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mr_Beast_Artist

mr_Beast_Artist

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mr_Beast_Artist
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  • @BrunoReisLopes said:

    There's no point in giving those little nerfs to her, she will still have no counterplay, she's not even that hard to learn. Just play some matches consistently and you'll eventually learn how to play her. Either just remove her completely and thus refunding anyone who bought anything for her or rework her. The latter is more reasonable but since Behaviour doesn't seem too keen on it... I want to add that I'm a killer main, I just started to play survivor more lately and the game is plagued with nurses. I think the fact that some perks were balanced around her is completely ridiculous, she's the problem, fix it.

    Nurse isn't hard to play at all and I know a lot of people who play her without perks.

    You need to make it so that only the first blink goes through walls and the second only goes through the landscape so the nurses will move more wisely and this will not break the hero.

  • @Sparxlost said:

    my personal opinion on how nurse should be reworked...

    nurse can no longer attack directly after teleporting but instead goes directly into her fatigue which has its default duration reduced by a third... and she now has normal killer movement speed to make up for her not relying solely on tp for damage...

    will look into add-ons and add-on (lol) to this post...

    It's not such a bad idea

  • @skylerbound said:

    At least for those of us that do not play this character and are just playing for the daily. Is there any plans to rework this?

    This is the most camping man since he can interfere with his ability to survivors at a distance while standing at the hook himself

  • @TheDavidKingMain said:

    Now that the devs are (finally) getting around to balancing Nurse, the other top tiers need to be looked at. Specifically, Spirit and Blight's addons.

    Spirit has mother daughter ring which, after this patch, will arguably be the most broken addon in the game. It basically makes the game an insta-win for the killer when paired with another strong addon, like the amulet, dried cherry blossom, or another speed addon. They just need to rework this addon entirely; the yellow and brown speed addons are more than enough for Spirit.

    Blight has many broken addons. Alchemist ring, compound 33, iridescent blight tag, all of which can be paired with a speed addon like blighted crow for an incredibly unfair experience.

    It's time to start bringing top tiers in line with the rest of the roster.

    they can't even nerf the nurse at the moment in pbt she's still strong. I played 3000 only on the nurse and it’s just funny to me from such posts that the nurse is weakened (they win on her without perks and you improved her add-ons and it’s just ridiculous). Guys, she remained strong despite the fact that for some reason you improved the add-ons for the nurse ahahah

    I agree with this post because there are addons that make an unbalanced killing machine out of a killer

  • @redjasper said:

    I'm not going to repeat the steps on how to do it, but I know the developers know how to a killer prohibit a survivor from adrenaline becoming activated if they are saved from the hook after the last gen is turned on. I've been seeing killers do this done to other players and it's very shady. It's just as shady as when killers would spam the drop button to deprive decisive strike back in the day. There are plenty of ways this adrenaline problem can be solved.

    This is a critical error and abuse of the killer over the survivor

  • @Seraphor said:

    I've always found it odd that we have two classes of items that (now at least) only exist to track auras. So why couldn't these functions be combined into one item class that's used to track auras, using add-ons to determine what additional objectives are tracked?

    I've formed this idea on the basis of three issues I have with or regarding these items:

    1. Since the Hatch rework, Keys have become virtually useless for opening the Hatch, and still very rarely used for their aura tracking features. That aura tracking is very useful, but it doesn't appear to be good enough to get many players using them.
    2. Maps are also rarely seen, despite not being changed. Of course this is probably because they were previously used with Keys in a SWF to locate the hatch. As it turns out, their limited aura tracking isn't quite good enough to make up for this.
    3. This will seem unconnected but... basekit Kindred. It's requested over and over again as a bandaid fix for solo survivors to deal with camping. It's never going to happen, but these items could make up for it. We have medkits in place of healing perks, toolboxes in place of repair perks, and flashlights provide additional ways to stun. So why not have items that replace aura perks? Do these items already do that? Kinda. Do they do it effectively enough? No.

    So I've come up with a concept where instead of having Keys or Maps, we instead get Keyrings. We can attach various charms, and indeed keys onto these Keyrings, and they effectively serve as buffed Maps that could be used to open the hatch, if they have a functional key attached to them.

    https://us.v-cdn.net/6030815/uploads/DULKSWT7SJJN/keyrings1.png

    Please forgive the scuffed icons.

    The main addition here is that simply equipping the Keyrings will provide the survivor with one permanent basekit feature, the ability to see the auras of fellow survivors within a short distance. Effectively replicating Bond but slightly reduced. This is comparable to a Medkit replacing Selfcare.

    In addition, Keyrings can still be channelled, using up charges, to activate further aura tracking abilities. As default that includes survivors further away, and generators within that same short distance zone.

    https://us.v-cdn.net/6030815/uploads/L32R2JSLFYX5/keyrings2.png

    For common/uncommon add-ons, we get the general distance/charges upgrades, plus a few additional abilities. Some of these are simply existing Key or Map aura tracking abilities that I've integrated back into Keyrings, however the Eroded Token's new effect is entirely novel.

    The Eroded Token would allow you to see the aura of survivors who are within 16 metres of the killer, when using charges. This would serve as a sort of Kindred-lite, as if you start charging the Keyring and see a survivor appear further than 16/24 metres away from you, you can infer that the killer is close to them.

    https://us.v-cdn.net/6030815/uploads/TUYJMLA90CGF/keyrings3.png

    Then we get the rare and up add-ons.

    The Gold Token is straight up Kindred replication, although obviously limited by the charges of the Keyring.

    The Broken Key now sees a new lease of life, it's no longer useless, it can be used to track the Hatch, even while it's open, giving you as the last remaining survivor an edge over the killer in the race to the hatch.

    Attaching the Dull Key allows the Keyring to function just as the current Dull Key does, giving the ability to open a closed Hatch. Then the Skeleton Key combines both together, giving you the aura of and ability to open the Hatch.

    I think these changes, essentially combining the best parts of Maps and Keys into one, would make an item that may actually be as useful as a Medkit, Toolbox or Flashlight, and provide solo survivors with additional effective options to gathering info, that won't feel like a waste of a slot that using Kindred does for some.

    I completely agree these two items are useless at the moment, especially the key after a strong nerf of the hatch, it became useless, I even wish that it would not come across to me in the bloody web!!! You should make it so that the key would open closed doors, since the killers do not want to break them, what is the essence of their existence? then make a solid wall if you don’t even think about breaking the door, make a perk for survivors that allows you to break the door or make the door mechanic so that the survivor can open and close it, which would slow down the killer in pursuit or let it do the key, what is this garbage still needed for after the nerf.

    Dear developers, take care of the doors and make a real random generation of doors or let the survivors open them with a perk and a key.

  • @DaManOfGaming said:

    There are too many killers holding the game hostage by camping hook.. this could be solved if hook progression would pause after the killer has been in close proximity for too long. That way survivors could have a fair chance.

    this is a good idea and you need to make it so that the killer cannot use the ability at the hook, the same nurse is a fan of teleporting, or even worse if it's a bubba with a chainsaw

  • It is necessary to make it so that the prestige of the killer would be visible, then it will be fair, or make the function hide the prestige

  • @HugTechLover said:

    What… that literally makes no sense. Why would the killers’ main performance measure be how many gens are incomplete?

    This will show how the killer is worthy of his rank. Since killing while standing at the hook is not difficult, and preventing repairs is already the real point of playing as a killer. The goals of the opposing teams should be the same (survivors attacker - killers defender) repair generators - protect generators. I end the game when the survivors have 3-4 generators left and I am worthy of a good title showing it!

  • image.png

    who did not understand, then I'm talking about it

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