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  • It should be obvious that omegablink is op, yet some people are defending her addons, calling everyone who thinks omegablink is op in any way a salty survivor main. As long as these people exist, this video has a point. Plus, there is still a conversation to be had about nerfing her base kit slightly, but it is not the point of this video.

  • You have to focus on common cases, and I do run into Omegablinks a lot. As I said, if Nurse with medium addons would be the same as base kit Nurse now is, it would be fine.

  • Exactly!!

    If Nurse with yellow/green addons is as strong as base kit Nurse now, I don't think we would have so many people complaining.

  • If you need a super coordinated and extremely organized team to maybe have a chance to beat the Nurse, then there is balancing problem.

  • @Sluzzy said:

    Someone is really salty they couldn't loop a good nurse.

    Sorry bro, every killer can be OP against potatoes. Video is an outlier and should be dismissed.

    We've had plenty of Tru videos posted showing him juking P3 nurses that proves she is not OP.

    Honestly, if you still bring up examples of Nurses getting juked as an argument for her not being OP, I can't help you. Let me just say that good Nurses don't get juked. I personally get juked plenty of times, but even 2, 3 even 4 jukes is not enough to buy time for gens.

  • I would be glad if everyone agreed on omegablink being overpowered, but sadly if you just browse the forums a little bit, there are still a lot of people who think that everyone who calls for any Nurse nerf is a survivor main crybaby.

    The purpose of the video is purely to show what ridiculous plays you can pull off with the Nurse, and especially with an omegablink Nurse. I just had fewer "montage-worthy" clips with a base kit Nurse, it mostly is the same, but the blinks are shorter, and in my opinion, less enjoyable to watch.

    Regarding comments saying I played against bad survivors who run in a straight line - well, they didn't always run in a straight line, as is to be expected on high ranks, but I just found the clips of me blinking to the corner and hitting the survivor that was trying to double back to be less satisfying to watch.

  • @Hoodied said:

    Nurse does not need a nerf, hell, lockers exist and people think they don't matter and omega blink nurse's counter is literally lockers, more blinks longer exhaustion, but her addons are being changed, in which angered me when I was told about it

    People like you who really think that Omegablink is fine motivated me to upload that video. By the way, there aren't many lockers on the map anyways.

  • @Marcus said:

    You only played her with Omega Blink add-ons. People already said : she is balanced without add-ons and only broken with certain add-ons. Your video just prove their point.

    I am just proving that Omegablink is beyond OP and that it DEFINITELY needs a nerf.

    Btw, just to clarify - the footage is from last season, where I played in ranks 1-2 mainly. I didn't even use Omegablink on my rank 16 to 1 run, because I thought it would be too easy. I wasn't able to record my run, because OBS randomly caused my PC to freeze for a few seconds, which would lag out all the survivors.

  • @Redcum said:

    The issue is that Nurse is incredibly good as long as the survivors can't mindgame, mindgaming is useless against others killers so they don't know how to do it.

    Counterplay is very limited against the Nurse. Survivors, myself included, only have a fixed set of tricks. Even the most "unpredictable" will get catched quite easily, if you react to their movement, instead of predicting it. Iron Will, Dead Hard, Quick and Quiet can make life just slightly more difficult for the Nurse.

    I used Omegablink to show just how ridiculous it is, as there are still people who believe that the Nurse doesn't need any nerfs. The clips are mainly pulled from red and purple ranks. The only difference I noticed in red ranks vs. green ranks is that gens get done a little bit more quickly, there are more people running Dead Hard, but they still get downed easily, if you react to their movement, instead of predicting it, as I said earlier.

  • Suggestions:

    • If you open all chests on the map, the hatch key will spwan in a radius of 16m near the three chests the moment only one survivor is alive. Keep current hatch spawning rules. (This essentially means that keys would continue to work like they currently do)
    • If you are the last survivor alive, the aura of the hatch key is shown to you until picked up
    • The killer cannot grab the survivor while the survivor is opening the hatch with any key (Yes, this could be removed but would just lead to the survivor waiting until the exit gates are opened automatically, meaning that the survivor would win anyways)
    • The killer and survivor see each other's auras for 2 seconds every 60 seconds. This allows for the survivor to chose between hiding briefly and gaining distance and also lets the survivor know when the killer is seeing them. This also prevents the survivor from hiding until the exit gates open up.
    • The survivor becomes exposed and mori-able 1 minute after the exit gates opened and Blood Warden activates.
    • To make it easier for the survivor to juke/lose the killer to gain distance or to hide while the killer is not seeing them, thicken the Dark Mist every 30 seconds and make the moonlight darker.

    This would give plenty of options to outplay each other for both sides. The killer can patrol the chests, and if he can prevent the survivor from obtaining the key or finds him before he does so, he will most likely win. The survivor can escape by stealthing around the killer to obtain the key while also paying attention to the fact that he is visible every 60 seconds.

  • @Dreamnomad said:
    I've posted an idea concerning locking teachable perks here: https://forum.deadbydaylight.com/en/discussion/18925/disabling-teachable-perks#latest

    This would greatly help with the problem.

    The problem with teachable perks that can be disabled is the diminished variety. Better would be to have all perks have one tier and increase the number of perks that can be purchased per bloodweb

  • That's what I just said they should lol

  • @TheMidnightRidr said:
    I don't think you realize how much time someone invests to be skilled with her.

    Requiring skill does not alter the objective strength of a killer.

    Looping has to be nerfed, stealth has to be buffed, yes, but this doesn't change the fact that the Nurse is the most stupid killer ignoring who can all mechanics for the survivor to gain distance. (Yes, mechanics to gain distance are needed, because without cutting line of sight, there is also no stealth.)

  • @Tzeentchling9 said:
    Remove the fall penalty completely with balanced landing? Do you want infinites? Because that is how you get infinites.

    Why? It is 75% right now and nobody has issues with that. If you loop the same spot over and over again, the killer will get you. It would be like running in an almost straight line. Infinites only occur when windows are there. With or without Balanced Landing.

    @lyric said:
    Dude exhaustion perks are not a necessity right now my main perks are borrowed time, we’ll make it, self care, and stake out, I’ve made rank one survivor the last four months without any exhaustion perks or DS. My next step is to break away from self care and run pharmacy or plunderers instinct to make up for it 

    So what? Yeah it is possible to get to Rank 1 perkless, too, but it is objectively stronger to run exhaustion perks which is why everybody does that.

  • ------
  • No. I was referring to the change that buffed it to 100% and working not only while injured. 
  • @popoles said:
    I am sorry, but the 2 seconds on the Lightweight is ridiculously OP. I use the perk and it's already doing its job, so I wouldn't do anything with it.

    I would be fine with keeping the time as it is. It was a direct counter to Predator back in the days where people actually used Predator. Now, that Predator got changed, it should still offset Predator, but keeping the advantage of scratch marks disappearing more quickly to make it stronger.

  • > @Dwight_Confusion said:
    > Right. The nerfed perks that people overuse...
    >
    > TO shake up loadouts. Now people will have to think instead of using the same stuff.

    This is incorrect: Looping is still the most powerful option for survivors as it isn't suddenly out of the window because exhaustion got nerfed. It is low-effort but high-reward since the other 3 survivros just do gens.

    Survivors will tend to chose the strongest option. Which currently is: loop and genrush.

    **So how do you motivate survivors to adapt a different style of playing?**

    **You give him viable alternatives.**

    And yes, I do recognize that stealth is already a powerful option. But it is harder to master and has little action. Even if it is as strong as looping, which it still isn't, survivors will tend to chose looping since it is low-effort. They need no situational awareness, they can still use Sprint Burst to get away from the gen to the next looping spot and just run in circles.

    The game offers enough perks to hide from the killer (Urban Evasion), but once you are found, the options you have to lose the killer are very limited, especially on some maps where structures spawn in small islands so breaking line of sight is very hard. And on the maps where enough structures spawn, looping will be especially powerful and it will be the better alternative to buy your teammates gen time.



  • They made the stealth options look better by making the other options look worse. I think they should make the stealth options better by actually making them better. 
  • Point is: Killers get buffed in chases, which is a good thing. Survivors should in return get more options to lose the killer. Dark claudette and Urban Evasion is the only perk(s) needed to avoid being found, but the perks you are supposed to use to lose the killer are simply too weak except iron will. This leads back to looping meta perks because it is objectively stronger to have one Survivor waste 5 Gens worth of time with SB, DS and Adrenaline and then all escape.

    It's the same with killers. Killers camp because it is strong and they can bully the survivors, survivors loop because it is strong and they can bully the killer. Vicious circle
  • Iron Will and Urban Evasion are the only viable stealth Perks right now. Dance with me is way too situational. Sometimes you are forced to vault the window, but DWM and Lithe are useless if there are no objects to cut line of sight.

    I would love Balanced Landing to get buffed because a Sprint perk is a great way to cut line of sight. But with the current state of balanced landing, the killer will always know where you went. 

    Self Care will always be meta if you are a stealthy player. It is always less likely to get caught if you don't depend on looking for a teammate to heal you. But the upcoming change is great, because you can't self care in front of the killer anymore. 
  • @Milo said:
    I think we should buff all of Kate's perks :x

    Yeah they are all trash. Sadly, devs don't manage to create new viable survivor Perks for a long time.

  • You know what? To a certain extent, I agree.

    It should ultimately be at the killer's hand to judge if he wants to camp a survivor.

    BUT: It is objectively much more fun, if the killer doesn't camp: Every survivor gets to do everything for a little bit: do some gens, unhook and heal some mates, juke the killer, etc., while when the killer camps, one survivor is just doing nothing or spamming Space, while others are just doing gens. And it is even boring for the killer, since he doesn't do anything meanwhile.

    I do enjoy playing killer. I never camp except when someone is exploiting bugs. I just sometimes wish that non-camping, which benefits everyone by making the game more interesting, would be rewarded in some way.

    If killers were buffed in early game chases, fewer killers would camp. This is something proven by The Nurse. But especially Nurses take it very personally if they are juked for over a minute. They will probably camp you. And they will most definitely tunnel you. But you know what? I am fine with that. If the killer wants to camp for personal reasons, or desperately wants to secure that kill, yeah, why not? All I am saying is that camping & tunneling should not be the only viable strategy to secure kills because chasing is too weak. Buffing the killer and only permanently revert the buff after he killed someone someone would greatly encourage killers to adapt a fair playstyle by rewarding it.

    If you disagree with my opinion that camping is boring, fine. But I personally wouldn't spend 20€ on a game just to stare at killer or survivor faces depending on what I play.

  • You know what? To a certain extent, I agree.

    It should ultimately be at the killer's hand to judge if he wants to camp a survivor.

    BUT: It is objectively much more fun, if the killer doesn't camp: Every survivor gets to do everything for a little bit: do some gens, unhook and heal some mates, juke the killer, etc., while when the killer camps, one survivor is just doing nothing or spamming Space, while others are just doing gens. And it is even boring for the killer, since he doesn't do anything meanwhile.

    I do enjoy playing killer. I never camp except when someone is exploiting bugs. I just sometimes wish that non-camping, which benefits everyone by making the game more interesting, would be rewarded in some way.

    If killers were buffed in early game chases, fewer killers would camp. This is something proven by The Nurse. **But especially Nurses take it very personally if they are juked for over a minute. They will probably camp you. And they will most definitely tunnel you. But you know what? I am fine with that. If the killer wants to camp for personal reasons, or desperately wants to secure that kill, yeah, why not? **All I am saying is that camping & tunneling should not be the only viable strategy to secure kills because chasing is too weak. Buffing the killer and only permanently revert the buff after he killed someone would greatly encourage killers to adapt a fair playstyle by rewarding it.

    If you disagree with my opinion that camping is boring, fine. But I personally wouldn't spend 20€ on a game just to stare at killer or survivor faces depending on what I play.

  • Actually... You know what? To a certain extent, I agree.

    It should ultimately be at the killer's hand to judge if he wants to camp a survivor.

    BUT: It is objectively much more fun, if the killer doesn't camp: Every survivor gets to do everything for a little bit: do some gens, unhook and heal some mates, juke the killer, etc., while when the killer camps, one survivor is just doing nothing or spamming Space, while others are just doing gens. And it is even boring for the killer, since he doesn't do anything meanwhile.

    I do enjoy playing killer. I never camp except when someone is exploiting bugs. I just sometimes wish that non-camping, which benefits everyone by making the game more interesting, would be rewarded in some way.

    If killers were buffed in early game chases, fewer killers would camp. This is something proven by The Nurse. But especially Nurses take it very personally if they are juked for over a minute. They will probably camp you. And they will most definitely tunnel you. But you know what? I am fine with that. If the killer wants to camp for personal reasons, or desperately wants to secure that kill, yeah, why not? All I am saying is that camping & tunneling should not be the only viable strategy to secure kills because chasing is too weak. Buffing the killer and only permanently revert the buff after he killed someone someone would greatly encourage killers to adapt a fair playstyle by rewarding it.

    If you disagree with my opinion that camping is boring, fine. But I personally wouldn't spend 20€ on a game just to stare at killer or survivor faces depending on what I play.

  • Yeah it is a legal move. It is also "legal" to run the same loop spots for 5 minutes. But is it fun? No. But the game currently promotes looping and camping. That has to change.

  • I have the feeling that lowranks (which are most of the players) have the most fun. The chases are short and most killers don't camp on low ranks. Nobody complains. Everybody profits.

  • @Someissues said:
    Killers don't camp and tunnel because they feel powerful. It's the only way you can win vs competent survivors at high ranked, doing so will safely guarantee you with at least 1/ 2 killers

    No, they feel powerful when they camp and tunnel, and feel powerless when chasing. That is why they camp and chose not to chase.

    @TeambossFloze said:
    killers are getting a massive buff over the next few patches - Post is redundant sorry

    No it is not. Killers will STILL have no incentive not to tunnel. He just gets stronger but he will still be tunneling, making survivors even more toxic.

    @Someissues said:
    It has nothing to do with buffs, no matter how much they buff Killers it would be the same. There's no incentive for Killers to chase new survivors, it's better to just tunnel one person till he's dead is what I'm saying

    the current system in place encourage Killers to camp and tunnel at High ranked

    This is correct. And this is why I propose the change that the killer gets buffed as long as no survivors are slugged, camped, or killed. So killing a survivor (=tunneling) early on debuffs him to normal values. This should be more fun for everybody since more survivors live longer, but chases are shorter overall.

  • @TeambossFloze said:
    Yknow...I have an anecdotal story about this - true one. A good friend of mine who plays survivor only, has started to dabble in the dark side and play killer to get some rituals done. She went in as trapper and come away upset because the survivors just looped, flashlighted, teabagged, ran around for 30 minutes. Her response ? "Next time im playing killer i'm camping the ######### out of them"

    No smoke without fire

    If killers were powerful in chases, that wouldn't happen that excessively.

  • @Kasies said:
    You aren"t yes but roughly half of our so called community is. Maybe they are pissed because the last Match was full of toxic survivors? I noticed people - sadly including myself - often hold a grudge against a specific survivor. For me it"s claudette. More then half of them (that i have encountered) often try to bodyblock my hook.

    Judging by the rest of the comment, I think he meant "No, killers camp me [...]"

  • @Siggerad said:
    Way to BIAS; now BBQ&Chili is weak perk? LOL

    Let me clarify. BBQ is very strong if you want to snowball when you already have momentum going for you as the killer. That is why survivors find it annoying to play against BBQ. But BBQ is not helping to generate pressure in the first place. I feel like BBQ should help to generate pressure in the beginning, and weaken out when pressure is already there. A sensible change would be buffing killer in early game as I suggested + nerfing BBQ so it doesn't show the auras of already hooked survivors. It would still be a very strong perk, plus it still gives double bloodpoints.

    @FSB75 said:
    The game is balanced, and camping proves this. If killers were OP, there would be no need to camp, ever.

    This would only be true, if only few killers camp. The reality is, almost every killer camps. So almost every killer feels too weak. There is a need to camp, because killers are too weak. If killers were strong enough to gain map pressure early on, they wouldn't need to camp. It has little do with if the killer's overall strength.

  • Okay I don't know why my comment disappeared.

    Strategical camping and tunneling has to be removed. The Killer must have viable alternatives and he must be given the incentive to leave the hook by buffing him in chases in early game, where he needs to be buffed. If the killer wants to camp/tunnel a survivor because of personal reasons (teabagging, whatever), he may chose to do so, but he shouldn't be expected to be rewarded for that.

    Just look at Nurse to prove my point. A good Nurse almost never camps. It is no coincidence that the Nurse is also very powerful in chases, a perfect Nurse can end any chase in 2 blinks. There is no need to camp, because they feel it is more rewarding end empowering to chase and down other survivors meanwhile.

  • No it shouldn't - If it ignored hooked survivors, you know exactly if people are around the hook, ready to save. But yes, it should ignore surv in lockers.

    in Whispers Comment by oke
  • This is a good idea. If it makes you always fast vault when sprinting, that's great. It would work nicely with Quick and Quiet, although I still think that both perks shouldn't have a cooldown. It would give more options to lose the killer instead of having to loop him.

  • Bodyblocking is an essential part of the game. For killers and for survivors. This is a game and it is not supposed to be realistic. Or is it realistic that you can get chainsawed an infinite number of times yet still fully heal to healthy state and running at full speed using Sprint Burst?

    95% of the times I get bodyblocked as Killer, I just enjoy the free hits. And the other 5% it is just a really good team rewarding themselves for good teamplay. So I have absolutely no problem with bodyblocking as it is in the current state of the game.

  • Hallucinations are used by the doc to see where survivors are. It is fine as it is, Doc is already annoying enough to play against as survivor.

  • @Peanits has analysed it correctly. Give the Killer a significant buff for chases in the beginning of the game, where all the nice and juicy pallets are still availible.

    Some token system could work:

    • Killer starts with a number of tokens (for example, 8).
    • For each token, the Killer gets a 3% speed increase to pallet breaking, vaults, bloodlust activation.
    • If the Killer has all tokens remaining: Remove red light when bloodlust activates, Slightly/Moderately (debatable) decrease time for Killer's ability (yeah that messes with Nurse, but that is not a bad thing, and good Nurses can adapt).
    • first time any survivor is downed, lose 4 tokens
    • any other survivor downed -> lose 2 tokens
    • if a survivor gets hooked for the first time, gain a token (discourages slugging and tunneling)
    • one survivor dead -> lose all tokens for the rest of the game

    That means:
    In the first chase: 24% faster pallet breaking, vaulting, bloodlust activation speed. No red light so more mindgames possible, which makes the Killer stronger. (3% per token for vaulting might be too much, since this would probably stack with Bamboozle & EW3 Michael)
    If the Killer doesn't tunnel, he can hook all 4 survivors once (8-3-1-1-1=2) and still have 2 tokens.
    If the Killer tunnels the first guy, he has only 3 tokens left with just 2 hooks. If he further tunnels him, all buffs are gone.
    The survivor has to aim for losing the Killer instead of wasting time!
    BUT: If Killer gets buffed for early game, please nerf Ruin. And consider buffing Survivors when there are only 2 or less remaining.

    TL;DR: Killer can be gen rushed because he is weak in the first chase. Buff him in early game. Debuffs when he gets hooks/kills. In return, nerf Ruin and make the last remaining 1 or 2 survivors stronger.

  • Percept said:

    survivors should get more powerful, if the killer has already been able to kill someone, so the remaining survivor(s) can escape more easily.

    Yea you're a [BAD WORD] idiot

    Aka how to single out one sentence without understanding the context. 
  • Add a Narnia-like ability. Hag can teleport between lockers, with a cooldown (like 30-60s) to any of her teleporting abilities. Seriously, this would be pretty funny to play and to play against. 
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