siro
siro
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Na, its okay for me..
It would allow killers to still using scourge hooks. ๐
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I dont mind the speed boost im talking about how it slides the tentacle and players hit objects, compare it to alien. Alien doesnt attacks the wall and slides the tail hit, why nemesis able to? Needs to be accurate as how the animation is. Players hit intentionally objects bc of how the power is made.
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DIsagree.
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@Blueberry said:
Nemesis needs buffs, not nerfs.
Nemesis needs it power to be accurate as how now it is blight power.
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@UndeddJester said:
If you know Nemesis whip hitboxes, the whip is effectively a series of sausages that come out of Nemesis parallel to the floor from top to bottom. Each one is independent, so if any of those hitboxes hit terrain, they stop, but the others keep going. This is why it's possible for the whip to hit terrain and the player, but its difficult to whip over terrain (you only have the first 1 or 2 hitboxes to land the hit, before the others are cut off). This doesn't make sense, cause its a whip, it should be able to hit over terrain, but that would involve a more complex calculation of allowing hits if the hitbox above in turn is not impeded.
So instead of that strength we have sliding, and if you think of the hitboxes again, they go in straight line from top to bottom (12 o'clock to 6 o'clock). Due to the fact there is a slight delay for each hitbox to come out, strafing changes the starting position of the hitbox when it comes out. When you slide, you're effectively whipping at an angle instead of straight up and down. If you strafe right, your whip goes from 11 o'clock to 5 o'clock. Strafing left is 1 o'clock to 7 o'clock. This is realistically something you would do if you were using a whip, you don't just whip in straight line, you attack at angles.
Along with that Nemesis specifically has a power that needs to be charged throughout the course of the game; it starts off weak and gets stronger over time. He's not particularly oppressive as a result of his whip needing building up, and as survivor its often better to deliberately get hit by a zombie to get a speed boost away from him AND slow down his power build up on his whip. Most survivors heal his infection early, which is a mistake because you only get 4 in the game, and healing the infection allows him to infect you again and power up sooner.
So with all that to consider, I think Nemesis is quite fair being able to drag his whip. It makes logical sense, and he's not strong at all without it, and especially on console. Without his drag, he'd basically be a far more limited, crap version of Huntress.
All you explained would apply if the animation at leasts go hand to hand with the explanation, the animation shows a whip going straight to the floor, and when it already finished the landing, stills dealing damage wich doesnt makes any sense. Players doesn't attack to the survivor in most loops, (nor me when i sometimes played nemy), they attack the wall and slide the hitbox because its not well-made.
Also you cant compare it with huntress, huntress attacks in a straight line as how its supposed to do a whip, or at least with the animation it does.
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@_Onyx_ said:
Tru3 had a great idea about Killers having a small window, when performing an action, to cancel it. I'm gonna flesh it out and paraphrase it.
So, imagine locker searching, pick-ups, pallet breaks, and wall breaks have a similar progress bar as damaging a generator. After about 0.5 - 0.75 seconds of the animation beginning you can no longer cancel the action and you commit to it.
(Note: if this were to be implemented, I think it's only fair that damaging a generator has this same affect applied. Once you're a certain % into the damage action, you're locked into it.)
(Second Note: Vaulting cannot be baited or faked out)
This essentially gives Killers a chance to bait and fake out Survivors in loops, going for light and pallet saves etc. What with the way the game currently is when it comes to light saves, pallet saves etc the Killer only has three choices:
- Look at a wall (though that doesn't counter Flashbangs).
- Lightborn (though that doesn't work against pallet saves).
- Slug them and try to find and chase a new Survivor and hope you down them quickly to maintain your potential pressure.
None of this is really good for a Killer player to choose from. No one wants to dedicate a valuable perk slot to a potential scenario (hence why Ultimate Weapon crybabies got their way, even though Calm Spirit exists). No one wants to feel like they are helpless to the other roles reactions. It'd just add more depth to the gameplay too. Especially when perks exist that can further be utilised to put the other role in an uncounertable scenario (OTR looping near a Survivor with Flip Flop+Power Struggle to guarantee the Killer loses all pressure) other example (Doctor with STBFL who defends against a hook rescue; guaranteeing that the Survivor cannot get the rescue at all and if they try to, they'll go down.)
Adding things to ensure there is more of a mini-game aspect to things is a good thing for the game.
Before the people against this idea rise up with pitchforks, know that this is highly unlikely to ever happen. Mainly because we're to expect all 'mini-game' style events to be phased out completely. Unhook Grabs are long gone, and now Survivors no longer being able to cancel an unhook is probable evidence for this conclusion.
no
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3608573#Comment_3608573
What do you mean 0 map dependency? Nurse is rather bad on indoor maps??
To blink through them and be in front of them perfectly to not need a lunge attack would require precision no one has... Usually you blink behind people and lunge because that way if they double you still hit them, if they double back with your Nurse you just miss because you don't have a lunge... This is a horrible change.
"A horrible change" that would balance the most powerful killer.
Normally you stand behind them so you can hit them with the lunge, yes. But with a change like this it would be completely modified to make it work with a less extended m1 lunge.
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@Xernoton said:
Punishing a killer for any and all smallest of imperfections is not a good idea. Do you know how precise you would need to blink, so that you can hit a survivor without the lunge? Good luck with that because you'll need it. I mean, the survivor could react to your blink and move a bit unexpted and there you go. Can't hit them. Now try with the second blink and see the same thing happen again.
Sounds like a fun experience.
It should be like this, being a killer of excellence and being the best of all, he should be 100% accurate and not throw the blinks anywhere to only rely on taking advantage of his own or the other's poor connection and hit hits that should not connect.
Also, with the second blink, as I said and we all know, if the nurse does something wrong, the first one has the second one to correct itself. And if she corrects herself wrong, it is the killer's mistake.
Nowadays, many hits that the nurse gives are incorrect and should not connect thanks to the third opportunity that is given to her (being able to extend her m1) to correct her two previous errors (two poorly thrown blinks).
"Sounds like a fun experience." Try to find more people than not, who enjoys or thinks its a fun experience playing against this killer.
I'd rather play against blight or spirit than a nurse because their gameplay its more flexible, fun experience.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607414#Comment_3607414
It is complete trash, the recharge starts when fatigue starts, not when it ends... The addon cuts of 7% of your fatigue, that is around 0.15 seconds... If you used one blink, with base fatigue of 2 seconds... It does so little for a green addon and I don't think anybody seriously considers running it.
Are you really looking for a killer addon that can literally win any game without the need for add-ons since it is not a dependent add-on? What's the problem, are you main nurse or what?
And yes, thanks for re-stating what I said, recharging begins as soon as fatigue begins, which it shouldn't. It should be like the blight, which as I said and I don't know why you reaffirm it. "Blight recharge begins AFTER fatigue."
If you are going to be arguing about miserable add-ons when in reality the killer does not depend on any, the fatigue ones being the best classified, I would consider not answering you anymore because I am wasting time.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607413#Comment_3607413
You are still missing the point where it is impossible to be precise enough to not need the lunge because of the survivor blocking your blink...
Also your argument does not really make much sense here because the lunge is part of the attack after blink, you are already using her blink to get the hit... Just because you re not as close as to hit without a lunge however barely anyone could hit blink attacks, because for the 3rd time... The survivor body locks blink locations with his hit box... You need a lunge to correct for your blink coming short... Do you not understand that?
I would be completely fine with making her longer lunge addon something else, because I find it really boring design...
You have been relying in your responses in the fact that you mention "She cant tp inside the survivor" but she can go through it and place infront of it and get the hit correctly, or mentioning that thing like if she needs to manage a lot to get a hit.
Anyway that thing can be taken into account for the rework i mention, the point of this rework its to "Not reward nurse a lot for failing both blinks" beacuse the lunge its a huge reward for failing blinks, she has the best power, 0 map dependency and nurses are just relying on m1 lunges to get hits because they dont tp next or infront of the survivor. And, most of the times this turns in a "Bluethooth hit".
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Btw fatige addont isnt trash, taking into account that her reload of charges start with the fatige, thing that f.e doesnt happens with blight.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3607293#Comment_3607293
Her fatigue addon is trash though, it was trash before it got nerfed into what it currently is and still is trash she barely has decent addons and I don't really see the advantage or how this would make her more flexible...
anyway nurse has a lot of power to shorter the distances, and the nerf im telling here would make the nurse player rely more on the power and not on the lunge as how happens most the times, they all rely in the lunge. And you may tell me that every killer does, yes thats correct, but they dont ignore the main gameplay that is the looping around pallets, you would never loop around a pallet a nurse without getting hit BY the lunge. Because you can try to mindgame her, but she will catch up with the lunge most of the times.
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@Archol123 said:
I'm not entirely sure but I think I read in the wiki that her blink lunge is shorter than a normal m1 lunge, however if you reduce it to t1 Myers range I don't think you can be so precise to get something out of it... Myers Lunge in t1 even with addons is so tiny it would only need to frustration... I don't think she would be a decent or strong killer with that change... Because when you look at really good nurse players even they are barely able to get a hit without somewhat of a longer lunge attack after the blink.
Well you may be right its frustrant but as how i replied to someone else lot of times happens that nurses catches survivors just by the m1 extending and not by the power itself, also someone here said that nurse already has add-on to extend m1 hit and it is right, so it will make the "Nurse meta" more flexible, to give options to choose between addons that reduce fatige, addons that extend m1, addons that add charges, etc..
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@Cecaelia said:
I think nurse is fine in her current state and doesn't need any changes.
i noticed a lot of people don't try to mind game the nurse, and I'm not saying this is you, this is just my experience in general. People even at high mmr, just run in a straight line going "nooo it's Nurse! It's over!" They don't try to backtrack, they don't try to use walls or pallets, etc. She also doesn't fully ignore obstacles in her path either, so they are still good to use, people just ignore them.
I understand, ill tell my own experience
F.e one of the mindgames i try to is to do a little and quick 360 in the spot to make the nurse think im gonna go back through her first blink and make her drop it there, but if she fails that with the second blink she will catch me and will be more able to catch me with the lunge of her m1, lot of times happens that nurses catches survivors just by the m1 extending and not by the power itself.
Its a hard topic the "Nerfing nurse power" but i thinked to how to nerf or balance this power and keep it strong, and i thinked about removing the lunge of her.
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Time should be 25 seconds (to compensate the cleansing of the weapon) and should not appear down to let you know that killer is running that, the value (if soloQ) should be for each survivor at least once, in each chase, by taking them with that by surprise.. But well, they decided to let yall know you are running that.
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@RFSa09 said:
so you think wraith should be slower during his cloaking animation? because it makes him faster and give him an easy hit after his uncloak
?? what are you assuming bruh im talking about clown, when i mentioned wraith? xD these sillys take comments and opinions so personal and start arguing out of the nowhere..
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@VomitMommy said:
Why just those are 4.4 and clown isn't?
Because it can't injure you? That's quite a big difference
Btw Trickster is going to be 4.6
How can't injure you, the slow-mo bottle applies to a survivor it's literally a free hit, also it can use the yellow bottle to speed itself up. It should get slowed when doing those actions
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@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/398103/nerf-clown-bottle
You're joking right? Clown is one of the weakest killers in the game. Also Huntress can injure you from range, Clown can't.
As how it applies to the others, should apply to it
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@Devil_hit11 said:
what is the point of a bottle that speed you up if your slower then normal speed? use your logic.
If the killer is 4.6 and you get slowed for 15% for 2.5 seconds. 0.6*2.5 second is 1.5 meters of distanced gained compare to other killers
If your 4.4, you lose 0.2 m/s every second. your better off being 4.6 with no ability then having an ability that gives 1.5 meters of distance temporally. clown is not slowed because it is counter-intuitive towards... the function of the ability.
Sometimes i just wonder whether survivor mains want killer to have blank ability slot.
?? "Sometimes I just wonder whether survivor mains want killer to have blank ability slot." Stop speculating without anyone assuming anything, friend xD, he is a killer projectile and a slow-mo should be applied to him as well as to others when aiming/shooting. Just as it affects others, if not let's make all the killers penetrating this little slow-mo.
Calling me main surv or calling me main survivors in my feedback without anyone having admitted anything, you are half upset, have some tea brother.