntress beats deathslinger in pretty much every statistic except stealth and even that is a minor thing..as for slinger, idk what theyll end up doing for him..we will see how he settles
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Great her design is to anti heal..but you forget those perks are pointless anyway because she gives out infinite insta heals..so..I fail to see the issue here
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A killers viability is simply how effective they are at counterplauing what survivors do, and how fast they can do it to prevent gen speeds from spiraling
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They have no real reason to
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/1262417#Comment_1262417
Well, the hitboxes -are- an issue, and the fact that you think they're not is baffling. In no way are those pills accurate to the actual shape of your characters. You even have videos showing the massive disparity between the size of the hitbox and the character. You have huge portions of the box hanging so far to the sides of each character that it makes impossible occurrences even more likely to take place (on top of subpar servers). They should be form-fittingly accurate based on each character's unique proportions, like most every other game.
Also, if the servers are the main problem.. well, what does it take to get -better- servers? Surely there's no shortage of income at the rate cosmetics come out. Maybe more of the cash flow could be redirected to better servers and the overall health of the game? Y'know, long term. These kinds of issues wouldn't be left as long in most other games with any sort of playerbase to speak of. People have limits, and this will eventually reach boiling point and cost DBD numbers.
So make claudette nearly impossible to hit? I'll pass..itll create an unnecessary layer of power on smaller survivors
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I'd prefer they just make an iridescent begrimed chains , fun, decent , not overbearing
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Non of these are a good idea for a multitude of reasons..camping sucks but thanks to the games design there are situations where the killer has to do it to get any results
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It would make him bottom tier for sure if this was done..he already has an issue with wasting time
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1261723#Comment_1261723
You're forgetting that with iri coin you have a 3m window to instadown someone as Slinger, and as Huntress you can aim and hit people much further away than 15 metres...
Tell me..how often do you hit people from long range with huntress hatchets? Especially in a chase? Almost 0..the addon would literally be just as bad on huntress as death slinger..you just dont hit players from that far very often...and an iri should not be as bad as death slingers reds are..its a joke
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@Respectfulnancymain said:
https://forum.deadbydaylight.com/en/discussion/comment/1261718#Comment_1261718
I meant iri head plus infantry belt. Iri head on its own is fine
By fine you mean terrible I suppose..
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@ALostPuppy said:
Dodging iri hatchets at a range isn't the problem people have with iri head. It's the fact that they work at point blank and very short range, which is a range where you literally can't dodge a hatchet unless the Huntress has an IQ in the single digits. It's also where you see the majority of iri head downs too. That's not rewarding the killer for being good because anyone can hit a point-blank hatchet, and it's cheap and unfair for the survivor because as soon as they're within breathing distance of the Huntress they're dead because she has 3 portable nukes ready to fire. This is why people want them to only instadown at range, because then the Huntress would actually be rewarded for being good, and the survivor can realistically dodge them.
See how well that worked with iri coin eh?/ if you.let a huntress get that close well..you did that to yourself tbh
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@Respectfulnancymain said:
Iri head is op becasue it has no down side any decent huntress can start using it for ez 4ks. Most people cant dodge 3 hatchets let alone 5. And conisdring your using the "just adapt lol" argument I trust you can adapt to ds,dh,bt and unbreakable
No downside when it removes 4 hatchets..meaning you need a purple addon to make it any useful
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@Peanits said:
To play devil's advocate here, the things you've listed are just general tips when playing against Huntress. They don't counter the added power of an iridescent head specifically.
I will say that I don't use them often so I don't have the best sample size here, but the few times I have used them, it's been a landslide victory.
But your also investing 2 heavy addons which means your the slowest version of huntress,.plus the match making is so deep fried no data can be even remotely accurate...either way I had an idea for the iri heads if you all insist they're all that is claimed..hopefully you guys saw it
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People dont see the value he has and why hes a good example of a killer..flexible, not really addon dependent nor map dependent..he can work anywhere and with anything..spirit has similar feel..honestly I find that to be awesome..it feels like I can enjoy the killer as they are and not with band aids via perks..now mechanically he is little different from other killers in skill however he does require an understanding of tiles and snare placement or just like clown his snares have little effect..hes more of a planner than a huntress style mechanical based killer
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Closest you can get is double blink cd reduction
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Survivors shouldn't control the EGC to that degree
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@Pizzaman said:
https://forum.deadbydaylight.com/en/discussion/comment/1255637#Comment_1255637
If you want to force the EGC on survivors so badly, you can always open one of the exit gates and start the timer.
You miss the point I think
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@PrettyFaceKate said:
EGC is working as intended to the purpose it was intended for. It doesn't need any changes.
The default way to kill is by sacrifice, moris are an exception. As such, they always require a trade-off, i.e. spend bp on the offering, can't burn another offering. For these reasons, they should never be basekit, but I agree they should require far stricter conditions, instead of being a legalized cheat card as they are right now. Same with keys.
Great I guess..but how do you do that without making them useless? And I'll repeat..it doesnt matter what the EGC started out to do
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@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255623#Comment_1255623
Even if the gate is across the map the other 3 can still body block. Running noed or playing certain killers isnt a solution either. I should be able to counter a scenario as any killer not just the current meta.
Yeah it's kinda crazy
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@Peanits said:
It's because Feral Frenzy is a special attack, not a basic attack. If it were a basic attack, it would have to work with other things (like Exposed, which would be pretty nuts).
We may want to consider a sloppy tweak then..that's a hard limit for such a niche perk....
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@LALYTHIA said:
https://forum.deadbydaylight.com/en/discussion/150030/my-vision-for-an-end-game-rework
I'm going to take a wild guess that you are more a killer than a survivor.
No mori should be basekit during any point in the match. This is just obnoxious. I dont mind being mori'd every couple of matches because Killers wanted to burn an item. The animations make it kind of fun. I would not enjoy being mori'd as the last survivor on the map every. single. time. because every aspect of end game is stacked against a solo survivor. Insult to injury. Would get old extremely quickly. Hard pass.
People who have their DS in end game deserve to use it. They brought a perk at the risk of not having to use and went through the entire match with 3 perks as a result.
Killers have all match to "make something happen". They dont need any further advantages in end game. EGC is simply a mechanism to make sure people leave the match and already advantages Killers by pressuring survivors and ensures their time is not significantly wasted. It does exactly what it was designed to do. It doesn't need to do anything else.
Also, EGC is already a pile of bullshit for solo survivors, especially the last solo survivor. Under no circumstance should it start at the last gen. If for nothing else, this could be massively broken when combined with perks like BW. IMO, EGC shouldn't start until the door is open. Even if the hatch is closed. As someone often last in a match, EGC does not provide nearly enough time for the last remaining survivor to have a fair chance at escaping with door RNG and the number of high mobility and ranged Killers now in the game. It went from being an INFINITE amount of time to two minutes. There is NO circumstance that should make EGC even shorter. Killers already completely won this one.
Your key change is also garbo by comparison. A killer can tunnel a survivor to death and use their mori right away. A survivor cant even use their key unless they are the last person and EGC is active? No. Survivors don't need to be any more cucked during the end part of a match than they already are. Keys are used in matches farrrrrrr less than their mori/iri addon counterparts. They are fine as is.
Lol
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@Orionbash said:
https://forum.deadbydaylight.com/en/discussion/comment/1255613#Comment_1255613
No, I read it, but all I saw were a lot of killer advantages that don't need to be added.
Ok so your not really reading it then..my bad..wasting my time here
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@ChainsawCharlie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255627#Comment_1255627
Yeah, they said the EGC was supposed to be a brutal end to the trial. But when survivors just 99 doors, it doesn't really accomplish that. Now I don't mind when survivors do that, I do it too, but it doesn't make it an exciting ending. You're right about that.
Maybe the EGC could start 30 seconds or so after the last gen is completed?
Mm..maybe..I dunno really
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@ChainsawCharlie said:
I like the idea of Cypress Moris being base kit, but I don't think EGC really needs to be changed. It's there to end hatch standoffs and that's about it.
My philosophy? If it can be improved or made more useful why not do it? The end game is exceedingly dull and this version of the egc makes it all the better..after all it's not like there isn't ample time..this just smooths out a few edges and sprinkles some spice on the dullest part of the trial
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255611#Comment_1255611
My advice has always been to camp during end game so you can guarantee trades. It's the most effective way to secure kills.
And that in lies the problem..that's your best last option but ds says "lul if the gate isnt across the map I escape for free and bt garunteed he will too" the rest of the time its minor annoyances like just carelessly destroying my hag traps but it's still something I can play around ..a perk shouldnt be a checkmate like this without a heavy prerequisite or risk I.E. devour hope..
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@Orionbash said:
Sure. Lets just go ahead with your idea. Lets just give killers everything they want. The devs do it anyway. Lol
I have a strong feeling you either didnt read or you fidnt understand what I wrote..either way both sides lose and benafit from this
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Hmm..I see the idea but my sole concern is during the end game where it is all but a free escape and nothing short of a mori can help you ..that's my beef...
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/1255383#Comment_1255383
Well actually you may want to respond to my DS thread. I even have some fun ideas suggested there.
I'll take a look see
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@Sluzzy said:
She needs a lot of work and its not just Iri Heads. I've seen enough that I am beyond done playing against her.
Her design is good shes just got some map dependency issues and latency affects her a lot compared to most killers
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1255507#Comment_1255507
How am i trolling?
i am telling what i think
Not you the jukes guy
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@Hippie said:
That's actually not a bad idea! I'm always for adding more depth to features in the game, and I think that would be fun to use, although the exhaustion and hindered timers might need a bit of toning down.... 😉 But that's just my opinion! Very good otherwise.
It's possible though huntress hindered addons tend to be quite weak but ty^^
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@Waffleyumboy said:
Tone down the numbers and the idea is actually great. It means you are limited to one shot at instadowning and that sounds pretty fun to me.
The numbers are in line with her other addons..huntress slowdowns are pathetic lol
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255547#Comment_1255547
I think what it comes down to is that Iridescent Head would only be seen on competent, skilled Huntresses, who can catch survivors unaware and land hatchet throws when they're not expecting it :-) And it would bring Huntress back to what I feel she was meant to be.... sudden death whirling out of nowhere!
I actually just had a fun little idea for iri heads if you wanna look
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@Hippie said:
https://forum.deadbydaylight.com/en/discussion/comment/1255518#Comment_1255518
I personally have never used Iridescent Coin, but I would say that it is useless because of Deathslinger's harpoon range being only 18 meters, and the Coin is only past 15 meters, only giving him a 3 meter range to use it. I don't think it would be an issue for Huntress since she has unlimited range!
The real issue is..when will you ever hit a competant player from that far in chase..? Let's be real here ^^; 15 meters is quite a throw
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I still feel iri heads are way overrated
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@Hippie said:
I understand your point, but I don't think that changing it to modify the hatchet's throwing power or arc would dissuade the toxic Huntresses, as they would instead just roll up on someone, pull out a hatchet and instantly bean them in the back with no issue, which they already do with the addon in it's current state. And I don't think that anyone with any amount of awareness would be hit by a hatchet that is slower-moving and flying in an arc towards them. I think that a much better rework for the Iridescent Head would be to either A. Make it incompatible with additional carrying capacity addons or B. Change it to only be an instant down past a certain distance, e.g. 16-20 meters, similar to the Deathslinger's Iridescent Coin.
Iri coin is useless tho..I wouldnt look to that as a fair change
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@Thatbrownmonster said:
https://forum.deadbydaylight.com/en/discussion/comment/1255243#Comment_1255243
yea
if i realize the killer has a mori I will work extra hard to loop him more, sure I may not win but at least by looping the killer well i can turn a 3 escape with 1 mori instead of everyone moried
I like mori spam? and you got proof on me? even though I never streamed?
This dude is a troll I think..hes on like every post just insulting and degrading people
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Yeah my only beef with ds are the abusable scenarios
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@ZeroJukes said:
https://forum.deadbydaylight.com/en/discussion/comment/1255388#Comment_1255388
I already gave my reasons, maybe you're blind.
And anyways no point of discussing it, this idea will never be added and this post will be in the sand in less than 1 day ;D
My my..you really are good at being unpleasant right now ..all you mentioned were second chance mechanics which are a tad too prevalent to begin with..this was meant to give both sides an "advantage " scenario..but I've indulged you plenty
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@ZeroJukes said:
No, egc should not start once all gens are done.
No, mori shouldn't be basekit at egc if someone last hook, that's straight up stupid and is a nerf to pallet saves, flashlights and for the people.
And finally stop with your ideas, egc is here only cause 1 reason: Make the game end.
Not to give you free kills, advatanges, disavatanges to survivors or anything like that, egc is perfectly fine and should stay as it is.
Good so I know you wont be adding anything to the convorsation ^^ discouraging ideas with no real reasoning behind it shows me I'll be talking to a stone wall
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@nicnc82 said:
EGC is fine now. Devs have even said it was never meant to help killers get kills at all. If they do, lucky them. It was solely meant to prevent games being taken hostage ie. Hatch stand offs and survivors just staying around the exit gates.
Doesnt matter what it was made for..doesn't mean it cant be better and it can