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nars
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This doesnt balance MFT, it just removes some synergy.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490798#Comment_3490798
Shack is a fine loop. Plenty of mindgames you can do. Bad killers are using it outside of a lot of unfair loops.
shack isnt fine for m1 killers, which is what bloodlust is designed for. Killers with actual chase powers dont get bloodlust, and if they do they are throwing and your team is on gens. If you think that an m1 killer can actually play shack without BL, idk what to tell you.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490793#Comment_3490793
A few seconds longer to guarantee a hit, no. Fix the problem. It's far too powerful on a lot of maps that aren't pallet dense like Rotten Fields.
It only kicks in for m1 killers at unfair loops for them. Ex: sadako at shack or GoJ.
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@dbdthegame said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488320#Comment_3488320
Bloodlust definitely needs changes. I say this as a killer main. Killers shouldn't be able to play ring around the rosie to guarantee a hit on most pallets. I have to say, I like the proposed changes.
I think it should just take a few seconds longer to get, other than that its fine.
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As a former adrenaline hater I love this perk and its perfectly balanced. I used to think it was stupid broken and was just a crutch perk... until I used it. I spend the entire game with 3 perks, barely surviving through it and then boom adren kicks in mid chase and saves me. I earned that.
it feels way stronger than it is when you are playing killer. Because on killer, you are always there in endgame so adrenaline looks like it always gets value since everyone uses it.
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Survivors: Im sick of seeing nurse and blight all the time BHVR!
BHVR: Ok have a wesker
Survivors: no not like that
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its intended. If artist could hit people with birds off hook then they'd just go down.
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@ohheyitsbobcat said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490183#Comment_3490183
I understand the hate and very much consider it a hot take. It is fun going against though, in fact I'd say Spasmodic Breath Nurse is funner then any other type of Nurse, even a bad one.
It's kind of like a reverse Oni. You could obviously tweak the numbers so it's only like 30's and give her something small for chase but I think it'd be a great way to nerf Nurse while still keeping her kit basically the same.
As is, her power is way too strong for what little downsides it has.
To be fair nothings better than an M1 nurse. So goofy. Wouldnt be goofy basekit though, she'd just go from nurse to sadako then back to nurse over and over. I could imagine her sloppy addon being a must, needing to get people injured so you can down them with blinks.
I dislike the idea of a reverse oni, because that would punish the killer for playing well. Oni gives amazing players a short but powerful burst in lethality that can turn the tide of a match. A reverse oni, like this example, would strip players of their power for using it correctly.
I disagree, the downside is her map mobility. i know that sounds crazy but overall her map mobility is the weakest in the game, excluding maps like RPD. But luckily for you RPD is one of nurses worst maps. All these times and speeds come straight from the wiki. This math will measure a "Cycle"s effect movement speed. A cycle is from the start of her charging the blink to her regaining that charge again, since nurse players blink once and then wait for it to come back since thats most efficient.
Nurse begins charging the blink. She moves at 2.89 for 2s. 5.78m of distance covered, 2s of time.
Nurse blinks at 13.333m/s for 1.5s. Roughly 20m of distance. 25.78m, 3.5s of time
Nurse is now in the chain blink window for 1.5s, moving at 1.16m/s. This covers 1.74m. 27.52m covered, 5s of time.
Nurse has now entered fatigue for 2s moving at 0.96m/s. Thats 1.92m. 29.44m over 7s of time.
Finally, nurse spends the remaining 1 seconds of her 3 second cooldown walking at 3.85m/s. We arrive at 33.29m of distance over 8s. 33.29/8 = 4.16125. Rounding up, thats an effective 4.16m/s. The weakest mobility in dbd by far. To be clear this measures map traversal speed. The math is to point out that the time it takes for nurse to complete a cycle would be equal to a killer moving at 4.16 in the same time. As long as nurse needs to complete one full cycle to get where shes going at the very least then this math applies. it doesnt apply in chase for obvious reasons.
Nurse trades horrendous map traversal for very strong chase.
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@mizark3 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489621#Comment_3489621
Map Mobility - First off, I thought spamming max range single blinks was better than double blinks? 2s [email protected], [email protected] or 20m total blink, fatigue for 2s @.96. Since you recover charges during the fatigue, and the 2s charge recovery is equal to the 2s fatigue, you stay at full charges permanently. Now you travel at 2.89+2.89+96+.96+20 over 5.5s, or 27.7m/5.5s, or ~5.03 m/s. That is basically permanent Bloodlust 2 on an M1 Killer, and that isn't even taking into consideration that the Nurse can cut corners and blink through walls. There is a level of human error, but I'll just say corner cutting and human error even out for sake of argument. She still has 5m/s map mobility, far and above most.
I disagree with the other points, but I don't know how to persuade you on them. The rock-hard math of Map Mobility is indisputable though. By my count she is better than ~18-21 Killers at Map Mobility (based on whether you consider Singularity/Hag/Pinhead teleports that are in the hands of the Survivors (for the most part) Map Mobility, and I might have skipped/double counted one or two of them).
Disabling charge recovery during fatigue would do well to help balance her out, and would drop the map mobility speed from ~5m/s to 4.72m/s (27.7m/5.5s + 3.85+3.85+2s, 35.4m/7.5s)
I calculated for spamming max range single blinks. I start the counter from beginning to charge until you have regained that charge. So basically charge up+blink+post blink buffer+fatigue+time to charge= about 33m of distance travelled. I got my estimate on the overall speed average by dividing the distance time it took from start to finish. You math is very good, however there is one flaw. Nurses blink recharge time is 3 seconds, not 2. It takes 1 full extra second to recharge that blink than in your calculations. i believe its that discrepancy that led to our differing results. Your overall distance was about 27m per cycle while mine was 33.
if we look at how that extra second affects out time I think we'll see the difference. After the fatigue from the blink, you would not be charging up since nurses wait until they have full charges. Combine that with the additional charge time and I think we'd have a similar number to my 33m.
Also, I think you miscalculated how much time a cycle takes. 2s to charge a blink, 1.5 to travel it, 1.5s between blink and fatigue, 2s of fatigue, and then the additional second from the cooldown. 2+2+1.5+1.5+1=8. I think you forgot about that time between the blink and the fatigue. I'll do the math one more time just to make sure i didnt make any errors:
Nurse begins charging the blink. She moves at 2.89 for 2s. 5.78m of distance covered, 2s of time.
Nurse blinks at 13.333m/s for 1.5s. Roughly 20m of distance. 25.78m, 3.5s of time
Nurse is now in the chain blink window for 1.5s, moving at 1.16m/s. This covers 1.74m. 27.52m covered, 5s of time.
Nurse has now entered fatigue for 2s moving at 0.96m/s. Thats 1.92m. 29.44m over 7s of time.
Finally, nurse spends the remaining 1 seconds of her 3 second cooldown walking at 3.85m/s. We arrive at 33.29m of distance over 8s. 33.29/8 = 4.16125. Rounding up, thats an effective 4.16m/s as I calculated.
You forgot to factor in the chain blink window duration and that her cooldown is 3 seconds, not 2. granted like you said this math doesnt factor in the fact she goes through walls and floors. on a map like RPD for example, her mobility is much stronger. While on something like macmillan, her only saving grace is just how powerful her chase is. And luckily on maps like RPD her chase is wayyyy weaker. Except midwich, we need to kill midwich.
In my experience at least nurse has lots of counterplay in the form of mindgames and LOS breaks. Since shes reliant solely on mindgames and mechanical skill, if you go down to her then she played better. I think the core issue is far more with the majority playerbase either not understanding her counterplay or just not being dedicated enough to learn it.
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@Gplays2000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490191#Comment_3490191
Absolutely I do get that sometimes because of the way the game was designed killers NEED to camp they don't want to but they are forced to...
I just want Solo Q (which has improved a lot over the last few updates) to improve a bit more and the hook grabs were basically impossible to deal with in an uncoordinated solo Q lobby.
I do not want the free escape card handed to me but not being able to do anything wasn't the way to go either... so yeah I really do not know what they can do to make it more pleasant for everyone...
Actually maybe they should praise the killers more for chasing and not really for killing maybe that would be a route they could go especially when it comes to pipping/ranking up like in old dbd.
But well I just want to know will the Update come with Cage?
yes I believe so
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camping is such a stupid little caveat of the dbd experience. Its completely unfun for everyone, but can also be your only option sometimes like in endgame. But then at the same time 2 survivors can easily shut it down completely... except soloQ makes coordination a roll of the dice.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490135#Comment_3490135
I am not good with her. Not at all! Which is the reason I shouldn't be able to load into a lobby with people that know what they are doing with a somewhat ok-ish build (BBQ, Lethal, Shadowborn, Agitation) and win a majority of my games with little to no trouble.
I am not condescending. I am saying, that the killer you play objectively lacks real counterplay and that your performance in a match solely depends on you. The survivors do not matter. If you play good enough then anything they do is wrong and will result in them getting hit. And so far, I haven't even said anything about her second blink, which can bail her out even after making a missplay.
Those survivors most definitely do not know what their doing. As a former nurse main (played for probably 300 hours) survivors who ACTUALLY understand nurse can counter her just as well as any killer. Survivors who understand DBD dont necessarily understand nurse, those players are rare. Thats why people think shes op to begin with, because nobody knows the counterplay or is too lazy to learn. Easier to cry "broken!" than become a better player.
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I hate this take. Great, the almighty "overpowered" nurse only has a power for half the chase now. Soooooo much fun. So much skill expression.
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@DBD78 said:
Last stats we got Sadako had like top 3 highest killrate so that is probably why.
shes the worst killer in the game.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490152#Comment_3490152
THANK YOU. People here would rather pretend that memorizing loops and predropping pallets is skill. It tells you something about the community when they flip out about one of the only killers that skill matters against.
Thats the main reason I like nurse. Probably a controversial take but I think current nurse is the most fun killer to face if you understand her well. I find typical survivor looping kind of boring without something like managing an SB to make it more interactive, and facing a nurse takes the interactivity of dbd (mindgames) and cranks it to the max. just super fun gameplay.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490120#Comment_3490120
Then my question is just like as a M1 killer in shack against a decently good survivor. What is my play? What is the correct thing for me to do? Because as long as you don't mess up, then I cannot win in this situation. Which basically means, if you play good enough, then I cannot play good at ll because I have no skill expression and always end up getting hit. You see where this is going? The survivor isn't a bot. So of course they will upset, if they cannot make a right play.
There is a difference between making a mistake and having no right option. This is why M1 killers are generally perceived as weak and it's also why Nurse is still overpowered. You cannot say something like: "I played better, so I deserved the hit." if there was never any real chance for the survivor to prevent that. After all you cannot even measure the survivor's skill in that situation. It's like comparing reell and complex numbers. You can only judge by the absolute outcome (hit or miss) but not by their actual values (correct / wrong plays).
Thats a bad example. The survivor is not an m1 killer at shack versing nurse, there are ways to avoid hits. A little thing called mindgames. Thats the skill of dbd and thats all you get to use against a nurse. it goes both ways, whoever outplays the other comes out on top. People only think nurse is op because she requires you to completely relearn dbd to counter her, and the majority of players just cant do that or havent tried to. So when they lose against nurse they just go "what am I even supposed to do" because they have no idea what they were supposed to do. Its only natural to feel cheated when you dont understand how to counter someone who just flies through walls. But the counterplay is there, it is consistent and it only fails if the nurse is better than you at dbd. If shes better at mindgaming you and reading your movements then you are hers then you are done for. Thats not overpowered, thats a difference in skill.
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Lets add safe spot to inner healing and head on. Maybe built to last.
Corrupt oblation kind of removes the risk of hexes. If it were a shoter duration or a hex itself it could be neat. Like, as long as the totem is standing then all totems are blocked except this one.
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@Xernoton said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489960#Comment_3489960
That's exactly it. YOU have no way to do anything in chase, if the Nurse doesn't screw up. It all comes down to HER. That is not how an interactive and fair killer works. Ideally, you'd want both sides in a constant back and forth allowing for predictions and mindgames to happen that go beyond hoping your opponent plays sloppy.
That is not the case for Nurse. And that is why she will never be balanced. As long as the Nurse plays it right, she will come out on top in any situation.
Thats just not true. She only gets the hit if she outplays you. Break LOS, move erratically, 360, double back, triple back, locker dodge, window fake, I could go on and on and on. Nurse is about getting in the opponents head, if you can understand their every move then you win. That goes for both sides. Which makes it really boil down to your own skill over hers in a 1v1.
If she plays it right, then you played it wrong and deserve to be hit for it.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3484126#Comment_3484126
Other than Trickster, 110% killers can either teleport or click on you from a distance to make you instantly die.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490070#Comment_3490070
Now do this with Sprint Burst.
It's almost like exhaustion perks are supposed to give you an advantage in chase.
Except with sprint burst it just gets you to a tile, and thats it. It doesnt extend how long that tile lasts, it just helps you get to a new one. And if you want it to proc again or sometimes at all you need to actively lose distance via walking mid chase just to manage exhaustion.
MFT helps you reach tiles, MFT extends those tiles excessively, MFT is unearned and has no purpose in dbd.
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@VirtuaTyKing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490095#Comment_3490095
Please explain as I don't follow. Kobe is the unhook mechanic right?
Your saying it's alright to dodge the DC penalty? It has a minimal impact to the match?
Sorry I mispoke. Im agreeing with you, I havent slept in like 24 hours and I mispelled remove as removing making it look like im disagreeing. My bad.
Self-eliminating on hook is stupid and shouldnt be in the game. The 4% mechanic is kind of bad as well, giving a chance to clutch just because you are lucky. I think self unhooks should be relegated to deliverance and slippery meat reworked.
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just removing the entire kobe system, just serves to avoid dc penalty and deny wins 1/25 matches
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3490068#Comment_3490068
yes and it encourages him to find a different strategy to beat top-tier survivors.
or, and hear me out here, tunneling is still possible without infection
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I'd buy. Control is one of my favorite games ever.
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@jayz666 said:
Made for this is fine you guys need to cope
Completely incorrect.
The distance at which a chase can begin is 12m. Lets say that a chase starts at that distance. The speed advantage of a killer over survivor is 0.6m/s or 15%. Since the survivor will be running away, 12/0.6= the time it takes to reach them and hit them. Without mft, that time is 20s. With MFT, its 25s.
mft gives 0.12/3% speed bonus. This decreases the killers speed advantage by 0.12, down to 0.48. So now we divide 12 by that 0.48 instead of 0.6.
12/0.48=25. Thats a 5 second increase just from having MFT. 5 seconds doesnt sound like a ton of chasetime, but think of it like this: Thats 5 more seconds to reach a pallet. Survivor speed with mft is 4.12, 5 x 4.12 = 20.6. So with MFT, you can cover an extra 20.6m of ground before you go down.
In this example, if we look at where the survivor would have gone down without MFT, if there is a pallet within those 20.6m then the survivor would not go down with MFT. Now imagine that on the chase wide scale.
Other exhaustion perks are oriented around tile chaining, mft just flat out increases chasetime for nothing. Thats a rather specific scenario I know, but it isnt about that scenario. its about the fact that MFT will provide that much extra ground in just 12m of running. No earning it, no activation condition beyond being injured, just equip the perk and you cover so much more ground.
A side effect of MFT is also providing an extra 8s of distance of onhit burst.
onhit burst gives 165% speed for 1.8s.
Killer hit cooldown makes them stand still for 2.7s.
Without MFT:
6.6 x 1.8 = 11.88m of distance
The killers hit cooldown still has 0.9s left, so thats 0.9s of 4m/s. another 3.6m of distance. So overall onhit burst will provide 15.48m of distance. Some killers have methods of regaining that distance quickly or have the range to just not care, but the vast majority of the roster will just have to walk it. Regaining that distance as a 115 killer will take 15.48/0.6=25.8 seconds.
So without MFT it takes 25.8s.
With MFT:
Onhit burst will now be 168%
6.72 x 1.8= 12.096m
killer animation takes 0.9 more seconds so thats 3.708 more meters. 15.804m. A 4m difference than without MFT.
15.804/0.48= 33s to regain it.
25s without it, 33 seconds with. Thats another 8 seconds of covering distance.
MFT is not a balanced perk.
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@Sharby said:
+1
Babykiller with tons of hand-holding and failsafes to make sure the player gets their free hits.
...what failsafes? Do you mean the second token? Because that is literally it. And most of the time its just used to setup the second dash, which requires perfect prediction and timing just to land. If you really think wesker need nerfs thats a massive skill issue.
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@Raconteurminator said:
If people complaining about Wesker isn't proof that we've all run out of legitimate concerns at this point, I don't know what is.
ikr at this point more people want wesker gone than they do nurse
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@DudelPuma said:
Nerf the infection and do it like Nemesis does his ability, let's see if he's still played like that :D you can see how many really play him because of the ability, I mean then the ability will still stay the same a dash only the infection is much less strong, I would say he why he is played so much, his infection is way too overbuffed for the ability being so easy to hit (-8 speed is ridiculous!) That's why he likes to be played, makes the bad players ez while he's done ez to play and not the lies "he's fun to play" like the liars said when they said on strechet res "i have more fps and this looks better that's why i'm doing it and not for the unfair advantage" hehe yeah yeah ofc :)))
there are only two possibilities what will happen:
1. dbd gets a matchmaking whereupon the Wesker players who win a lot have to compete against survivor who are good and get hit against the wall a lot, get desperate and resort to Nurse, Blight, Spirit
2. Wekser gets a nerf because most survivor are too bad to counteract it
one of two things will happen, small spoiler: dbd will not get any matchmaking... accordingly prepare for a legitimate nerf because it is just too strong for the average survivor
No. wesker is not easy like you say. To land the dash you need to predict the survivor perfectly within a 1s time frame. If its easy for him to hit you its because you are making it that way. Also, that 8% hinder? Just cleanse! Its not that hard!
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https://www.youtube.com/watch?v=LrV6vTpti-4&t=40s@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489777#Comment_3489777
Whenever someone ask to show Nurse's counter, typical answer. Never change DbD forums
https://www.youtube.com/watch?v=Hd9yd0Mm7M8
Maybe those will help you out. Instead of whining about losing to nurse, you could learnt to counter her
https://www.youtube.com/watch?v=yxrbBx09blYthe outcome of a match where a bunch of nurse players face off, people who actually have a deep understanding of the killer, got a 4 out. if nurse was overpowered she easily would 4k, even though the survivors know her counterplay. Except she doesnt, but that doesnt really fit your narrative.
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@Hawk81584 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489671#Comment_3489671
reading your posts. i dont think you play much survivor. id be interested to see your gameplay against these insufferable nurses who dont seem to have much counterplay. can you show us how its done?
nah im a terrible survivor lmao, but as a former nurse main i can confirm if the survivors actually know what their doing its an even game. I might record my next nurse match though as survivor.
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you know what? if survivors can DC without a penalty i should be able to as well. Equality.
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blight on swamp is near unplayable for me ngl
im terrible at blight but the point stands
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You know what this reminds me of? That time the community needed to bullt squad matheiu cote himself with instablinds just for them to be nerfed.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489671#Comment_3489671
I will remind this to you next time when you complain about anything 😘
neat, enjoy getting rolled by nurses
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489661#Comment_3489661
Oh yeah, it always player's fault. It's not Nurse who ignores all of core mechanics. Silly me. I am going to corner and shaming myself for being such a noob.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489663#Comment_3489663
Yeah these killers are so rare.
That's why i am always getting daily Blight and Nurse whenever i touch to play survivor.
And i won't stop complaining about them unless devs fix them. I stopped complain about Spirit because she is fine now.
So we all should play SWF for having chance to against these busted killers. Is that your point? Are you solo? Just die and feed kill-rates already!!! Nice logic.
yeah, it is your fault. just because you cant counter nurse effectively doesnt make her overpowered.
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@MikaelaWantsYourBoon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489612#Comment_3489612
Not really. Game survived when Nurse killswitched. I am sure reworking Nurse and nerfing Blight add-ons won't affect game as well. Because killers are already strong enough to win most of games. Except Trapper, Myers and some of other weak killers. But most of killers are just fine.
And you guys should stop using SWF as excuse. Any time people ask for nerfing unbalanced things: BUT SWFs exist!!! So what? You are winning against most of SWF teams as well. But good Nurses and Blights are not rare. They are pretty popular killers, especially Blight.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489625#Comment_3489625
Another SWF excuse for busted killers.
Most of SWF teams are casual players. You are winning against countless SWF teams without noticing it.
And there is no way to nerf SWF without nerfing Solo teams as well. Do you really want to nerf solo teams?
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489631#Comment_3489631
Most of maps are pretty open. Only newest maps are good against Nurse and people are already asking nerf for these maps. Most of times you will get old maps because we have only 3 newest maps which is good against Nurse.
So Nurse will be fine most of times.
You can use LOS blockers on any map efficiently. And if you are somewhere with few blockers its on you for being there to begin with.
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@XimaXNL said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3489630#Comment_3489630
I have been playing video games. That's what I said haha. Maybe you need to learn english better before trying to correct me. But again, try to contribute.
lmao your right im so sorry I havent slept in like 15 hours! I cant believe I read that multiple times, took a screenshot, AND highlight the numbers without realizing that. so sorry lol.
I dont like the idea of swf and solo being separate modes. soloQ games would be filled with even more hard tunnelers except now they can guarantee an easy win.
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1 Thats the point of breaking LOS, to force the LOS blink. Now shes only got one blink, no room for error. Thats where the mindgames come in. Fakes, double backs, triple backs, double/triple back fakes, 360s, that thing you you run around objects, the list goes on.
2 Thats a bad argument. Saying "you cant mindgame a good nurse" is just a cop out. If shes not getting mind game by you, shes outplaying you. That means she is the better player. You absolutely can mindgame a good nurse anyway. Breaking los+wacky movement+everything else=counterplay.
3 her map mobility is some of the worst in the game.
Nurse moves at 3.85m/s. In blink its 13.33m/s. Nurses only blink for mobility when they have 2 charges, its more efficient.
2s to charge, moving at 2.89m/s. 5.78m while charging. then you move through the blink at 13.33m/s for 1.5s. 19.995m during blink. The the 2s fatigue while moving at 0.96 gets you 1.92m. Then you move at 3.85 while you wait for your next blink for 1 more second, 3.85m.
5.78+19.995+1.92+3.85=33.285m per cycle of this. The overall time each cycle takes is 8 seconds. 33.285/8 is 4.160625. Im just gonna round that to 4.16. So effectively, nurses mobility is like moving at 4.16m/s if we're talking just map traversal. Actually slower than your typical m1 killer. Nurses map mobility is only broken when using campbells last breath.
Some of the worst map mobility in the game. m1 killers traverse quicker than she does.
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yeah myers is cool. hes absolutely terrible though so watch out.
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she definitely needs a rework
but if eternal was missing OC skillchecks then thats on them lmao
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@LUSHEPPARD said:
Killers are way to overpowered compared to the old days. Most of them have a big a f hit box, nearly every perk includes locking all windows or palettes, seeing the survivors aura like every second. Boba’s Chainsaw attack is like 20 seconds, and all killers do get special powers to actually one hit you. DBD really turned wayyyyy to pro-killer sided
"Compared to the old days"
sounds to me you just mis being able to load up survivor and win for free back in 2016.
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I'd buy femboy jonah
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The reality is that survivors arent do gens any more than they ever have. killers just have less perks to mitigate the damage, so it feels like the gens are being rushed. Unless toolboxes are involved then I could consider it genrushing. But most of the time when someone says genrush they really just mean the survivors were playing efficiently and they didnt like it. Honestly one more good regression perk would be great for the game imo, something surge level that any killer could use not just m1s. or maybe surge could just be down based and not m1 based? idk.
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reasonable, i just wanna use birkins pipe to bash people on blight classic
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Except that everything his power does can get completely negate by the survivor. His mobility only provides about a 3 second time save per use of both charges. His dashes require perfect precision and prediction just to hit, so its only reasonable it provides some extra benefit in the slowdown. You can also easily avoid full infection by just cleansing. The hinder only exists to force you to deal with cleansing. There are loops where his power is useless so they added a hinder so infection would always be a threat at max, and cleansing a must.
besides everything his power does can be stopped by outplaying him, he needs to hit you.
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The difference between wesker and original PR is that wesker isnt broken.
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@Basti2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488615#Comment_3488615
tunneling or camping is not necessary to win a game get good
talk to me when you have more than 20 hours <3
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@Basti2k said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488609#Comment_3488609
becoming good is in the eye of the beholder what has tunneling and camping to do with good?
you want killers banned just for tunneling, even if its necessary. in fact you think that if the killer might lose, they should just lie down and take it instead of tunneling to have a chance. quite simply get good.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488570#Comment_3488570
And if we were discussing the difference in strength between perks, your point would be valid. You aren't wrong about that, though.
There's a difference between saying "I think CoB should have its nerf reverted because it's too weak now" and "Survivor has all these crutch perks that don't have to be earned while killer has none and has to earn their perks".
fair enough I misunderstood the point of your comment. i thought you were saying something closer to "killer also has very strong unearned perks" rather than just them being unearned.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3488489#Comment_3488489
You realize you're blatantly wrong. Jolt damages generators for you. Pain Res damages the generator with the most progress. Call of Brine causes generators to regress faster and notifies you when survivors hit a good skill check on that gen. There are more perks that I could list, but I'll just stick to those.
It's not like killer perks are any more earned than survivor perks are.
CoB is garbage though its like a 6 second difference in regression.