coppersly
coppersly
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2527968#Comment_2527968
If they reduced it from 3s to 2s (make it basekit) I will agree with you.
Why they forced walking Nurse playstyle on us is frustrating to say the least. Pile on a single blink could cost up to 1.99 charges.
Yeah I hope they implement some sort of QoL for that 1.99 charge thing. Maybe if you start a blink the recharge timer still goes for 0.5 seconds but more slow? So if you hold it you can get your full 2 blinks instead of getting shafted hardcore.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2527819#Comment_2527819
I just don't want to see a repeat of how it was before. Extra blinks gives too many redos and back in the day it didn't take much skill having 3,4, or even 5 blinks
But that was when they were instantly able to be used again. You're gonna have to be walking for 9 seconds before you can use a 3rd blink. That's a lot of time for survivors to lose LOS and whatnot.
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@Mr_K said:
https://forum.deadbydaylight.com/en/discussion/comment/2527814#Comment_2527814
People need to get off this recharge and distance addons being problems.
The old distance addon was a problem. It buffed more than distance including shorter charge time and travel speed. The current addon was deemed balanced two years ago. What changed besides people moving goal post? You only gain 4 meters on your 1st blink only plus you have to charge 20% more for it.
Recharge just shaves off 1s if you use both addons (0.6+0.4). Maybe why its ran so much is because 6s of downtime feels awful. Especially against survivors that hold W when they hear heart beat and dead hard after chasing them across the whole map.
I love how eloquently you encapsulate Nurse problems.
I was playing on Midwhich and it felt awful that even with both CD addons they could just W through the hallways and there was very little I could do about it. That's why I want them removed; so I stop feeling like they're mandatory to play her. I'd actually like to use different addons from time to time but not at the cost of walking as the slowest killer in the game for even more each game...
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@Labrac said:
Considering they kept range and recharge as they are, I'm fine with the change.
tbh I would either like them removed and the CD shortened somewhat so that way I can actually feel like using any of the other addons, or they could actually make the other ones useful/interesting enough (and not buggy) that I might actually consider them over the CD ones. (I personally don't use the ranged anymore.)
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@Mr_K said:
I'm fine with it now. Why would I want them to touch her addon? They did such a great job the last time. /s
Really, this is the best outcome I could hope for after seeing the UR addon change. I just hope the down side tp that addon is enough where I won't see 3 blink Nurses unfairly increasing her stats.
I don't see how it would be an issue with a 50% increase to the CD. It'll take ages to save for that 3rd blink to comedic effect. If anything it's a better training addon now than the regular one is.
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@VolantConch1719 said:
When played properly, I find him to be high B-Tier-Low A-Tier.
I have found that his power is really not meant to be used in the open, but rather at pallet loops. A small thing I noticed is that the break chain and vault buttons seem to be the same, so I've been having a lot of success chaining injured Survivors at pallets and grab them as they try to break out. And even if you can't do that, there's still distance that the Survivor can't make as well as they usually would due to the chains slowing them. It can be used in a chase, but only at a short-mid range, otherwise the chains do very little.
Don't get me wrong, he has problems. The chains break too easily and the fact that he can't see the box without Chatterer's Tooth while Survivors have no problem is honestly a weird mix of balanced and straight up confusing. I think making it so he can see it at a short distance, making the box's aura not map wide at base for Survivors (but still further than 16 meters like the Iri Configuration) and making the chains a little stronger are all he really needs.
I feel like this is good advice but I just don't feel like playing a weak killer if the MMR is going to put me in Nurse lobby games anyway. The game is straight up stupid unfun now if you're not A+ tier.
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@Chilli_man2400 said:
Run hoarder on him and use chains on short loops or when a survivor is running straight. When someone picks up the configuration try to down them with hoarder to get infinite chain hunt.
Thanks I'll try this after losing a bunch and never getting his 3 perk achievement. Sounds like a really good idea on him.
@[Deleted User] said:
If you want to contest the box more often don't bother with Hoarder/Franklin's, just run a box opening add-on. Combine that with a chain hunt add-on and you'll get value out of chain hunts one way or another.
As for aiming the actual chain, yeah it's clunky. Best bet is to try to land the thing right on top of people like nurse and shoot immediately, though it's difficult against some survivors. Takes practice.
Yes I've been finding that it shares a lot of similarity with Nurse blink aiming. Not 100% but very close. Not sure if I should lean into it or try to separate them in my head since it's more nuanced with the speed increase.
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@landromat said:
His attack is bugged and super frustraing. His chains do little to nothing. High risk little reward ability. Box is super fun and strong tho
Yeah I'm at a loss as to what his power is supposed to do? If you use it mid chase and actually land it most of the time they break free and get to another obstacle while you physically catch up.
If you try and use it on where you think survivors might be out of a chase, you're not doing much but wasting your time.
Would've been interesting if he worked more like Deathslinger and injured on healthy survivors and left injured in wounded state and wounded to downed. At least that might been useful and an interesting mix between a ranged character and Nurse.
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Pretty much all of Nurse's addons need another pass because I've never ever once felt tempted to run anything besides recharge or distance, pre or post nerf.
Nemesis's need love too, but so does his whole kit.
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Sarah Ravencroft for Nurse. Scooby-Doo inclusion and it fits fairly well; floating woman, Nurse already have similarly styled dress skins, Sarah's magic. Get it on BHVR.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2430731#Comment_2430731
I never said I was pleased with the chapter tho........
That's why I said 'them.' I wasn't trying to imply you were easily pleased by skins. It would just be nice if I could be placated though.
@Adjatha said:
https://forum.deadbydaylight.com/en/discussion/comment/2430731#Comment_2430731
Considering skins make them All of the money, you'd really think they would've had some alt villain legendary skins for Nemesis. The Tyrant model has been a through-line for almost all the RE games. RE2's Mr. X is the most obvious, but there's also the classic RE1 Tyrant, RE2's Berkin, RE4's Chief Mendez, RE6's Ustanak, RE7's Jack Baker, and even RE8's Lady Dimitrescu (first form). So many options to pick from, and Nemmy got nothing (on top of his wildly under-tuned, uninspired power).
I was so hoping for Lady Dimitrescu, would've been tight. Even if she sucked worse than Freddy on release.
They'll probably do Mr.X skin later on, possibly some of the body horror zombies that have tentacle attacks.
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@ShakeyGames said:
https://forum.deadbydaylight.com/en/discussion/comment/2430720#Comment_2430720
Aren't ranks only partially reset though?
I think with MMR comes future rank rewards and it would be logical to reset them completely instead of only partially at that point in time.
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@Marigoria said:
Only salvation for this chapter was Leon.
Map looks great, but it's awful for this game.
Nemesis is boring to face, and the zombies even though it's an interesting concept, work awfully, for both sides.
Perks are meh.
I like Claire's and Chri's skins, but I find Jill to be really bland.
Yeah if you're just interesting in skins then this chapter was pretty good. Oh to be so easily pleased. I envy them.
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@Adjatha said:
It seems pretty likely that Nemesis' original power was building up Infection to create more zombies. My reasoning is as follows:
- His Ritual requires reaching rank 3 four times, which cannot be done in a single game, unlike every other ritual in the game. This suggests originally you could reach rank 3 and it would reset to 1 or 2 during play, instead of capping out.
- Half or more of his addons specifically and only effect the zombies. With two zombies (which can be destroyed by Nemesis and survivors alike), it really doesn't make much sense for THAT MUCH attention to be paid to such a tiny force.
- It takes 6 contamination points (infecting two survivors) to rank up to level 2, which provides an incredibly powerful boost. It takes FIFTEEN contamination points to give your tentacle +1 m range (still the shortest "ranged" attack in the game). The wide disparity between these seems to suggest that reaching T3 used to give you a powerful boost (and reset your contamination level)
- RCPD is, by a wide margin, the largest map in the game. It is a nightmare for a killer to try to patrol all over that place and desperately needs some killer feature to spook and chase away survivors in multiple places.
- Devs specifically stated that they TRIED having more than 2 zombies on a map at once, but it tanked performance (even more than having only 2 did) so it was an impossibility using their current code.
- Resident Evil is (at its surface level) about zombie apocalypse-level events. Two slow walkers ambling around hardly counts as an apocalypse.
So, if you accept the premise, then the RE Chapter WAS a disappointment. Making a bunch of zombies would've been a tremendously unique killer. As stands, the two zombies either have some effect on the very, very small stages, or zero effect on the medium-to-large stages. They're more an after-thought than anything else, and considering how buggy they turned out to be, that's hardly a surprise.
Personally, I would've preferred they spent more time getting the code for multiple zombies working and just held off on releasing him until it was ready. Maybe they would've had the time to get some Nemesis skins available for launch, to mitigate the slowed release? Maybe more testing to realize that RCPD is far too large and should've been two stages, not one? Maybe not tanked their own Anniversary event with console-breaking performance issues?
You make good points. It would've been much more interesting trying to build up a small zombie army than just whipping people with a short tentacle... but I could see it snowballing past any reasonable counters for survivors too.
@Ghouled_Mojo said:
I would’ve preferred Tyrant/Mr X. Seems like a lot of the players are younger than me but the first Resident Evil was a big game changer. PlayStation was still relatively new and RE stood out among the games available and other games of the genre, like Parasite Eve, didn’t do as well as RE. It left an impression that lasted for years and the sequel was extremely well done. I just never enjoyed Nemesis as much as Tyrant/Mr.X but he seemed to stick out more as the icon for a lot of players.
Yeah I was hoping for a more creative killer choice with so many different unique zombies in the franchise. I guess iconic works too but then he should've at least been a powerful iconic character...
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@Razorbeam said:
https://forum.deadbydaylight.com/en/discussion/comment/2424592#Comment_2424592
The best ending is this forces them to finally address the top 5%, the worst ending is they ignore it and nobody in that bracket plays which historically kills all online games.
Take your bets.
Considering even OW couldn't do it right my bet is on the latter.
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MMR could work but only once we address the highest elo and the absolute bonkers crazy ######### they break the game with up there. Otherwise players who don't abuse stuff but get in that elo aren't going to want to play the game after long.
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@Snowbawlzzz said:
This doesn't say anything about the MMR system
Maybe the MMR got him matched with you, maybe it didn't. We can't know because a cheater is pretty much able to set their own MMR with the tools at hand.
No, I wasn't trying to link MMR directly to the hacker, I was trying to point out they're actively doing something for the games health and balance which should be a time where they're monitoring the live game and seeing this stuff, and there's just hackers roaming about like crazy. It's odd.
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@bibibib8 said:
MMR is not worth for killer the more you mmr is high the more you will get haddonfield offering bnp, key etc... in your game.
This is the issue that will arise with just MMR coming online and no balance to accompany it.
Killers who are good will eventually hit a wall of the sweatiest sweat every single game unless they purposefully do bad to try and get better games. This can be avoided if we address the absolute nonsense survivors are capable of at high tiers so that way having a high MMR as killer isn't going to be an eventual uninstall.
Individual killer MMR is just a band-aid. I don't want to sweat every time I play Nurse, but it's gonna get that way eventually... And I don't really like most of the other killers, I don't want to be forced to play another killer just to not have sweaty games. It's a delicate balancing act that I don't know if the team is ready for/capable of.
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Another Nurse bug I'm sure. If not her then some map where she's broken and can't blink through.
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@Troman said:
https://forum.deadbydaylight.com/en/discussion/comment/2404398#Comment_2404398
You must be new to the game. Anyone who plays this game since its release knows that Survivors were never as weak as now. It's Killers strength that's at a peak now.
Is that really so bad though? When people point out survivors are at the weakest they've ever been I feel like everyone neglects the fact that they had god loops, god windows, pallet vacuums, literal infinites, etc... It's not like survivors have been knocked down for years because they don't need it.
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@[Deleted User] said:
Nurse because she's so ridiculously deep from a mechanics standpoint. It's impossible to be perfect with her. I'll sit there and do hours of 1v1s with her just to fine-tune my tracking and blink mechanics/blink logic.
I love that you have to constantly make reads on the opponent as the game goes. She gets more and more complicated against higher level competition. There's a lot of information to process in very small windows against super exerienced players who go against high level Nurses every other day. Which way is their head turned, what are this survivor's tendencies, what tile are they approaching, what are the adjacent tiles, etc.
I love figuring out how a survivor plays and getting good enough to confidently predict where they're going and getting those juicy hits. Also feels good to process all that information and make a decision before the blink window runs out.
@Boss said:
He rings a bell and his Power doesn't have a ######### cooldown.
As a Nurse main who misses not having a cooldown,
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@BlazePyron2 said:
As doc I love being able to shock a survivor and trap them between me and a pallet they can't vault. Being able to turn a loop into a death sentence is so nice. Also shocking a gen that's close to completion and stopping any progress for long enough for me to get to it to kick it. Plus his aoe attack is so nice for keeping track of where survivors are without having to waste a perk on it.
Way back in the day I had a game of sniper Doc and I 3 gen from the center of the map to 3 extremely spread out gens and kept it up for like 15 minutes lmao. Most fun I've ever had as Doctor. The survivors HATED me for it though.
@GeneralV said:
Nothing. Not anymore.
Oof. I feel you fam.
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@Northener1907 said:
Freddy's teleport power. I really loving it so much. BBQ gives me info and i am just teleporting to this gen.
Also i loved Old Freddy too. Get them to Dream World, hit once and leave them for another survivor. And you can see all auras everywhere. :3 It was also fun.
This is reason i am Freddy main for years.
When Freddy's rework was announced I was so excited for his teleport. I thought it would be a lot more free though instead of heavily restricted by a long cooldown. Like you could've teleported mid-chase to a gen so survivors would have to be map aware of them. Discount Nurse I guess lol.
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I've always imagined The Teacher would look and play a lot like Yidhra from Identity V in her school girl costume.
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@Sangotunk said:
I still think that the hag is stronger than him on indoor maps due to her ability. I've never lost with her on hawkins and midwich especially if I use her best add ons. She is so oppressive in small areas.
She has map control and presence, Nemesis has very weak map control with his zombies and even less presence by not having mobility.
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@glitchboi said:
Well, if you're playing Nurse, you aren't really playing DBD because windows and pallets don't counter Nurse, so you're basically playing the Nurse game, not DBD. Every other S-tier killer (including Spirit) and killer in general (excluding Hag) has to deal with windows and pallets.
That's why I enjoy playing Blight, Billy, and Clown. They still have to deal with windows and pallets unlike Nurse, and they play DBD like every other killer.
You still have to deal with windows and pallets, I get stunned occasionally and lose people to a window as Nurse. It's not an impossible feat, it's just severely in her favor and not the survivors. That aside, maps with 10 god pallets become pretty much impossible to win on if survivors are competent and play them well. It takes enough time to break 1 or 2 of them as it does gens.
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@Science_Guy said:
Odd that someone who's mastered Nurse would play a new killer for a few hours, decide the learning curve is too difficult, and declare said killer weak.
Not the learning curve, the potential. Limited by things you can never overcome with skill.
It was interesting to see the odd angels the ranged hit could get sometimes though.
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@Fuzzels said:
Maybe thats the killer though.. everyones assuming this is the survivor, well why couldnt it be a killer? Someone super well known in the entertainment industry thats just a bit lost in the head and takes fans backstage to have that fan never seen or heard from again.
I'm all for a kpop killer. Summoners War has kpop monsters, why not a kpop killer?
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@[Deleted User] said:
While it is the general consensus of experienced players that Haddonfield is an automatic victory for competent and coordinated survivor teams, Almo revealed data showing that survivors on average actually have a hard time on it.
i doubt any future rework will change much fundamentally
A fundamental flaw in PvP balancing. Lots of stuff isn't broken or even useful to newbies but suddenly those same items/mechanics are game breaking in extremely experienced hands. Do we nerf something that 97% of the games population can't even do and make it even worse for them or do we actually nerf the broken ######### and suck it up for the lower elos?
I'll tell you what game devs do 1001% of the time...
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Easy fix:
-killer can no longer see you are broken, just sees you as an injured survivor.
-at the start of the match you are healthy, but after the first hit you can no longer be healed.
Done. Still a challenge but the killer won't be enticed to tunnel an easy target. Maybe limit the free ups to once?
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@Kolonite said:
People could be playing a lot of Nurse again because the Nurse tome drops tomorrow?
Super stoked to be interested in a tome for once.
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@[Deleted User] said:
Usually I want to check if the reworked maps have blink deadzones.
Plus I just think she's neat
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Something I'd like to see tested is having both snares and pallets at once, and skillfully having to choose which 10 things you're trapping.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1925336#Comment_1925336
dw I struggle to picture nurse as having hair outside of that one cosmetic and not just being a floating tampon
That's so true lmao
Idk if it's worse or better with her updated design tbh
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@thrawn3054 said:
https://forum.deadbydaylight.com/en/discussion/comment/1924657#Comment_1924657
The redhead with the syringe is Nurse.
Oh yeah derp forgot about her after the old woman thing. Wow I feel dumb now.
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@AggressiveFTW said:
https://forum.deadbydaylight.com/en/discussion/224672/proof-devs-hate-nurse
I think she IS in the trailer. Also, why would the devs hate a character they created?
I'd love to know who you think she is. At first I thought she was the old woman, then Yui because she choked the old woman and choking people is like Nurse's whole thing, but Yui is Yui so I have like no clue where she is in it.
Also it's not really a direct call out to the devs, it's more so a running joke because she still has bugs from when she was introduced, and there is almost no effort put into anything for her outside of nerfs.
@panernaners said:
That doesn't mean anything by this logic the devs hate every survivor/killer left out of their tome trailer. No no one can
ngl I've not payed attention to the trailers so I don't know what the stats or for who was in/left out of their tome trailers. Just pointing it out for Nurse to keep her alive on the forums :^)
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So legacy, prestige, and the base skin were changed. What's the last one?
@[Deleted User] said:
i really don't understand the point
To rub salt in the wound that they refuse to acknowledge or fix any of her numerous game breaking bugs, of course :^)
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- Fixed an issue that caused the Nurse's Spasmodic Breath addon to last 40 seconds instead of 60.
- Updated model, textures and VFX on 4 Nurse outfits.
*deep, stridor ridden sigh* I guess I was high on hope thinking they would fix any big bugs or ones that have been around for years during her map visual update and costume visual update....
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@Steel_Eyed said:
If they were changing Nurse during this quarter, they would’ve announced it in this update.
So virtually everything do to with Nurse in the coming updates, except actual Nurse changes who is in desperate need of a bug patch?
Let me have this dream damn you :.(
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@indieeden7 said:
Say A is Ruin and B is undying
A gets cleansed first while B is still on the map
A essentially becomes B and the original version of B is discarded
If the new version of B is cleansed, it will not move to another totem, the perk is removed
If another hex is then cleansed after A has already become B, it will not move to another totem, it will be removed
@GoodBoyKaru said:
What happens is:
- A hex totem is cleansed
- If that hex totem is Undying, Undying is removed from the game.
- If that hex totem is not Undying, the hex totem moves to the spot where Undying was. Undying is then removed from the game.
For example, your Undying spawns inside the barn at Fractured Cowshed and your Devour Hope (with 4 stacks) is currently at Cow Tree. If they cleanse your Undying, DH remains active at the Cow Tree. If they cleanse your DH, it moves (with all 4 stacks) to the barn and Undying gets yeeted.
Ok thanks for explaining that. Makes way more sense now.
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If you think about it people who play Nurse in her current buggy state are clowns :.)
I really don't see the antidote change being all that useful tbh. It's got too many counters and downsides again imo, can cancel itself out, can help survivors, it's only 10%(yes that's probs fast in math but won't feel very fast)
But we'll see I guess some of you Clown mains do some crazy stuff.
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@JPA said:
https://forum.deadbydaylight.com/en/discussion/comment/1817755#Comment_1817755
You don't think it is worth the slot? I see that CoconutRTS plays with it all the time, but yeah it's competing with a lot of great perks.
I'd equate it to Blink CD with Nurse. It's a fundamental part of her power and you will reload in a game if you're playing, so guaranteed seconds shaved off that build up over the match? You're never not getting value out of it.
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I agree with others in that Overcharge basekit would be too strong for noobs. However, survivors only having to touch a gen for 1 single frame to undo multiple seconds for a killer? Not balanced and needs to change.
Maybe a pseudo Overcharge? If you tap a gen you get the same skillcheck as usual but if you fail it it just keeps the gen regressing without any additional progress loss so noobs aren't destroyed by it but SWF can't abuse it either.
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@1nsignia said:
Since I don't know if there is any other Easter eggs then the one mentioned in Hawkins. You can blink into the cages in dead dog saloons exit gate, on the sides. Useless. But still cool I guess.
The fact they left enough space in it for a killer to get into shows they either wanted it as an interaction or don't care to QA extra stuff like that... idk which tbh lol
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@Heartbound said:
https://forum.deadbydaylight.com/en/discussion/comment/1817159#Comment_1817159
https://www.youtube.com/watch?v=9pr1uTXfZfE
Body is 1 character too short.
I was walking my dogs when I thought of this question and I honestly didn't think they did anything but this is really really cool!
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1817155#Comment_1817155
Perhaps with her condition (stridor), the entity granted her her husband's last breath, possibly as a way of helping her cope that he was still close to her
I had no idea Stridor was a condition and not... idk something else. Good start for sure.
@Warcrafter4 said:
https://forum.deadbydaylight.com/en/discussion/comment/1817155#Comment_1817155
I also feel like they should also probably address her possessed marionette est animations and overall supernatural powers that have nothing to do with the last breath such as levitation/psychic attacks she uses to break pallets.
I've long dreamed of making a marionette skin for her, but alas I have no art skills for that. I love her physic powers/floating thing, it works really well with her feminine killer charm and the teleporting thing, but you're right it's another disconnected part of her character.
It all adds up to something really cool and unique but the road there is messy with logic.
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Compared to Nurse? Easy.
Compared to other killers? Moderate.
Really comes down to your experience with FPS like games and your aim. Slap a crosshair on your screen and it's just a matter of time really.
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@Heartbound said:
Uh there's one in Hawkin's Lab iirc. You know that big area where there's a glass viewing room and there's always a gen up top or in the corner with two drop down areas on the first floor? In there to the right there's a garage looking door that only Nurse can blink through.
Get up kinda next to it and fully charge your blink and you should get in.
:O
I need more, more!!
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/1817146#Comment_1817146
I hope in the tome it talks more about her husband and Father Campbell
And possibly provide some sort of justification for her power? Not that I don't absolutely love it and her overall design, but it's extremely noticeable the disconnect between her power and her life, much unlike The Doctor.
I mean with such a cool concept as someone's last breath!? BHVR what are you waiting for?
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@AhoyWolf said:
On Demo's map, there is one room where a basement can spawn, but if not it is blocked, you can blink through it and there is a nice lil easter egg.
Oh this is the ######### I was looking for. Now to get back to my gaming PC so I can test it out... in a few days T_T




