jesterkind
jesterkind
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@Ricardo170373 said:
https://forum.deadbydaylight.com/en/discussion/comment/3176231#Comment_3176231
Blink hits still consider basic? really? i dont play nurse
Yup, the Blink hits are basic attacks.
Really, this challenge shouldn't exist because her Lethal Blink really should be made special attacks, and once they actually do that this challenge will be impossible.
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Extremely funny bug. Now taking bets on what perk it is...
Self Care, probably?
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It looks difficult, but since blinks are (still) basic attacks, it shouldn't be impossible.
Especially if you can hit the same survivor twice.
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Botany Knowledge being on this list is weird considering it's really, really good now.
Pharmacy and Calm Spirit, though, I do think they missed the mark on. The intent was to buff them but I don't think they delivered- Calm Spirit's downside is too high and I don't think Pharmacy really plays out better in a real match than it did before. Those two I'd like to see get additional changes.
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Agreed. The upward trajectory is undeniable, the game's improving pretty significantly right now.
It's good work!
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What is "starbreeze"?
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The idea is definitely to make unhooking risky if the killer's nearby, so that there's a layer of strategy towards when to unhook, and to punish people just rushing the hook straight away. Unfortunately, this does also benefit camping, as outlined above.
I'm also of the opinion that hook grabs should be removed (at least on healthy survivors, injured might be a different situation worth discussing), but there should definitely be trades there. Personally I think damage should just carry over if you're hit while unhooking, so you immediately take damage as soon as the unhook animation is completed. Removing the ability to cancel the unhook could also be experimented with, at least after a certain point of the animation.
Whatever the trade ends up being, I don't think hook grabs should just be removed without some other element of risk being present. Choosing to unhook in the killer's face in non-camping scenarios should carry some kind of risk, and that risk should be taken by the unhooker.
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There are only really two outcomes to this, depending on opinion.
Either tunnelling is always a bad thing, in which case this clearly isn't tunnelling.
Or, this is tunnelling, so tunnelling is at worst a value-neutral term and not all instances of tunnelling are a problem.
Personally, I think the first option is the more productive angle to take. It muddies the water to include situations where survivors misplay so badly that they get downed again soon after unhook, it's hard to talk about tunnelling as a bad thing that warrants fixing that way.
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Wasn't the literal last patch the one that increased the post-unhook anti-tunnel protections, and gave multiple very strong perks for the survivor side?
It's okay for the side you don't play to get buffed, it doesn't betray a bias and it doesn't mean you aren't getting anything either.
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This is why I think Deja Vu is an underrated perk. Seeing that your teammates are starting to set up a 3-gen makes it way easier for you personally to try and break it before it gets to one gen remaining.
Avoiding a 3-gen is one of the major pieces of strategy on the survivor side.
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@ThiccBudhha said:
The inherent issue that you have not considered is that perhaps they WANT it this way? The dead giveaway is that they refuse to add voice chat, by the way. I know people get really emotional and passionate about this topic, but sit there and actually think about it for a minute before freaking out and contemplating the ramifications of it. Just look at it from an objective stance. Why? Why would they allow voice in groups that already know each other and leave solo players without key information. What is the reason?
It is actually really obvious. And it explains why they haven't addressed the issue for however long, and why they have literally confirmed they never will.
I can answer that! The reason it's not been added yet is because it'll heavily impact the tone of the game and it won't actually fix the solo queue problem.
@sulaiman said:
https://forum.deadbydaylight.com/en/discussion/comment/3172286#Comment_3172286
Actually, you could just seperate solo and swf queue and balance both modes differently. Solo could have more faster gen times, or more paletts, or bloodlust activates later, or a million other ways you could balance differently to adjust both versions to the same kill rate.
For killers, there would be no difference, because in swf games, they are basicly stronger than in solo games, leading to about the same kill rates (maybe only after several adjustments, but that might be the goal).
I'm not really in favour of that, partially because this game already has queue time issues every now and then so I'm not sure if can support separate queues, and partially because it sounds kind of like a nightmare to juggle in terms of balance. Better to just directly address the actual thing that solo players are lacking imo, which is information.
That's why SWF teams are stronger, combined with them knowing they can trust their teammates. They have more information, that's it.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/3172627#Comment_3172627
Give them more information and ways to communicate
Big reason why killers are able to get away with half the ######### they do right now is because Solo Q's just don't know whats going on, a series of unfortunate events happen and they just feel like they have no chance. There's not another game out there where the Solo Q experience is as bad as DbD's.
Like I said, I agree, but the problems you highlighted there aren't connected to that. People give up because they're salty or just don't care, not because they don't have information, and a lot of the time someone dying early is because they just aren't very good in chase- though I'll agree more information could help in some of those scenarios.
I just worry that BHVR could actually put in a lot of really nice Solo Q improvements but a lot of people will say it doesn't make a difference because it won't stop people giving up, and it won't stop their teammates from just being bad.
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Much as I agree that solo queue needs improvements, I'm not sure what they could do to fix those specific problems? People giving up and the risk of getting just generally bad teammates are kind of the unfixable problems with solo queue, the stuff they can actually do (like increased passive information sharing) aren't really going to stop those things from happening.
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Because they don't play even slightly similarly and you may feel more like playing Deathslinger...?
Comparisons in this community get really wild sometimes. Wesker is definitely better than Deathslinger in a very strict tier-list kind of way, but they aren't really directly comparable to one another.
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@Wezil said:
https://forum.deadbydaylight.com/en/discussion/comment/3172259#Comment_3172259
Because they don't do anything about it. Commenting means nothing when you don't make any changes for 6 years to address it...
Like I said, that (very separate and not the same) criticism is one that I agree with. Solo queue should definitely be bumped up the priority list at this point.
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@Toaster427 said:
https://forum.deadbydaylight.com/en/discussion/comment/3172269#Comment_3172269
Saying something is broken and not doing anything to fix it for 6 years is not acknowledging the problem .
You're arguing dumb semantics at this point. Do you have anything to add other than or interpretation of a single word? Like maybe you could address the actual point of the post?
I just did, and this isn't semantics. It's important that the criticism be accurate, and not fundamentally wrong.
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/comment/3172269#Comment_3172269
Unfortunately, there isnt a simple solution to this. Any buff they do to solo q will also buff SWF. They need to find a way that helps Solo without heavily buffing Survivor. If they try to nerf SWF, they need to find a way that wont kill Solo Q. In the game code, there is only Killers and Survivors, not Killer, SWF, and Solo. So any changes to Survivors will affect both SWF and Solo.
There are a good few solutions, I'd say!
The biggest problem that we can actually fix is the lack of information- the other major problem that solo queue has is a lack of coordination, but you can't force random teammates to coordinate in any game, so that's a problem that is just always going to be there. But for the information, there's a lot you can do; the portrait icons that BHVR floated a while ago were pretty good, and you can also let survivors see their teammate's perks in the pre-game lobby and the mid-game match details page so that people are at least able to see "oh this guy has a healing build so I'll let them heal me" or "this guy has Kinship so I can make that activate".
Additionally, some form of basekit Kindred wouldn't buff survivor in general too much. At least the survivor aura part- seeing the killer should probably remain on the perk.
It doesn't all have to be basekit stuff, either. Retooling certain perks and items to be useful for solo queue information would be perfectly acceptable alongside some basic basekit changes- personally, I'd love to see Keys retooled to show teammate auras by default, so that solo players can get a feel for where their teammates are.
None of these changes would affect SWF all that much, but they'd help solo pretty significantly. Something can be done, and so something should be done.
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@Toaster427 said:
https://forum.deadbydaylight.com/en/discussion/comment/3172259#Comment_3172259
Talk is cheap and means nothing.
No action for 6 years is the definition of ignoring the problem and not acknowledging it.
No, the definition of not acknowledging it would be to not acknowledge it, something that's happened multiple times.
I've never understood why people have to escalate their complaint into inaccuracy. Is it not worthy of criticism that solo queue still needs help, does it have to also be something the devs refuse to acknowledge before it's worth criticising?
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They've acknowledged that solo queue has its own problems a few times now, they pretty clearly do recognise and know about the separation there.
Now, so far not much has materialised to help solo queue specifically and so I would agree with that criticism, but it's very weird to act like they refuse to acknowledge a thing they've commented on multiple times lol
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You currently cannot stack Endurance effects- if you're in Deep Wounds, any further Endurance effects do not work.
As for disabling BT in the endgame... honestly that might not be a bad idea, but I'm also not sure if it's necessary either. I'm sure that's something BHVR are monitoring internally, though.
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@HoodedWildKard said:
They need to add vc for solo queue. It wouldn't solve the problem completely, but even one person speaking, calling out killer location, giving advice would make a huge difference to a lot of matches
They'd need to add passive information sharing before that, though, to make sure that everyone is on the same page in solo queue.
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I feel like the direction they've been going with for basekit anti-tunnelling is a perfectly fine direction. With the latest buff to both the duration and the Haste percentage, I feel like this should be enough to get to a loop in almost all tunnelling scenarios.
As for encouraging killers to spread pressure, I feel like those numbers are a little high, but I don't mind the idea. Really, I think that's an area where perk design would be a better place to look- with perks like Grim Embrace, but like... better lol.
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3170368#Comment_3170368
I've went against so many killers who ignore boons for whatever reason, Survivors finding a totem and picking whether to bless it or cleanse it for a benefit sounds pretty balanced, either way the totem breaks. Instead of survivors camping it and re lighting it over and over, it doesn't take as long as you're trying to insinuate
It sounds pretty balanced up until you remember what the current crop of boon perks actually do. The way they're designed doesn't support it, because it's a nuclear strike against the perks that don't warrant it and the only perk which arguably might, CoH, is already so different from the others that it's often set up far away from the action to begin with.
The core design behind the boon totem perks is pretty important to consider in these scenarios.
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Not OP, but obnoxious in the way he'd be able to play around structures like shack basement and such.
Trapper needs help, but I don't think this is it. He'd still be pretty bad in most scenarios, but he'd become extremely annoying and obnoxious in a handful of other scenarios, and that's just not a great balance.
I'd rather see his traps spawn closer to him, alongside some changes to their visuals and maybe something to make interacting with them very slightly harder/less effective.
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@xni6_ said:
the issue with boons is how circle is so undeniably op, and the other 3 are just kinda average
shadwstep sucks bc its just a lose the killer for free, exponential sucks bc you cant really slug if it exists, dark theory sucks bc it doesnt do much against most killers
like breaking a boon causing all totems to break and for all survivors to be exposed for 30 seconds wouldnt be a big deal it it was circle, but if it was a lone shadowstep then its not a good change
coh needs to be nerfed into the ground. that will make boon play as it is ok
my suggestion for a coh nerf is removing the self healing ability and speed boost
...Wait, so what would CoH do after that change?
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@RavenBirb said:
https://forum.deadbydaylight.com/en/discussion/comment/3170354#Comment_3170354
If you have 4 people against 1 lighting up totems the whole game it's a nightmare, totems shouldn't be a default, permanent safe haven every game unless I waste a perk slot
Right, but, what do those totems do?
Those totems... make them 2% faster? Let them pick themselves up if and only if they're slugged in the radius? Take away scratch marks?
None of those are all that incredible an effect, and they're something you can pretty easily play around. They're not even permanent, survivors have to spend more time lighting it back up if it's kicked. They're designed to be a small but noticeable buff survivors want to keep up, and that you can choose to snuff at certain moments to drag more slowdown out of whoever brought the boon in. If you make boon totems that fragile, the only one that'll be even slightly useful is CoH and the core design the rest of them have would need to be thrown entirely out of the window.
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This wouldn't be appropriate for most of the boon totems, though, because they're designed around being continually snuffed and relit. Nobody needs Dark Theory to stay snuffed after it's kicked once, for instance, and even the stronger ones like Shadow Step are only useful to the survivors if the killer is also nearby.
There's very good design reasons not to make Shattered Hope basekit.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3169148#Comment_3169148
Oh good, so I have to dedicate 2-3 perk slots for ONE perk rather than the previous form of BK, where it took up just one slot.
God that is so efficient and balanced for Solo Q. I can't imagine needing perks for anything else. But you're right. I just don't think enough.
Assuming your actual healing source is a medkit, you can still bring a medkit stacked with a ton of extra charges. You only really need a handful of self-heals in solo queue anyway, you're not gonna be healing every single injury yourself, so you can easily get a good few heals out of medkits with BK.
Or, y'know, just don't bring BK. If you only cared about the efficiency, bring Streetwise instead. One perk.
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@CluelessWanderer said:
https://forum.deadbydaylight.com/en/discussion/comment/3169102#Comment_3169102
BK sucks. Sure it heals team mates faster, but in Solo Q, God help you if you need a heal for yourself and pull a brown or green med kit out of a chest. You're screwed.
Botany was fine where it was/ They didn't need to screw with it.
I agree with OP- I run Empathy all the time and did so before they made Solo survivor Hell.
You just have to change your self-heal strategy to account for the efficiency penalty, it's by no means a deal-breaker. If you wanna use a medkit, either bring extra charges or run Streetwise with it. Otherwise, pick another healing source; it plays very nicely with CoH, for instance, and then you have two perks dedicated both to healing yourself and healing your teammates.
It's really solid if you just put a little thought into it.
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The thing about flashlights is that they have extremely potent counterplay and they're heavily telegraphed because you can see that a survivor is carrying one.
If you can, you can stare at a wall while picking up a survivor you downed and the survivor coming for a save won't be able to get an angle on you to get the blind. If you can't, because there aren't any walls nearby to look at, you can leave the survivor on the ground and quickly take a look around to see if someone's lurking around for the save, and if you chase that person you pressure three total survivors; the one on the ground, the one being chased, and the one who has to stop repairing generators to pick the guy on the ground back up.
Calling this a "skill issue", in this instance, is inaccurate. It's not skill to counter flashlights, it's literally just knowing how to do it, so hopefully this explanation will help. In short: Look at a wall, or delay the pick up to scout for other survivors nearby.
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I've used Empathy to complete the healing challenges that pop up in the tomes, and I have to agree- it's one of the better team-aura perks that I've personally used, a very solid pick for keeping teammates alive.
Botany Knowledge is also incredible now. We may have lost Self-Care, but Claudette's other perks are both really nice to bring into a trial.
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@Blizer said:
https://forum.deadbydaylight.com/en/discussion/comment/3168446#Comment_3168446
Id argue Iron will was pretty much nerfed into uselessness aswell tbh
I strenuously disagree. Iron Will is still perfectly useful so long as you understand what it's utility is- you can't just slap it on and expect to gain passive value from it the way you could before.
This is kind of what I mean. People, I find, aren't willing to really think about their builds in any real detail, and are proclaiming that survivors had all their good perks nerfed because of it.
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That seems like a pretty good number, considering it's only one of the many platforms that this game is played on...?
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Even in that big midchapter, very few survivor perks were actually nerfed into uselessness. Off the top of my head without checking, it's mostly just Self-Care and kinda-sorta Spine Chill, right? Am I missing any?
On top of that, there are plenty of very viable and very impactful survivor perks left in the game; the "good but overshadowed" ones from before, and some of the ones that were buffed at the same time as the nerfs. It's not BHVR's fault that some players are simply too stubborn to change their loadouts.
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While there's always room for discussion about what's fair to newer and less skilled players, it's worth remembering all the reasons why Overcharge isn't even close to the issue that old Ruin presented. It's a single skill check instead of every single skill check, it requires the killer to have kicked that generator instead of being completely passive on all generators, and it utilises a skill check that other perks - including survivor perks like Decisive Strike (though I'm pretty sure Overcharge's is smaller) - do.
At a certain point everything is going to be more effective against newer players. Somewhere along the line, the fair assumption has to be that they'll learn how to play against it.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3164020#Comment_3164020
Then i don't want to hear a single complaint from the bodyblocker when/if we just choose to down and hook them again if they decide to bodyblock. Not a single one
Now that I agree with. Bodyblocking is just saying that you're back in the game and a valid target if the killer deems you a better chase, so there definitely shouldn't be any complaints about the logical result of those actions lol
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Solo queue is far from unplayable, it's just got annoying downsides it doesn't need to have.
I want better basekit information sharing as much as the next solo queue player, but I don't think anything's going to be gained from overblowing the problem like this.
Also the DC penalties should be harsher, not removed, lol.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3164020#Comment_3164020
Another Killer main you are right?
...Wait, wouldn't you want to be accusing me of being a survivor main if you disagree with me...?
Either way, yeah.
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@Sandt21 said:
https://forum.deadbydaylight.com/en/discussion/comment/3162934#Comment_3162934
Have the unhooked survivor completely lose collision with the killer for the duration of their endurance. Then we'll talk
I assume this is meant to be about bodyblocking, right? But even in those scenarios, just hit the guy bodyblocking then evaluate who the most vulnerable target is. Worst case scenario is you get a Mend slowdown out of the guy you had to hit, it's really not that big of a deal.
It's not "then we'll talk", just don't tunnel if they aren't bodyblocking, and if they are bodyblocking just handle it. Neither are difficult or game-ending.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/3162952#Comment_3162952
If someone never used to run DS then Overcharge was a difficult check because it was one you never see regularly. Let's be honest too in that literally nobody ran Overcharge except before Doc's rework when he could forever stall the game.
For sure. Not to mention it procs the second you get on a gen, when people really might not be expecting it.
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@emetSdidnothingwrong said:
https://forum.deadbydaylight.com/en/discussion/comment/3162934#Comment_3162934
He said 20s BT is op not the 10s base, did you miss the entire animated picture or did you just go off the title?
I mean. Does it really make a difference towards the point I'm making?
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@kizuati said:
https://forum.deadbydaylight.com/en/discussion/comment/3162963#Comment_3162963
I dunno. 70% of the killers that I go against just go round the loops and bloodlust 3 instead of trying to deal with any vaulst or pallets because that's too much brain usage.
Even with the buffed numbers, getting to Bloodlust 3 before you get a hit is playing very badly and a halfway competent team should be able to run rings around that kind of killer. This goes quadruple if it's an injure and not a down.
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3162934#Comment_3162934
Yes? They still can body block, then open the gate, pee in the corner and then escape?
If they're body blocking you, they're giving you the hit, so you can just go chase them at a minor disadvantage.
It is a little more annoying in the endgame specifically, but other than that it's totally fine and necessary.
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Right, but it's the first tier of Bloodlust that's most relevant outside of genuinely busted setups that can't be played around skilfully, and that is still higher.
Besides, Bloodlust serves a purpose. Perhaps it wasn't serving that purpose consistently enough with its previous numbers.
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Never failing to hit a Great seems implausible, but it is possible- skill checks aren't really that hard for people with a lot of practice or who are naturally gifted at timing-based stuff.
Overcharge hits that kind of player more than you'd think, too. Especially when it takes them off guard.
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Have you tried chasing someone that wasn't unhooked in the last ten seconds?
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The point was to tackle its absurd size (which they did do, to be fair, the added size mostly seems to be wide outdoor sections that make navigating easier than before) without cutting out that many points of interest.
Rather than just shrinking it, thus cutting out areas of the RPD that players who are fond of RE2 may want to see, this way they can have the two separate maps within the same realm containing different portions of the map. It was a very smart idea in theory regardless of how you feel about the end result, in my opinion.
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@Bran said:
https://forum.deadbydaylight.com/en/discussion/comment/3162434#Comment_3162434
The only nerf I'd say is to nerf the range add-ons. But nothing more
So you wouldn't say that Nurse's extreme synergy with Exposed perks is a problem? It seems like a pretty questionable combo that she should get to instadown through walls, let alone with aura reading slapped on top of that.
She's the undisputed strongest killer for a reason, and that's not always a good thing.
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@Bran said:
Not at all. Nurse doesn't need those nerfs.
What would be the nerfs you'd say she does need? I'm curious.
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I like it, if you've got people injured already it's kind of a budget NOED.
Something that helps keep survivors injured would be a good idea for pairing it. I wonder if you could make it + Sloppy Butcher and Coulrophobia work?