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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Pixel Bush is right.

2

Comments

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    I've already said BHVR needs to just re-enable the haste stacking patch, that made it so haste from perks can't stack with anything.

    Because the problem with Clown wasn't someone equipping 4 aura reading perks or 4 slowdown perks. The problem with Clown is when they stacked a bunch of haste perks, and that stacked with his yellow bottle haste. Most of the complaint videos were showing Clown players that were stacking haste perks.

  • Rogue11
    Rogue11 Member Posts: 1,965

    So you'd effectively nerf him by removing haste stacking and return him to a state with absolutely zero skill expression whatsoever that his mains didn't ask for and actively campaigned against. How does that help Clown exactly? The yellow bottles are a lazy gimmick that should never have been added to begin with. He deserved a better rework than them.

  • Rogue11
    Rogue11 Member Posts: 1,965

    The only thing I can think of is the infection reset on hook and a slight nerf to the hinder. And those were both only brought about by Weskers hard tunneling someone off hook. Wesker's power is a great example of a strong, balanced killer with fair and fun counterplay. It's a shame there are so few such examples…

  • Man_of_triangles
    Man_of_triangles Member Posts: 379

    Yes, he's right. Why else would they double the pallets on maps with this patch?

  • fussy
    fussy Member Posts: 2,099

    It's true, some swfs easily have 90+ escape rate, but it's also result of they going against much weaker killers pretty often.
    Mr_K is right and streaking on both sides would be impossible if mmr really worked like it should and all matches were competitive.

  • Rickprado
    Rickprado Member Posts: 893

    His infection was halved in Strength, his collision detection changed since his release - you could pull people out of window or pallets before they vaulted- and most important, the infection out of the hook was completely nerfed. There should be something more but i can't remember now.

    Although i don't think he should have the big tunneling potential he had at release i believe they should give him more compensation than just 0.5s recharge.

  • Pulsar
    Pulsar Member Posts: 22,947
  • Abbzy
    Abbzy Member Posts: 2,219

    He kinda got his last changes were decreased recharge time for bound which was 6 seconds for each and now its 5,5 so in the end you will recharge your two bounds 1 second faster than before 11 seconds not 12. He got nerfs like patch or two before this buff which is small exchange for what he lost, he lost few things first is infection debuff when is survivor fully infected he was suffered from 8% hinder but now its only 4% which doesnt seems much but 3% gave you as survivor MFT and it was huge status to deal with especialy for m1 which is wesker 50% of the match. Last and most biggest thing was now survivors have I believe 60 seconds to get fully infected which was like 30-40 seconds before and when is survivor hooked infected, after he was unhooked have infection bar like 15% full but now its 0% so his infection threat got nerfed which was his key slowdown but on the other hand made his tunneling more effective.

    I get the infection bar and time to get fully infected change but the hinder change still bothers me today, I dont get it why this had to be nerfed to. Now wesker is still good killer but if you dont run him with golden egg addon (makes the time window after first bound before you use second 30% bigger and makes him recover after first bound faster so you can outplay more loops with this addon then with basekit) and dont know how to consistently pull his techs like hug tech (many say its fancy, well if you dont run on 120 fps but 90 and less fps then this will help you close didstance or get hit on loops where you couldnt normaly which makes huge difference in effectiveness of the wesker),skinibert and other techs then he is clear a-tier killer but if you dont he is -a-tier to high b-tier killer.

    He isnt just strong as he was before because the infection nerfs made his time wasting ability to force survivor to get spray and cure longer which gives them more time for other things and threatens them less in the chase by 100% less than before. He is straight killer to understand and counter he has two straight dashes and many loops are rounded (so he cant use his straight dashes well) and easy to see the killer, he is just easy to read if you dont go against some god wesker main who can pull insta hug techs like nothing and his other techs then he is strong and unpredictable but in most cases he is predictible and he has no mobility even his terror radius is 40 meters but his two bounds give him if used in straight line 21 meters (first 7 and second 14 meters) which is short distance so I dont know why he has to have 40 meters terror radius even when his mobility is just like 2 demogorgan dashes.

  • Abbzy
    Abbzy Member Posts: 2,219

    No realy i can give you one big no no, blight got nerfed few times and he is still s-tier and very popular killer like in top 4 most played killers in the game so this only works for some killers not the strongest ones.

    Then we have killers that were strong but got nerfed hard like chucky or killers that were problematic and got nerfed to the ground of DBD history like skullmerchant.

  • Abbzy
    Abbzy Member Posts: 2,219

    MFT was comparison to 4% doesnt look big its big because we saw how strong can 3% with hugging loops can be on good survivors.

    He got very small buff for 3 nerfs that made him less oppressive in chase and made his slowdown from his infection which creates new objective for survivors and if they dont cure it then they face solid debuffs.

    two nerfs that only affected his ability to tunnel off of hook and his fully infected slowdown was reduced, which already didn't happen often.

    It happened when time for full infection was nearly or even half of the one which is today and 8% is way beter and bigger difference than 4% thats like comparing bloodlust level one against freddys snare hinder or hope speed boost against clown yellow bottle speed boost, shortly its noticible change.

  • Pulsar
    Pulsar Member Posts: 22,947

    Yeah, it's noticeable. It also pretty much only occurred when you were tunneling someone off of hook or if you whiffed two hits but still grabbed them. It was a gimmick.

    In most scenario's, 4% and 8% Hindered is completely inconsequential. 99/100, it doesn't really matter. I don't even know why they bothered to change it.

  • Nazzzak
    Nazzzak Member Posts: 7,344

    Since Nurse is free with the base game, I'd say it's more likely that new players try her once, determine she's too difficult to learn, and drop her immediately.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    It helps Clown out because he really needed the buffs he used to have, but the buffs were way too much when the extra haste was stacked with perks.

    And haste stacking isn't meaningful "skill expression". Because honestly, if "skill expression" meant that something was automatically good, then we should revert the Nurse nerfs, since her blinks are way more "skill expression" than a killer that barely need to aim anything with any sort of precision, because his M2 is an AoE.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited October 5

    Nurse is almost there; removing auras on her during Blink fixes her last remaining real issue. The only points to possibly consider nerfing her after that if she still needs it are: -

    • Her Heavy Panting add-on makes up a lot of ground for a bad initial blink or a bad chain blink. It either needs a completely new effect, or a substantial trade off (like 10% longer blink charge time to make both the initial and chain blink more difficult) to warrant its strength.
    • Successfully stunning a Nurse is both hard to do, but also unrewarding. I would consider resetting her tokens and only beginning recharging them once she recovers from the stun. This makes pallets, Decisive, and Flashlight saves things that can actually make a difference instead the nothing burgers they are ar the moment.

    Blight however needs so much more doing to him, it's hard to know where to begin, and I don't think I can claim to be knowledgeable on him enough to say how he should be nerfed... but if I were to take a punt.

    • Make him 4.4m/s.
    • Consume all his charges whenever he has to inject OR explore this "overdose" mechanic they had in his original design.

    Lastly, limit SWFs to not be allowed to take more that 1 version of a perk or add-on between everyone and actually build as a team. This would free up a lot of perks from being held back by SWF, and would level the playing field with SoloQ a tad… as well as make playing SWF in general more interesting.

    Will never happen, but its nice to have a dream 😏

    Post edited by UndeddJester on
  • Rickprado
    Rickprado Member Posts: 893

    It would be easier to make SoloQ closer to Swf and balance things accordingly. I don't that nerfing someone playing with friends would be a good thing.

  • Choaron
    Choaron Member Posts: 818

    There is a lot they can do. Not giving him 5 (FIVE) basekit tokens for his rushes would be a good idea, for starters.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited October 5

    I disagree, because to level the playing field between SoloQ and SWF, you have to remove all communication differences, and that would require stuffing the Survivor HuD with all kinds of auras and info to even have half a chance, and there would still be a massive diff on the communication gap that no amount of HUD spam would solve. "I'm taking the killer to shack" is a simple yet very beneficial comms evenfor casuals. "Pallet is gone in main". "I'm going for the pickup, oh wait, no he's chasing me". Even a "Ghost Face is heading to you" is a benign communication gap that you can't realistically bridge without just straight giga buffing Survivor, that all make a big difference.

    You could add voice comms, but that would be so much more awful than people think. It would be common place for people to be toxic, harass people, complain, rage, talking smack or throwing the game due to a fallout, and that's not just DBD, that's gaming in general. Even I myself am an arse on the mic when I'm annoyed... and I get mad at soloQ a lot, to the point I'd keep myself mited for fear of saying something I shouldn't.

    People tend to think of this SWF suggestion as a punishment. I do not, I see it as merely a rule change. A change that helps promote the health of the game, and makes build creation with your mates more engaging and interesting. It's easy and effective at reducing SWF ability to abuse strong effects, while still allowing SoloQ to get strong effects.

    At the end of the day, we all complain that SoloQ gets left behind, but reality is SoloQ can't match up to SWF... It just can't, because you can give whatever buffs you like to SoloQ, but SWF gets them too, so you simply can't bridge the gap unless you are willing to limit SWF in some fashion.

    This is a sensible and logical rule, that helps define teammates with more of a "role in the team" mentality, that to my mind adds more to SWF than detracts from it.

    Post edited by UndeddJester on
  • AcesSpeedo
    AcesSpeedo Member Posts: 285
    edited October 5

    the guy who thought skull merchant was fine? lol i aint watching that you should elaborate

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited October 5

    i mean, there's a lot they can do if they dont care about keeping him properly rewarding or playable.

    but even if they skull merchant him, nothing would change, he doesnt really "warp the game" around himself nearly to the same degree as kaneki or krasue.

    BHVR haven't balanced the game for him in 5 years, at most they changed the most egregious cases like tinkerer meta (which, ill be real, wouldve been an issue without blight, just a bit later) and they haven't started now, they just made a bunch of blight clones / powercreeps that didnt have high skill barrier to make them not accessible enough to be a nonissue.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,672

    If killer haste isn't skill expression, then how is Clown haste stacking with perks considered skill expression?

  • Rogue11
    Rogue11 Member Posts: 1,965

    Neither of them are skill expression. His purple bottles are. Yellow bottles with instant activation are not. I don't know how much clearer I can make this.

  • Rickprado
    Rickprado Member Posts: 893
    edited October 5

    Well, its impossible to make Solo completly equal in strength to SWF, but the devs can turn the gap smaller. TBH, in any game SoloQ is disadvantage and i don't think it can be easily fixed. See VHS: even with in-game comms and pings and etc. Solo was a much harder time than playing with a friend - although Solo play was a fun and viable option at that game.

    I think adding some auras (like Kindred, Empathy, Bond) as basekit would be enough, enhancing the HUD and other infos would be great for Solo without messing up too much with the game balance.

    About nerfing SWF: although i think SWF can be the strongest thing this game can have, limiting perks and etc would only just make playing with friends worse. People who want to bully and sweat will still find a way to do so, just leading casual players away from the game because they can have some fun with friends.

  • Abbzy
    Abbzy Member Posts: 2,219

    Tunneling wasnt only situation where it make difference but in long chases it helped weseker to end then, its supper rare to get value from 4% hinder as it was from 8% so why devs cahnge it I bet not even half of dev team knows why and his buff to get both bounds 1 second sooner isnt something game changing its nice sure but nothing crazy.

    I dont understand why he has to have 40 meters terror radius because he has no mobility like billy,blight or ghoul and killers like wraith,dracula,spirit have better mobility than wesker, he cant instadown you normaly like billy,bubba only when survivor is fully infected but then its survivors fault because they have near whole minute to get a spray and cure themself (chest spawn fix that helped lot of killers like xeno,sadako also little hindered wesker and nemi because their chest spawn closer to each other and next to gens not somewhere in the corner of the map so its easier for survivors now) so I dont understand what justifies his 40 meters terror radius.

    Overall if you dont know how to pull consistently his techs like hug techs and intahug techs or skiniberts and rebounds wesker is not a- tier in my opinion, his power is easy to understand and counter for survivor which plays attention what is killer doing behind their butt and react to sounds.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752
    edited October 5

    big issue with solo q vs SWF is the way skill expression in this game works.

    Solo Q has been at its best not when "theres no tunnelling/slugging/camping" but when survivors had enough 1v1 agency to potentially hold killer long enough on their own instead of relying on teamwork/efficient gen split to outpace killer's consistent hook rate.

    That's one of the reasons I clown so much on people thinking that 9.2.0 ptb systems or similar changes are going to make the game better for soloq, cuz removal of killer's ability to snowball or turn the game into 1v1 will ensure the 12 quick 1x1s gameplay where solo players stand no chance. This would happen either through compensation buffs / new killer powercreeps (like kaneki/krasue) or just a massive increase in skillgap as killers would have to drop in MMR until they begin running into survivors they can consistently destroy in chases.

    apart from obvious decline in gameplay quality (cuz short chases out of your control are not fun to deal with), this will just make solo q even more unplayable because survivor skill expression will move away from chases into 1v4 macro even further and we all know how bad randos are at "dying in good spot" "splitting correct generators" and other funny strats like that.

  • Pulsar
    Pulsar Member Posts: 22,947

    No idea.

    He probably sells too much to nerf. Probably got some skins cooking for Halloween or Winter.

  • Rickprado
    Rickprado Member Posts: 893

    I partially agree with you. I think survivors need to overcome the killer in the 1v4 aspect to win the game; otherwise the assymetrical nature of the game would make no sense. Even if you are a 1v1 god, you need a good team to support you, doing gens, eventually bodyblocking, saving, etc etc.

    But i agree with you: 9.2.0 won't solve one of the biggest issues of SoloQ, which is bad teammates. That's why i don't agree 9.2.0 is what SoloQ needs since the casual survivor would play against very experienced/sweat killers after the more casual one couldn't maintain their MMR. Also, as you said in the 3rd paragraph, I personally believe that macro play is the most important skill for survivor, since it is what make survivor stronger than killers in general. Probably people will play even less skilled since now the game mechanics force the killer to don't capitlize on their mistakes, leading to more situations where people do dumb bodyblocks, lead killer to generators, drop god pallets without thinking too much, etc, etc.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    >I partially agree with you. I think survivors need to overcome the killer in the 1v4 aspect to win the game; otherwise the assymetrical nature of the game would make no sense. Even if you are a 1v1 god, you need a good team to support you, doing gens, eventually bodyblocking, saving, etc etc.

    yeah but this can't happen if killer isn't allowed to focus one guy turning the game into 1v1 for early game where survs are at their strongest due to high amount of resources and difficult to pressure gens (too many to control).

    killers cant be inconsistent and outplayable (to the degree they are right now in general where you can easily get +30 seconds to chase by playing for distance at the right moment or looping the killer for long enough) if the killer needs to win twice as many chases on average for their 60% killrate.

    and yea, macro is important, but the game keeps being designed in a way to move away from it on the survivor side beyond general strategies like splitting gens / dying good spots. survivors already have enough tools to beat all of the "annoying" killer strategies in basekit, but they either dont know how to use them or cant access them because solo q doesnt offer proper communication options

  • fussy
    fussy Member Posts: 2,099

    but they either dont know how to use them or cant access them because solo q doesnt offer proper communication options

    Meanwhile 7k hour survivor in my team yesterday: get out of Trapper's trap with Honing Stone within 10 meters of me running to him. Twice. Trapper was on other side of the map both times.
    People really overestimate how much communication will give to soloq. It will be nice to have for already good players, sure, but it won't be any better at all for bad players. Communication won't fix "guys I almost finished my gen and you didn't even touch it" or "dying under survivor on hook just did this match ten time harder for whole your team" or "can you please last longer than 10 seconds in chase against m1 killer on a map with thousand pallets?" or "maybe unhook in first ten seconds isn't a best idea if you see that killer tries to tunnel out this person?". Communication isn't as big a problem as everyone tries to make it out to be, lack of brains is.

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    i mean, yeah, but at this point there will be no excuses left.

    it will be entirely boiled down to a "skill issue" to which any reasonable (my bad for expecting that tho) developer would respond there's nothing they can or will do.

    Lots of team games have atrocious solo q, DbD isn't unique here. If you're so asocial you can't find people to play together in a TEAM BASED game, maybe you should go play something else if you can't cope with losing to bad teammates. There's conveniently a killer role that offers exactly that in the same game.

  • fussy
    fussy Member Posts: 2,099

    i mean, yeah, but at this point there will be no excuses left.

    Yeah, I kinda want it more for that reason. Because soloq got so many giant buff that I can't read all these "poor soloq" doomposts anymore. And some form of communication literally the last argument in the question "what soloq is missing?". And I wonder if these people will claim that soloq is "unplayable" on its own even after that or will they finally accept that soloq is completely fine and players and MMR are problems?

  • SpringMyTrap
    SpringMyTrap Member Posts: 752

    it's the same as "will anyone think about m1s / children". literally just a buzzword(phrase) used to justify whatever insane ######### the person is demanding.

  • ControllerFeedback
    ControllerFeedback Member Posts: 559

    That doesn't directly address his macro and to be honest, it feels awful and arbitrary on Ghoul, so I'd imagine it'd feel awful & arbitrary on Blight. Not to mention it'd probably just end up punishing less skilled Blight players just like everyon'e favorite 4.4 m/s proposal, and it's totally up to map RNG/whatever patch we're on that messes with pallet spawns.

    If he had to reload his syringes at lockers (say you get 3-4 sets of 5 rushes each, a set goes away regardless of how many tokens you used during a rush), suddenly you have to be mindful of how often you're rushing around willy-nilly (whether for mobility or in chase), the positioning of where you hook/down a survivor in comparison to locker positions, you'd have another killer that has inherent synergy with locker perks, and the devs would have another lever to work with when tweaking his baseline balance and add-ons (you could easily replace some add-ons that are unused os highly used for an add-on that gives an extra set of rushes, timed undetectable when out of rush sets, aura reading when out of rush sets, -1 set for some sort of bonus…etc).

  • Rogue11
    Rogue11 Member Posts: 1,965

    "So many giant buff" umm like what? A few additional UI elements and then nothing else ever? Functional matchmaking? Anything to counter brainless tunnel/camp? Seeing teammates perks in the lobby so we can synergize loadouts? Nope, nope, and nope.

  • fussy
    fussy Member Posts: 2,099

    Yeah, exactly this type of players I'm talking about. "Few additional UI elements", lol.
    No unhook grabs was one of the strongest soloq buffs and biggest nerf to "brainless camp", but everyone forgot about this in 2 weeks and continued to act as if nothing had happened, like you now. Not only you always needed 2 survivors to unhook with camping killer, but there was a big chance just give to killer 2 free hooks while you tries to unhook and pretty much end game here. But yep, pretty sure you will say something like "oh just minor buff, barely noticeable, not a big deal".

    +10 seconds on hook is also pretty big buff. I wanted to explain why, but then reread your answer, where HUD itself was ignored as strongest soloq buff… why I even waste time on this? You are exactly this player, who will always blame everything in this game, except yourself. They can add AK-47 and you'll still blame the game and killers for shooting yourself in the foot with it.

  • JustWhimsical
    JustWhimsical Member Posts: 617
    edited October 6

    So the plan is to just Freddy her? Turn away everyone who actually put in the time to learn her? Brilliant idea on how to completely kill a killer. I’m sure all the old Freddy and Myers mains can tell you how amazing that feels. The only people who’d celebrate those changes are the ones who already hate her, so hey, good for you, I guess?

    Whenever people throw out ideas like this, it never feels like they stop to think that these killers actually have a playerbase. You make sweeping changes like that, and you’re basically telling everyone who learned her that their time doesn’t matter. We’ve seen this story before, reworks that completely miss the mark and just drive away the people who cared. This isn’t a fix, it’s a “let’s delete this killer so we don’t have to deal with her” kind of move.

    It’s like overhauling Huntress mechanics out of nowhere. I’m sure all the Huntress mains would be thrilled that everything they practiced and mastered just got flipped upside down. Totally wouldn’t make them feel like the killer they loved is gone or anything.

  • Rogue11
    Rogue11 Member Posts: 1,965

    Old dead hard had a playerbase too. Guess we can't rework extremely overpowered things for the betterment of the game? Freddy and Myers had niche dedicated playerbases and neither killer was breaking the game like Nurse. Your comparison doesn't make sense.

    I prefer old Myers too and Freddy has always been boring since his first rework so I'd be happy to try something different but I doubt they'll give him another big change.

    The only one bringing up Huntress overhauls is you. Maybe once you're done arguing with yourself we can talk about game balance or something…

    image.png
  • JustWhimsical
    JustWhimsical Member Posts: 617
    edited October 6

    You’re kind of missing the point here. Comparing a killer with a full unique mechanic set to a single perk is a reach. Dead Hard being reworked was about toning down a singular overperforming perk that warped gameplay across every match it appeared in. Reworking a killer like the one we’re talking about is not remotely the same thing. That’s like saying “well we nerfed Sprint Burst once, so reworking a whole killer’s design is fine.” It’s not comparable.

    Freddy and Myers were both changed under the exact logic you’re pushing and both times, it killed off the dedicated players that made those killers interesting to begin with. The result wasn’t “better balance,” it was just less identity and more homogenized gameplay. That’s the point I’m making. When you take away what made a killer theirs, the people who actually enjoy and play them the most stop showing up. Just because Nurse is strong doesn't mean she deserves the same treatment because what you are saying will just take away what makes Nurse.. Nurse, but I guess thats acceptable and her playerbase doesn't deserve to keep their killers identity in your eyes.

    And yeah, I brought up Huntress because she’s the perfect example of how bad this kind of thinking gets when applied broadly to a very mechanically dependent killer. You start “tweaking” the mechanics of killers that aren’t broken, just misunderstood, and suddenly you erase skill expression and identity for the sake of people who don’t like facing them. Nurse can be tweaked without taking everything that gives her identity away from her, but you don't really care about that do you.

    And pretending that gutting a killer’s core mechanics is “just balance” doesn’t make it any less of a lazy fix that alienates the people who actually care about playing them. You don't have to be disingenuous just because you dislike having Nurse in the game.

  • Rogue11
    Rogue11 Member Posts: 1,965

    So I asked for SOLO QUEUE buffs and you brought up a few overall survivor buffs. None of these were specific to help solo queue. They were to slightly combat the (yes, brainless) "strategy" of staring at a hooked survivor and winning.

    +10 seconds on hook was added after gens were increased multiple times, once again, to help with killers camping first hook. Even today you can camp someone out with Bubba, down and camp a second with noed, and guarantee at least a 2k every match.

    As for an AK-47, Trickster is already in the game…

  • Rogue11
    Rogue11 Member Posts: 1,965

    Yes I want to take away a singular overperforming killer power that warps gameplay across every match it appears in. She, unlike freddy, myers, huntress, or any other low-mid tier killer you're going to strawman, ignores every base game mechanic survivors have to express skill and extend chases. She hamstrings map and perk design for the entire game. If you have a better idea of how to balance her, I'll wait. But no I won't be crying over the poor Nurse players that can't queue up to wipe the floor with their opponents in 90%+ of their matches because they spent a weekend learning her muscle memory.

  • JustWhimsical
    JustWhimsical Member Posts: 617
    edited October 6

    That’s the issue right there, you’re equating “strong” with “broken” and “reworking” with “deleting.” You’re not talking about balancing anymore. You are talking about erasing a killer because she doesn’t fit your idea of fair.

    You claim she “warps gameplay,” but that logic falls apart when you realize every high skill killer or perk in this game has warped the meta at one point and the solution has never been to gut their identity, it’s been to refine the systems around them. Map layouts, Perk interaction changes, and add on interactions can all be tuned without nuking the killer’s entire design. The devs have done it before with Nurse herself, fatigue changes, addons being changed, adjustments to her basekit. She has already been brought in line multiple times. The problem isn’t her power existing, she isn't the same Nurse that was there when infinites were in the game.

    Saying she “ignores base game mechanics” just shows a surface level understanding of how she actually plays. Her entire loop revolves around precision and prediction, two blinks, strict cooldowns, and the constant risk of overshooting or missing entirely. That is her skill expression. A smart balance change would be adjusting how aura reading interacts with her, not gutting her core mechanics.

    And the whole “she takes a weekend to learn” argument is laughable. Nurse is one of the most consistency dependent killers in the game. If you don’t play her regularly and understand her blink logic, know where to go on maps, and mechanical timing, you fall apart fast vs actually good players who don't just face Nurse like she is a regular m1. That’s why most players default to the other S tiers they are easier, safer, and far less punishing. Acting like anyone can pick her up and dominate just exposes how shallow your take is.

    If she is supposedly a brain dead noob stomper who “wipes the floor” every match, then why doesn’t everyone use her? Why does she underperform in average hands and only excel with experience? Because your argument doesn’t add up. It’s biased, lazy, and built on frustration that this killer isn't killed.

    You don’t fix imbalance by sanding down everything with edges until it’s all equally bland. You fix it by respecting what makes each killer unique and adjusting to support variety, stop trying to make every killer the same watered down killer just because your ego demands it. I’m honestly so glad you’re not in charge of balancing, because if your version of “healthy gameplay” is removing anything that challenges people to improve, this game would be an empty shell of itself in a month.

  • Rogue11
    Rogue11 Member Posts: 1,965
    edited October 6

    Not "strong", strongest. By nearly any reasonable tier list. For her entire existence. I notice you didn't suggest any changes to her at all. The 1k+ winstreaks must continue because that's the "healthy gameplay" we want here at DBD. Don't worry survivors, if you keep improving, you might just be the 1 in 1000 team that beats me at a pvp game because I chose the most overpowered killer! Now watch my 1001st steamroll and don't complain or you're entitled. 🤣

    Oh and all that prediction and LOS gameplay goes out the window as soon as the killer runs any of the multitude of increasingly strong aura perks.

  • SoGo
    SoGo Member Posts: 4,258

    That is the problem. You can't balance around either.

    Balance around average players, comp players and skilled players get mad.

    Balance around high tiers, half the players ragequit.

  • SoGo
    SoGo Member Posts: 4,258

    Ain't that the truth.

    You need to have either a dash or a projectile to be "fun". Result? Krasue, who has 2 dashes and a projectile. And Myers, who got a dash stitched on his back.

  • ControllerFeedback
    ControllerFeedback Member Posts: 559

    I mean the exact implementation is totally up for grabs. I don't really like the Clown reload idea because I think it'd be more interesting & impactful to force the Blight to move and potentially give up advantageous positioning to regain his power. With a Clown reload you'd just end up in situations where he has to waste a few seconds reloading over a slug/after a hook/in a tile the survivor can't leave safely (even during the reload) in a chase. Which sounds more tedious than anything.

    Anything they would do would require more animation work, so basically it's never going to happen. But I think it'd be more effective & interesting than most common community proposals.

  • Sava18
    Sava18 Member Posts: 2,514

    I mean he has a few points but also some that are just rambling.

    Maps: Map sizes have generally been quite reduced, so they are not balancing around blight in that aspect. The trash fillers they keep adding actually are better for blight to play around than older ones that it would usually be better for him to break. I can also pretty much guarantee the devs don't have any particular killer in mind when forcing these higher pallet density less strength mentality. Also gas heaven was balanced for blight? That map was like that before blight and was simply left like that for too long.

    Aura perks: His only real point was that blight can turn his brain off with far ranged aura perks, sure but that doesn't make him stronger. A good blight or even just a good killer don't need those aura perks to dictate what their doing, there's a reason the strongest players don't run bbq or floods often on him. I'll give him one and it's that old tinkerer was too strong on blight, especially with old ruin/undying and that may have legit been nerfed directly because of him.

    Base kit: With the base line kit nerfs he is most definitely not on nurses level. While yeah you definitely can't reduce rush speed as the would destroy his chase, duration or recharge time could be reduced. It's not like nurse where she can't even catchup if you reduce recharge time.

    Also I know he's talking about base kit but when before nurse and blight had add-ons touched and nurse still had basic attacks on power hit, blight could only match her because of how absurd his best add-ons were, somewhere between 200-400% theoretical power increase. The nerfs and reworks to his add-ons significantly brought his power level down.

  • Sava18
    Sava18 Member Posts: 2,514

    Because weaker killers don't have kits that can facilitate them being stronger without a rework. There's 0 way to make legion an A tier killer without removing any and all interaction they have without a full rework. What would you do for trapper? Make him place traps down so fast a survivor can't make it to the next pallet. It's just not possible to get these bad killers to a Wesker or spirit or oni level.

  • JustWhimsical
    JustWhimsical Member Posts: 617

    Oh, I did suggest changes, you just apparently can’t read past anything that doesn’t fit your narrative. Funny how people always bring up the strongest Nurse players alive, but then turn around and cry about average solo queue survivors. Like, pick a lane. Are we balancing around the top 0.1% or the average player actually queuing up every night? Because right now, you’re trying to have it both ways.

    You keep dismissing anything that doesn’t hand you a personal advantage, which makes it pretty clear this isn’t a discussion it’s just you venting and pretending it’s game design. You repeat the same talking points like they’re gospel while ignoring context, nuance, or, you know… the idea that balance doesn’t mean “delete what I lose to.”

    And I love how the second anyone disagrees, the downvotes start pouring in like that somehow proves a point. That’s the entire problem with these forums no one wants to engage, they just circlejerk themselves into thinking they’re objectively right. Though I guess that's how its always been, you can't really expect anything meaningful from people who always want things their way and never consider other players.

    You talk about “healthy gameplay” like you’re the prophet of balance, but the second someone mentions keeping a killer’s identity intact, you melt down. Maybe instead of suggesting changes that completely kill a killer you could think about how to adjust things so the killer isn’t gutted beyond recognition. But no easier to hit delete and pat yourself on the back for saving the game.

    So yeah, go ahead, Mr. God of Balancing. Maybe after you’re done fixing the game by erasing every killer you personally dislike, we can all enjoy your utopian 4v1 where every killer is just an M1 with a red stain. Sounds thrilling.