http://dbd.game/killswitch
The Ghoul's exit gate entity-block timer needs to be longer to have an actual use/impact.
When near an exit gate, injuring a survivor or grabbing onto an already injured survivor with the Ghoul's power, the exit gate gets blocked for that specific survivor (Bloodwarden effect)
The issue is that the entity blocking is so incredibly short that even if you are able to down the surviver, the entity-block timer runs out before you are able to pick them up, making the entire interaction redudandent.
What is the purpose of the entity-blocking if you can't even get a cheeky kill against a survivor who wouldn't leave?
The timer needs to be extended otherwise it is just a pointless interaction.
Comments
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No lol
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yea basekit bloodwarden on a free hit mechanic, sounds fair.
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Several other killers have it. Arguably, every killer should to discourage toxicity in the gate
-12 -
what killer has basekit exit block and gets a pick up?
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Wesker, iirc Twins, and Houndmaster.
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I think Pinhead can do it as well?
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- Weskers behaves exactly the same way. Cd is longer than the m1 after
- Why would you go into the exit gates with victor on your head? This would be like going in there with pigs activated trap.
- Pinhead sadly cannot do this.
So no none of these are similar/even do that
Id have to test houndmaster though as I have never seen it happen, im guessing it behaves just like wesker though.
The reason the border at the end shows up for wesker is so he has something to slam you on and not bug out, probably the same story for the dog.5 -
Pinhead, Twins, and Houndmaster all can, but they aren't mobility killers.
I agree that Ghoul definitely shouldn't get the same treatment neither should Wesker.
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For Wesker that depends on the survivor'shealth state. Wesker can pull a bound on an injured survivor who's trying to buy time for their team. The exit is blocked on a successful bound, and he'll automatically pick up the injured survivor. So for him, it depends on the health state of the survivor.
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Thats not what we are talking about though. If you m2 of course you get the down with another m2 on an injure.
This is how deathslinger would work, not some basekit power of blood warden. Thats just a misplay on the injured survivors part at the exit gates.
The wall activates so he can slam you onto something.Pin head cant do this.
Twins you would be putting yourself in the exit gates with victor for no reason? This is how pigs trap works. And charlotte would have to be insanely close before you remove him, this is two conditions already that is just not what we are talking about. And not a very probably situation. It may happen sure but this sounds like someone went to the exit gates, didnt know victor did that, tbagged with him on their head, and then couldnt leave on an m1 down.
This is what noobs do against twins on hatches, tbag with victor on their head, only to discover they cant do anything.
Houndmaster again I have to test I have never seen it. And from the forum conversation here it is sounding like that probably is not the case.
Edit: I see what you are trying to talk about and we are talking about 2 different things. Someone injured and sitting at the gates versus someone healthy.Post edited by ChuckingWong on0 -
Totally agree. The gates should be blocked for the entire survivor team, plus the collapse should progress up to 100% immediately
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No it doesn't.
This killer is already strong enough. We don't need to give them this as well.
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Knight and Freddy have this mechanic as an IRIDESCENT addon.
Let that sink in.
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Pinhead can.
If you hit a Survivor with your chains the gate blocks for a few seconds
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Both of Nurse's iridescents nerf her. Let that sink in.
Not all iridescent add-ons are good. Many are significantly worse than even common add-ons.
-2 -
uh…. bookmark is not a nerf. 3 blink nurse is not a nerf dude.
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4 second charge time on a Blink you'll never actually need is not a good thing. I have 5k hours on Nurse alone and I'll never use that addon specifically because of that
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Yes it does. Kaneki is a B tier killer and not even viable.
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No.
Getting a 3rd blink breaks the game more than you already are.
You essentially just have 100% hit rate on all your attacks. Any nurse main with access to bookmark, knows this. We dont use it as its blatantly unfair. Some use it and it becomes a bad habit of relying on it.
Charge time means nothing when you are carrying the person you had 0 chance of not downing.
You just get another blink. And even SupaAlf, doesn't have 100% blink hit rate. So even he could use it.
It also lets you cover much more distance.
It is the best addon and most broken one in the game, across all killers.
I didnt ask for your hours on nurse. But I now doubt what you say.
You'd know about charge time meaning nothing and distance if what you say about your hours is true.4 -
No one has a 100% hit rate with three Blinks either. It doesn't change anything other than the fact that it takes two entire seconds longer to end a chase if you're playing correctly.
I don't use it because it's not good. If I really want to sweat, I run heavy panting and dark cincture, as those are her current best add-ons.
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They nerf her to some extend. They provide different styles of play.
Nurses isidescent are not making her stronger because her base power is literally already game breaking. What more do you want? Start the match with all survivors slugged? Get perma aura vision on survivors when charging a blink?
On another note? What does this have to do with our current discussion? The point I made is that the effect people want basekit here is very strong and should not be given out for free. Especially not on a killer that is already extremely strong. Killers with a way lower power level (Freddy and Knight) have this effect as iridescnet addons BECAUSE the effect can literally change the outcome of a trial.
Let that sink in.
Post edited by radiantHero23 on2 -
What do you want a killer to have?
Most Kaneki - players never mindgame, because they dont have to. Force pallet, break pallet, go next pallet, get free hit, force pallet, break pallet, down, hook, camp, tunnel, slug. The killer power enables this kind of playstyle.
Im sorry to be so harsh but that is literally all the experience I had with this killer and Ive been playing a lot.
If a b - tier killer (assuming Kaneki is b, which he is definitely not in my opinion. A-S suits him more) is not viable in your eyes then I dont know what to tell you. Im a Pig main. I learned the core mechanics with her. I win with her.
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"I win with her" because you face bad players consistently. That's more of a you thing than a Pig thing. If you can't fight a killer that can only get one hit with his power, you were never good at survivor to begin with
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There are a number of killer main players around here whose preferred killers aren't Nurse, Blight, or Billy who will indicate that they face extremely strong survivors. I don't think we should assume that they're all facing bad survivor players just because they're not playing the best killers available.
Considering that most of us who regularly comment in this forum are likely above the MMR softcap, it's at the very least likely that many of us have been matched against very strong opponents occasionally, even if there is a fairly wide range of MMR pairings available.
The only question is how often each person faces such opponents and how often they win those matches. Sure, a Nurse or Blight or Spirit in the hands of someone with many hundreds or even some thousands of hours on that one killer will likely have an easier time than a Pig or Pinhead main, but that doesn't mean they aren't facing the same survivor players.
Also, even Nurse only gets one hit with her power ;)
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Everyone is at the soft cap but new players. The chances of you facing an actual good team are astronomically low no matter how good you are. So either he doesn't win enough to face good players at all, or he wins against bad players and just takes the occasional loss whenever he stumbles upon survivors that know what they're doing.
And I didn't know that Nurse could only injure people with her power 🤔 could've sworn I've been downing with it since 2016...
-1 -
Maybe that depends on what we think of as a new player. It's likely not uncommon for people with <1000 hours to be below the soft cap. And that's an odd quirk of this game I guess, where it's acknowledged that it takes around 1000 hours to even get decent at the game.
I'm curious how we know that the odds of facing a good team are astronomically low? I know that I don't tunnel or camp, I give hatch often, and I often go in as killer with no addons. So I expect that I could increase my MMR by doing those things to varying extents. (I know that when I put on some strong addons, I do tend to perform better). But nevertheless, I do encounter 4-person swfs with strong items who appear to prerun before they should have a chance to know I'm coming, and areball decent loopers. I probably haven't ever faced Hens, but I don't think I'm seeing "bad" teams all the time.
Also, Nurse can definitely down with her power, but she has to do it twice. She only gets one hit from her power. But I think that's just a semantic misunderstanding we had :)
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I consider anyone under 5k hours to be new, to be fair. I no lifed this game from 2016 all the way until OW2 came out, and I still play regularly. I have about 11.5k hours now.
I know that good teams are astronomically rare because I actively play inefficiently on killer and mess around, just to easily win anyways. My Nurse build is Awakened Awareness, Agitation, Fire Up, and Forever Entwined. Yet I'm easily killing everyone (and I don't tunnel or camp either, I always go for 12 hook games) before even two gens are done. I don't even bother using my brain on killer as a role anymore because I already know I'm going to be able to win without trying. I can count on one hand the number of times I've faced a good team in the past month. Just because people are stacking doesn't mean they're actually good at the game. Hell, most stacks are even easier to win against than solos because they do stupidly aggressive things to either try to bully you or save their friend.
Anyways, what I mean about Kaneki only getting one hit with his power is that he can never down you with it. He might get the first hit for free, but for the second he has to play like an M1 killer that MAY be able to play specific loops in very specific ways to down faster. If you're struggling against Kaneki, it has nothing to do with how good he is. At the end of the day, beating him is the same as looping an M1 killer with No Mither.
-1 -
You assume my survivors are bad. I beg to differ.
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Well that explains it :)
There's a streamer I watch sometimes who probably has a fairly similar level of skill to you. He mains Nurse and I've never seen him lose a match as that killer. I think a strong Nurse is almost unstoppable, though I have admittedly managed to confuse some of them at high-wall loops for extended periods before.
I think BHVR will never publish MMR for individual players because they don't want some people's opinions to get shut down just because they have less experience than others. But I think there's something to be gained by understanding the skill distribution of players, I guess reflected approximately by the distribution of MMRs. My sense is that there's probably some central mode and distribution of players around a particular skill level, though I guess it could be a bifocal distribution.
Either way, I think it's important to consider the experience of as many players as possible in balance discussions. For example, brand new players are unlikely to keep playing if they just get stomped on all the time, as survivor or as killer. And I think the same becomes true as MMR and/or experience increases; if the experience gets bad enough, people will eventually stop playing. I guess that's the toughest thing to handle with balance. Top players will play so differently compared to newer players that the balance issues are very different for different levels of play. But BHVR has to handle all MMRs at the same time :/
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