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jamba
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/2959231#Comment_2959231
I see your point, but I don't agree with it. The argument distills down to "I don't think bodyblocking is a valid strategy." If you want to isolate the scenario down to the very specific variables "A healthy survivor separates you from an injured survivor using their collision" then yes, there's nothing there you can do about it.
Twins specifically gets countered by survivors sticking near one another for this exact reason - which is also why notable Twins mains like Lynxi runs Forced Penance in most of her Twins games (due to the frequency of protection hits + the value twins gets from keeping all survivors injured).
I'm hoping you might stop to meditate on why its simultaneously possible for someone to understand your argument and not agree with it, or perhaps why depriving survivors of the ability to bodyblock for each other might end up being reductive for the game in terms of strategy and complexity.
As for Pig - there's not a parallel between a survivor placing themselves between you and an injured survivor in a loop, hallway, or corridor (like one leading to the exit) and the killer obstructing a jigsaw box. You have an option to move & pass through the obstructing David, even if you don't like that option (injured survivors have no collision for a few moments) while the survivors have no recourse to pass through or around the Pig to get at that box unless the killer decides to allow it.
I don't have a problem with people disagreeing with me. The only issue is when people try to deny the problem by justifying other factors or they simply don't want to see from this perspective.
I believe bodyblock will eventually be "reworked". Maybe not soon, but someday. I think it encourages "lazy" strategies that are not fair and definitely not healthy (for both sides), especially in some cases like mine. The point of this topic was to express this. I see you've got the point, so there's no need to keep arguing, I guess (I'm also tired of this discussion 😅). Thanks, anyway.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2959141#Comment_2959141
I prepare for it, obviously. Survivors taking protection hits is part of the game. It's part of the strategy. They are rewarded emblem and BP for it. I make sure to plan for chase interruptions, I try to stay aware of other survivors in the area of a chase and I give congratulations when a team manages to body block effectively all the way to the exit gate.
What I don't do is go online and whine about how I was somehow 'entitled' to a kill before I actually had it in the bag and decide arbitrarily that the game is broken for it. Never mind that there could have been dozens of other ways you lost that kill.
She could have dead hard out of reach. Or she could have juked you last second. She could have been given a syringe and recovered a health state right before you hit her. She could have been running adrenaline.
So long as a character is alive, you don't have that kill, nor are you owed it. You didn't 'lose' anything. You never had it.
God...
I had Victor on her at the gate. I was coming for her (I'm considering you know how The Twins work, but I might be wrong). I was gonna make it, but I COULDN'T REACH ANYWHERE NEAR THE GATE because David was blocking the only exit. It's a relatively wide door but I just couldn't get through. It was a specific situation, but it can happen in many other ways, with other killers and/or perks.
I'm struggling to understand how you can think it's okay to secure an escape by standing still. Meanwhile the Pig got nerfed because it's not okay to secure a kill by standing still. I really don't think there's anything else I could say to make you get it.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/2959123#Comment_2959123
I'd like to help provide you some comfort so you can better reconcile the injustice you're seeing here, but I don't understand your comment. Bodyblocking to force you to swing at them is forcing a protection hit, the consequence is that the survivor is now injured. That they're within range of the exit when this happens and can escape at no risk to themselves is the cumulative consequence of an entire match's worth of successes, failures, and individual decisions - every trial is a power struggle between the killer and survivors, and if the survivors successfully establish control over the match (like, say, having a powered exit gate and uninjured survivors gathered at the gate ready to help run interference & escort injured survivors to the exit) then they not only can, but should take advantage of that for their mutual benefit.
You're right that when the survivors are very well coordinated (more coordinated than would be typically possible without the use of external communication tools) they can be very resilient and difficult to catch, but that's just the way this game currently exists. If the game was just a killing spree simulator on the killer's part, survivors probably wouldn't find the game very interesting. They're not loading up with the expectation to be easy prey.
https://forum.deadbydaylight.com/en/discussion/comment/2959141#Comment_2959141
Yes.
You're talking like it's very complicated. It's not. I've been playing this game since 2018 and these situations happen A LOT (as survivor and as killer). You can't define what is a good or bad match for the killer talking this generally. It shouldn't matter how good or bad you were throughout the match because it's an isolated situation (it certainly doesn't matter for survivors, who can even get a free escape after the whole team dies at 3 gens remaining). I'm not saying that the killer needs to have the upper hand all the time. I'm just saying that some things are lazily designed and apparently the Devs are not willing to rethink them. Why nerf pig (a very weak killer) for using a strategy and just ignore survivors doing the same thing (even more efficiently)?
"Yes."
And you don't see my point? Wow. This game is doomed, isn't it?
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What do you do when things like this happen to you? Do you just accept that a survivor standing still just made you lose and you couldn't do anything to turn the situation around?
(and please don't come up with ideal/specific situations to get around it)
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I'm not mad, I'm just tired of this nonsense. I play survivor just as much as killer and everytime I get to be the one bodyblocking I say something like "look at this, it's so stupid". Because it is. Not because I'm the killer or whatever.
Again: zero effort, zero risk, extremely high reward (I'm gonna keep reminding this to you guys)
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2958710#Comment_2958710
You could pass through. They didn't prevent you from moving. Hit David twice and you get to go through lol. Had you been there sooner, you'd have managed to hit David twice and get a kill.
I was controlling Victor and David was not my target. He obviously wasn't there before. Even if it was another killer, the same could happen. He "trapped" my inside. If I hit him, everyone escapes. If I don't hit him, I can't get through. Losing because a survivor stood still at the door. Fair.
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@Mozic said:
https://forum.deadbydaylight.com/en/discussion/comment/2955378#Comment_2955378
You'd already lost before that point, sadly. Protection hits are a thing in this game and the health states exist as a resource for the survivors to strategically leverage to their own advantage. I know it's frustrating to be in those tense, final moments where an uninjured survivor plays quarterback to keep you from catching the one you want, but this is a game that already gives the survivors next to nothing in terms of explicit ways to "fight back" against the killer - it's for the most part indirect (like the scenario you're describing)
It's not about protection hits. It's about literally blocking the killer and getting no punishment.
Do you even play the DBD? Survivors rule the game, this is kinda obvious today.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2958554#Comment_2958554
That's what the META is. Almost all the meta perks are actually reactionary to the match. Many of them are bandaids for balance issues that are now required for gameplay.
No survivor actually wants to run Borrowed Time mate, the perk was added specifically to combat hook camping, and it's basically a requirement to have it in most matches, or the consequence is that in any camping situation the killer will down the unhooker and the unhooked with minimal effort and there nothing that can save them.
Gen pressure is necessary, but I get 4Ks just fine without dedicating my whole build to it, so that sounds like your struggling to apply pressure. Not overpowered survivors abusing the game.
Taking a hit for someone else is strategy. It happens in many games outside of this one. Just because it lost you a kill doesn't make it broken, it just makes you salty.
Yes, taking a hit for someone else is a strategy, but should the killer be literally unable to pass through? Should that strategy literally prevent the killer from killing a survivor by just standing still? Again: zero effort, zero risk, extremely high reward.
They nerfed one of the worst killers in the game (pig) for arguably less than this.
And don't call me salty, it sounds like you're the salty one.
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/2958554#Comment_2958554
A perk isn't run because its meta, a perk is meta because it is optimal to run. There is a big distinction. Borrowed Time, Decisive Strike, and Unbreakable all counter specific game mechanics that survivors run because of how common/effective they are for the killer side.
You saying "I feel like killer players always have to play the game with a series of "To counter that, I have to run this" perks or killers. And that is really boring" is laughable because that is exactly how a good portion of the meta has been established.
Also, if you run 4 gen slowdown perks and then the exit gates are powered, you have no rights to complain about being without a perk to help you in the situation. You put all your eggs in the basket of defending gens and then still lost the gens. You should be asking yourself how effective and necessary those perks truly are if you find yourself in this situation often.
When I said "I feel like killer players always have to play the game with a series of "To counter that, I have to run this" perks or killers. And that is really boring" I meant perks that counter these little situational things. Survivors use it because it's optimal for them. As a killer it's not optimal to run perks to counter bodyblock, as it's (again) situational and doesn't have a solid counter really.
In that match I didn't have meta perks because I haven't leveled up twins to the max yet. But I had a decent build at least. Shouldn't matter for this topic. Survivors will eventually repair all the gens. It's not the point. You guys are really deviating from the subject here (bodyblocking).
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@CodeDB said:
https://forum.deadbydaylight.com/en/discussion/comment/2954582#Comment_2954582
Why do you think survivors run Borrowed Time, Decisive Strike, or Unbreakable?
Because they're meta. Killers have to deal with a lot more things than survivors bodyblocking. Anti-gen perks are the most viable way to play killer right now. Change your build and get gen rushed in 5 minutes.
Survivors "base kit" is good enough, especially in SWF. Add Dead Hard, Borrowed Time and Decisive Strike and now you're unstoppable (if you know how to play, obviously). It's convenient to use these perks because they have the most impact ingame. Killers use anti-gen perks because it's essential to them.
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@[Deleted User] said:
I've seen several complaints of people using twins to bodyblock room entrances so no one can unhook the person inside, having them die on first hook.
A killer shouldn't be able to do that either. Bodyblocking is a two way street
I don't do that, and that is another "exploit" of bad map/physics design. Would (and has to) be solved the same way.
It's funny that they NERFED >PIG< because a few people were using the afk strategy on jigsaw boxes. Bodyblocking to MAYBE get a kill gets fixed. Bodyblocking to secure an escape (literal opposite) is ignored.
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@Mat_Sella said:
https://forum.deadbydaylight.com/en/discussion/comment/2955373#Comment_2955373
Why was David not injured? if you had provided better pressure in the match David would be the one downed and you would've continued on in the match.
This is not a bodyblocking issue, this is you not pressuring survivors issue.
Making sure survivors are injured are key to snowballing in the match, you cant expect healthy survivors not to do anything about saving their teammates.
Are you serious? it was in the endgame, they had just healed while I was hooking another survivor. And I even injured 1 or 2 more people after that (so there was 2/3 people injured, but not him). How can you seriously expect me to keep every survivor injured all the time? And that's really not the point.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2955407#Comment_2955407
Then don't come here whining and asking for help. See @Bwsted 's comment above.
I already replied to them. I'm not whining. It's called feedback. You're probably a main survivor (or a really conformed killer) if you don't see the problem here.
You're basically telling me I should give up using meta perks (which are the only viable way to play killer currently) to use perks or killers that will have a slight chance to counter a situational "mechanic" that shouldn't even exist in first place.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2955373#Comment_2955373
Starstruck, NOED, SBTFL, all killer perks to help you with the end game and bodyblocking. Play Bubba or Billy if you always want a one-hit down ability too. You can't even block against Bubba - period.
Yeah. Don't play meta, play these decent perks so you have a CHANCE survivors won't do cheap and situational "strategies" and make you lose the game, potentially.
Starstruck wouldn't help me there. STBFL neither. NOED is very counterable. Bubba and Billy. Really?
I was doing the twins' challenge for the tome. Even so, I shouldn't have to restrict my gameplay just so I might not have a problem with a lazy and terrible "mechanic".
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2955373#Comment_2955373
It works the same in endgame collapse. EGC is not a special treatment. They made a smart play. Win some, lose some. That's all.
It's not the same. In the EGC gates are opened and they can easily get out before you reach them again. If you play killer you know this.
How is that smart? Any mediocre survivor can do it (and knows they can do it) and it takes zero skill. It's not mindgaming, it's just not doing anything and preventing the killer from moving, basically.
No risk, extremely high reward.
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@Wampirita said:
https://forum.deadbydaylight.com/en/discussion/323751/bodyblocking-in-lerys-door
Bodyblocking is a thing, just hit the survivor in your way. Tunnel vision won't do you any good if you ignore your obstacles
Read my comment above. It was very close to the gate. I couldn't pass through the door without hitting him. If I hit him, I lose. If I don't hit him, I lose.
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@Mandy said:
As the killer has a weapon, they can easily hit the survivor and that moves them out of the way!
How does that work in the Endgame Collapse? They take a hit for another survivor, you lose both because they'll reach the exit gate before you can reach them again. It happens A LOT. In my case, it was like 20 meters from the exit. David's presence literally made me lose the kill. I didn't have a choice, there was no possible way to counter it. It takes zero skill and no punishment. Is it fair?
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2954614#Comment_2954614
Canceling a long blink allows for catch 22 scenarios. In the time you recover they cant get beyond your blink range so it becomes a free hit with the next set of blinks.
Making her have a hit cooldown before fatigue would make her chases a lot longer becuase survivors would have about 8 seconds (including blink charge time) to run. This has a lot of potential to be very confusing because they are well out of sound range and you might even lose some of the tracks.
As a basis of comparison I notice a huge difference between STBFL on a normal mobility killer when I have 8 stacks vs 0 stacks. The chase savings on a hit with 8 stacks is only 1.2 seconds but it feels like an eternity due to the distancing of map terrain. I think you would find expert nurses having far more difficult chases overall if they changed her like I described.
She would still be very strong but her power would have more strict limits that survivors could use to their advantage.
As an overall plan for DBD I support nerfing Nurse and Blight down to "A ranks" with the understanding that SWF would likewise get nerfed to oblivion. The nurse changes I am proposing are not minor.
How should SWF change? Quite simply you should not be able to repeat any perks or items (all firecrackers would block any other variety). That would instantly increase the value of solo play to a point where many people might find SWF too limiting.
I think the best choice is to limit what Nurse can do, not making harder what she already does. Just making her playstyle more difficult wouldn't decrease her max potential, just restrict it (based on skill, thus not reducing her skill cap), and I don't think that is the healthiest way.
I don't think limiting perks (to one per team) in SWF would be an interest mechanic. People wouldn't get to run perks they're comfortable with, such as spine chill, kindred, etc. But now that I think about it, only teachable perks could be limited, but not for their respective character (4 Megs could have 4 Sprint Bursts, for example). I'm still waiting for that info mechanic that shows what your teammates are doing in the match, that will be a very nice addition as well.
Anyway, I think you agree with me that, in the game current state, there's no possible way to perfectly balance everything having a killer like Nurse and killers like Pig and Myers playing the same role.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2949438#Comment_2949438
Excuse me? You think the skill cap for survivor is high? Survivors can win the game if everyone rushes the objectives and is a terrible looper.
Anyway here is the way to fairly nerf Nurse and keep her skill cap high but not "oppressive".
- Remove Omega Blink addons (See tofu's video on the topic). In general addons to make her blink more distance or make her blink the same distance in less time just need to go unless you charge for more time and in response you get more distance.
- Remove the ability to "cancel" a long blink by looking at the floor. If she's on "ground level" she goes zooming off to the distance because she misjudged the blink.
- Make all killers have a "3 second delay cooldown" when they score a hit no matter what. This would cause Nurse to have a weapon wipe cooldown and then fatigue. This would force her to blink a time or two to get in range of a blink before she could score a hit. This would end the : "blink blink hit, blink blink hit" problem.
She would require more skill than she does now and have extremely fair counterplay. She would be vulnerable to mind games where survivors double back. This would turn her from an S rank killer into an A rank killer.
I think 2 and 3 would only make her harder to play for beginners, not skill-capping for good players. Good nurses will still do a lot with her. I think the only way to properly balance her is redesigning the blink mechanic. The very essence of it is literally breaking the game physics.
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@TeabaggingGhostface said:
Killers should be able to just push past survivors
I think that can be a very nice change to the game if done the right way.
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@DBDVulture said:
https://forum.deadbydaylight.com/en/discussion/comment/2954518#Comment_2954518
Because bodyblocking exists I really think it's important when you play killer to only play a killer who either:
- Can teleport through people (Nurse not Ringo)
- Has instant downs all the time (not Ghostface)
- Can easily keep 8 stacks of STBFL (Nemesis, Demo, Pig - but dont try Pig unless you are CMWinter).
Generally speaking the game would be better if there were no bodyblocking at all. It encourages cheap plays (killer pins you in place for free hit or instant down) or survivors force you to attack them by blocking paths.
To me, the most unique advantage on Sadako is the ability to pass through survivors. Unfortunately she's a weak killer, and it's really sad having to use one of those items to counter a pretty dumb "mechanic". I feel like killer players always have to play the game with a series of "To counter that, I have to run this" perks or killers. And that is really boring. I don't wanna run STBFL, anti-sabo, thrill of the hunt, ranged killers and that stuff everytime just to counter "basic mechanics" survivors have up their sleeves.
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@IWFreak said:
https://forum.deadbydaylight.com/en/discussion/comment/2950454#Comment_2950454
Hear me out!
In my eyes, what makes Nurse so much better than the other killers is the loops. The fact that Nurse can simply Blink through and ignore loops that other killers have problems with is what makes her so powerful.
Right now, most pallets completely reset chase. If it's dropped, the killer has no choice but to break it.
So my suggestion would be: instead of touching the killers, rework loops. Make then less safe on their own, make them easier to chain.
This should make other killers let that little bit closer to Nurse in chases.
That would be actually good, I think. It's probably the only way to buff killers in general without buffing nurse as well.
The game needs to stop making survivors feel safe all the time.
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@Chiky said:
https://forum.deadbydaylight.com/en/discussion/comment/2950136#Comment_2950136
tbh i'd love if all killers were nurse level, thatw ay it'd be exciting to play as a survivor
Yeah but that ain't gonna happen. Even if they were intending to buff all killers to her level, it would take a LOT of time and effort. I've said this in this topic but I'll say it again: it's better to level her with the other killers and then buffing everyone generally than wasting time and effort to do one by one individually (not even considering that it wouldn't be consistent for all of them).
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2950579#Comment_2950579
- Because Nurse is balanced on mid-sized maps like Storehouse. Small maps like Midwich should also be redesigned, there's a lot of problems with it. And giant maps are bad for everyone. AKA, bringing maps closer to mid-size becomes better for everyone.
- Base regression would only matter on kicking it or causing it to start regressing through a non-Ruin method. For a Nurse that uses Ruin or doesn't kick gens/use gen regression, it already doesn't matter. For stuff like Pop/Pain Resonance/etc, it would only affect regression afterwards which can be stopped with a single tap regardless. It's a buff, but a pretty much negligible one. Base regression is flat out useless currently.
- I explained this part in length in another post so I'll just link it rather than re-paste it for sake of brevity: https://forum.deadbydaylight.com/en/discussion/comment/2945973#Comment_2945973
- Because you can do killer specific buffs that touch on certain problems and weaknesses of their design, and things like map size reduction for the above reasons would really not make her "overpowered" unless you consider going from disadvantaged to even-sided being a bad idea, when it also includes that small bad maps should also be addressed which would bring her from advantaged to even-sided on those maps.
If you have any other questions, feel free to ask. I genuinely enjoy helping anyone who's willing to actually listen.
Let me make it even clearer. I DON'T think Nurse is broken in ABSOLUTE terms. I KNOW she is a perfect match for survivors, considering they're both extremely powerful. The problem is: she is totally dissonant with every other killer in this game. My issue is with her strength RELATIVELY with the rest of DBD. I don't know how a game that has a killer like Nurse and a killer like Pig can be balanced. And those other killers like Pig will never be strong enough if there's a Nurse (as she is right now).
- Midwich is a great map in my opinion, but it might be just me. Giant maps are good for survivors and bad for killers, but a killer who can blink across the entire map in a few seconds has a LOT less trouble with it. Don't forget that she's already an S tier killer who can ignore loops and obstacles.
- It still doesn't make sense that "it wouldn't affect nurse". Doesn't Nurse have "Damage generator" action? It wouldn't affect a Nurse just as much as it wouldn't affect GhostFace.
- I don't think competitive play is a good way to measure a killer's strength. It's another mindset and everyone is extremely optimized to reach the given goal. I've watched some of the videos you posted there and you can see clearly how SupaAlf had no big problem dealing with that SUPER efficient team. He even said "from healthy to downed in 15s in average". Can't you imagine if that was any other killer?
- I don't understand what you're trying to say. She can cross most maps in like 2-4 blinks. A small map would make it even faster. She would be everywhere everytime.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2950539#Comment_2950539
She's already balanced on existing size maps like Macmillan/Autohaven stuff. Reducing the giant size maps does not change that, because they are not giant maps.
0.25 to 0.5 is a non-issue for Nurse.
The best Nurses in the world have a 2K average against the best survivors in the world, both in and out of comp.
Yes, it's almost like other killers should be raised up instead of knocking down the balanced ones?
I really don't understand how buffing the map sizes and gen regression would affect every killer but nurse.
Who are those Nurses? I wanna see them playing.
Again: I don't want to nerf all killers. I wanna buff them, but how can BHVR possibly buff the killer side without affecting a killer that's already overpowered?
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2950493#Comment_2950493
Killers don't need almost any general buffs, and the ones that could be argued are a non-issue on Nurse. Huge maps need a size reduction. Survivors should probably either spawn together or in pairs. Base regression should be raised from -0.25 to -0.5 and Ruin made 100% to match. That's really about it. Nurse is extremely good. Other killers can be made better/very good without having to be to her extent. Everything Nurse does is mindgameable, which is why she averages out to 2K. Please learn what you're talking about. Chase is determined by the more skilled player. The only time she's ever restricted in tournaments is when they don't want to see the match being exclusively Nurse/Blights, and usually limit them to later rounds only.
Map size reduction will affect Nurse. She already crosses maps super fast and that will just make it even stronger.
Gen regression would obviously affect Nurse too.
She has an average of 2K because nurse is one of the hardest killers to learn how to play. Imagine if she wasn't?
Chase is hardly determined by the killer. Survivors are the ones leading (even if the killer zones them, the survivor is technically the target). A well played loop is tough for most killers. Not for Nurse.
You would see exclusively Nurses and Blights in tournaments because they're the actual strong killers in the game.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2950454#Comment_2950454
Nurse isn’t broken though. She’s well designed and balanced in performance. You can buff other killers without touching her. Also every killer doesn’t have to be Nurse level anyways.
If you want to make the claim she’s broken or whatever, give actual conclusive evidence she consistently overperforms against players of equal skill on even-sided maps. All actual evidence shows she is balanced.
You can't buff killers in GENERAL without buffing her as well. And doing this is the most viable way to balance the game. Why buff one killer at a time when you can do all at once? And you said they don't have to be "Nurse level", so... is Nurse level good, OP or what? And why wouldn't they have to be good?
The evidence of Nurse being broken is everywhere. In the game itself, the community, YouTube, Twitch, I don't know. I've played Nurse myself, decently, for a while before (post nerf) and it was EXTREMELY different than any other killer. When you learn how to play her, you're unstoppable. It's the only killer whose success isn't based on survivor mistakes (it's rather the opposite: the survivors' success is based on nurse's mistakes). Like I said, it's the highest skill cap in the game and probably the only higher than survivors'. Please don't consider a mediocre Nurse as a parameter. She's always restricted or banned in tournaments for a reason.
Good survivors rule the game. Except with good Nurses. She's exceptional. That's my point.
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I don't know if I'm being unclear or what. I'm NOT saying that the killer side (apart from nurse) doesn't need a buff urgently, it does. But how can you do that if there's a killer that is already broken? (Please don't try to tell me that Nurse isn't broken, she's a thing apart from the DBD universe.) My idea is just to bring her closer to the other killers, balance-wise, so the killer roster is 1 whole thing, not 26 killers + the 1 god tier dissonant one (it is so). I'm definitely NOT trying to kill nurse, I'm trying to fit her in the DBD parameters properly, so then the game can be balanced without the worry of giving too much advantage to the god killer.
And do you really think the devs are gonna buff every single killer to Nurse level? They're not. If they were, it would take years to do so. It's WAY better to make her a DBD-belonging character and then proceeding to buff the killer side in general. Extremely simpler and more viable.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2950315#Comment_2950315
And? Nurse is balanced and in a great spot. Raise other killers up. Don't push the ones where they're supposed to be at down?
Is it better to buff each of the twenty something killers individually than nerfing the discrepant one and then buffing them all as a whole?
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@SuzuKR said:
Nurse is in a good spot though, other than range addons/three blinks. She doesn't need a rework.
Do you play against GOOD nurses? How is that fair? it's VERY far from what any other killer can do.
Maybe you say she's in a good spot because all the other killers are in a bad spot. And that's my point. She needs to be leveled with the rest of the killer list.
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@dbd900bach said:
https://forum.deadbydaylight.com/en/discussion/comment/2949461#Comment_2949461
It would destroy the community. As I said before, Nurse is one of the only 3 killers who can play competitively because she's strong. She's not holding the game back or impacting it in a negative way, she's actually holding it up. I'm not saying all killers have to be nurse level, but they should be powerful enough to hold their own against survivors
Yes, I know that killers need to be buffed. But for this to happen, Nurse needs to be nerfed. She's already game breaking if used by the right hands. I think she does hold the game back, or the devs would probably have buffed the killer side (overall) by now, I hope. But I'm not saying they shouldn't do both. In fact, I don't think one thing can happen without the other. Buffing killers without nerfing nurse or the other way around wouldn't be good. They just need to level nurse with the other killers in order to make an even roster, and then act from there. I don't see other solution for the balancing problem in DBD.
Current Nurse will never be in the same path as the other current killers.
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@tofurkey_jerky said:
Why is Nurse the only killer with a higher skill cap than survivor?
In a paired-skill match up, the maps and objective always favor survivors. A team that knows what they're doing and knows how to loop and do gens strategically WILL have the advantage. It's 4 brains vs 1 brain. Nurse is the only one who can break the game mechanics (looping) and has the mobility to counter this. Maybe Blight can come a little close, but Nurse is certainly the discrepant one.
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@dbd900bach said:
Unfortunately the facts remain the same. Until other killers are buffed to a competitive state, Nurse cannot and should not be touched. Yes we have Blight and Spirit but we need more then that. Wraith, Trapper, Billy, Trickster, Hag and so on either need much needed buffs or reworks to become stronger. However I fear the game may be dead before they get that far but dbd has persevered this long so I still believe in it
I think it's better to bring nurse down to earth first, urgently. She is literally game breaking, other killers don't even compare. After this I think the game would be finally ready to start buffing the killer side in general, which is urgent as well. Killers like Clown, Pig, Trapper and Myers should have their attention then. But I think Nurse is something way more imperative, as she is the most discrepant one right now.
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a few weeks ago I was playing as wraith, David died (I downed him right after he got unhooked and he couldnt use ds bc he tried to heal his ally). Later in that game:
I hooked Meg 1 in the basement;
Then right away I hooked Meg 2 close to the basement;
I saw Bill coming with bbc;
I down him as he unhooked meg 2;
I hit her, she had bt;
She manages to save Meg 1 in the basement;
I down them both.
I put Bill in the hook first, he dies shortly after;
Meg 2 second, also dies;
I pick up Meg 1 and she uses DS.
(She only didnt save the other guys bc they were dead)
David couldnt use ds, meg 1 could. Is that right? She could even exit throught hatch if she found it before I down her again, in a “”lost game”” where everyone was down.