Here's our Daily Reminder that playing Nurse still feels miserable.

Honestly why are the devs not addressing her. There's wayyyyy too much wrong with her rn.

Comments

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/883318#Comment_883318

    Good math, but why did Endstille catch up to the survivor in 2 double blinks instead of 7 double blinks? Something is not working out with your math, since we could see in other videos that Nurse is a tiny bit faster than survivors. 4.3m/s means slower than slow killer and we could see in videos that she is just as fast, if not faster. Financial Stability did a video with a fake last charge, but in there we could see that nurse would have arrived first if done properly with single blinks, so she is faster or on average, atleast just as fast as a 4.6 killer. And with double blinks she can only be faster. I appreciate your efforts, really. But theres an error in the equation

    I like to know the error if you could point it out. The speed and timings are half from the Devs and half from the wiki (blink window speeds). I do personally suspect some issues with the dedicated servers tbh.

    Perhaps the survivor wasn't 32 meters away or they started running when the Nurse already had a fully charged blink. I haven't seen the test to know.

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/883334#Comment_883334

    I like to know the error if you could point it out. The speed and timings are half from the Devs and half from the wiki (blink window speeds). I do personally suspect some issues with the dedicated servers tbh.

    Perhaps the survivor wasn't 32 meters away or they started running when the Nurse already had a fully charged blink. I haven't seen the test to know.

    I'd like to find the error too, because this math looks good, but its in contrast to actual speed comparison. Even if it was 25m or 40m, the difference between 2 and 7 double blinks is way too big.

    He basically started on blood lodge, edge of the map and proceeded to double blink over the long course of the map, while the survivor ran way with around terrorradius headstart and he catched him after 2 double blinks at almost the other end of the map.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/883342#Comment_883342

    I'd like to find the error too, because this math looks good, but its in contrast to actual speed comparison. Even if it was 25m or 40m, the difference between 2 and 7 double blinks is way too big.

    He basically started on blood lodge, edge of the map and proceeded to double blink over the long course of the map, while the survivor ran way with around terrorradius headstart and he catched him after 2 double blinks at almost the other end of the map.

    20 meters does make a difference. With 20 meters being the headstart it would take about 3 double blinks and a single.

    0 / 20 / 0

    13.5 / 74 / 58.14

    27 / 128 / 116.3

    40.5 / 182 / 174.4

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/883351#Comment_883351

    20 meters does make a difference. With 20 meters being the headstart it would take about 3 double blinks and a single.

    0 / 20 / 0

    13.5 / 74 / 58.14

    27 / 128 / 116.3

    40.5 / 182 / 174.4

    Y sure, but thats cutting of 1/3 of it. I'll try to find the video

    Here it is:

    https://www.youtube.com/watch?v=fcO-rJBkcOo&feature=emb_logo

    Looks very much like Whispers lighting up range. Small execution errors aside, i think that shows the primary point, that running in a straight line does not counter nurse, to come back to topic.

  • she feels awful to play and this is coming from someone who was decent at her post changes and has played her after her changes at least once a day. In her current condition she is unplayable to the AVERAGE nurse player which is just ridiculous. No killer should have to be played perfectly just to do DECENT in a game. She is just to punishing to play which will only make her more rarely seen in any rank and undesirable to main or use to newer players or even the older players.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/883357#Comment_883357

    Y sure, but thats cutting of 1/3 of it. I'll try to find the video

    Here it is:

    https://www.youtube.com/watch?v=fcO-rJBkcOo&feature=emb_logo

    Looks very much like Whispers lighting up range. Small execution errors aside, i think that shows the primary point, that running in a straight line does not counter nurse, to come back to topic.

    You miss a key point in the video where it says "however if a survivor does know this it is not possible".

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/883358#Comment_883358

    You miss a key point in the video where it says "however if a survivor does know this it is not possible".

    This means, if the survivor runs away earlier which translates to having a bigger headstart. Which will result in getting just that bit of extra distance to miss the second hit. Knowing shes gonna blink doesnt magically make you immune to her. Its all distance related

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/883136#Comment_883136

    If you hit the blink, you're still fine. Good Nurses who hit their blinks are less affected than bad Nurses who dont hit them as often. Which can become a problem if you're not as good as you thought you are.

    Hitting your blinks or not is not why she struggles now. She struggles because her map presence is now terrible, which you can’t adapt to, other than slugging which only works against uncoordinated survivors. She is artificially limited because of the blink cooldown.

  • @Weederick

    Looks like the survivor doesn't start moving until the Nurse fully charges the blink and started to move forward some. Possibly even during the blink. I would have to slow it down some to know for sure (and be on a PC instead of a phone).

    This could show the disparity between the numbers and the video.

  • Oof, I didn't notice there was more than one run in that vid. 🤯

    The last run is what I would expect to see.

  • In the last run, you cant even see the survivor, so he is pretty far away. Still 3 double blinks would be enough to catch him and the map already ended.

    To draw conclusions:

    • 3 doubleblinks will catch any survivor in your sight regarding map boundaries
    • 2 doubleblinks for anyone inside your terrorradius
  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/883168#Comment_883168

    Hitting your blinks or not is not why she struggles now. She struggles because her map presence is now terrible, which you can’t adapt to, other than slugging which only works against uncoordinated survivors. She is artificially limited because of the blink cooldown.

    Her map presence took a hit, i think thats what affect most players, since Freddy/Billy have high winrates, so mobility seems to have a big impact. Her map presense is still better than 115% kiler though, since she takes the direct way. Slugging is always good in highranks though. Easiest way to win is tunnel 1, slug the other 3. Survivors cant keep up with slugging in a 1vs3. Nurse is a fantastic slugger, that should be part of your plan.

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/883168#Comment_883168

    Hitting your blinks or not is not why she struggles now. She struggles because her map presence is now terrible, which you can’t adapt to, other than slugging which only works against uncoordinated survivors. She is artificially limited because of the blink cooldown.

    Yes artificially limited is such a good description for it.

    I hate how some people insist the changes have made her more skill intensive, when in reality you can't be more skilled with the changes than you were before since it's purely a limitation and does nothing in the way of offering the player another way to achieve ANYTHING.

    Making it more skillful would be something like using a lot in a row drains your total blink resources faster and using them more sparingly yields more blinks over time, or something like that. Anything that rewards playing differently and adapting to your situation, not forcing you to be a walking potato for 6 seconds. Limiting the power to a cooldown every use is not in any way a more skillful interaction with the power, it is purely an artificial limitation.

  • @Weederick said:

    https://forum.deadbydaylight.com/en/discussion/comment/883393#Comment_883393

    Her map presence took a hit, i think thats what affect most players, since Freddy/Billy have high winrates, so mobility seems to have a big impact. Her map presense is still better than 115% kiler though, since she takes the direct way. Slugging is always good in highranks though. Easiest way to win is tunnel 1, slug the other 3. Survivors cant keep up with slugging in a 1vs3. Nurse is a fantastic slugger, that should be part of your plan.

    Good teams don’t get beaten by slugging. It works best against inferior players.

  • I like her add on changes but on console the stun plus waiting for the blinks to charge is too much time wasted its literally insanely hard to have any fun with her unless the survivors are realllly bad and i mean REALLY bad :/

  • @OswinOsgood said:

    I like her add on changes but on console the stun plus waiting for the blinks to charge is too much time wasted its literally insanely hard to have any fun with her unless the survivors are realllly bad and i mean REALLY bad :/

    Same on PC, imagine if you blink 10 times one game, and you usually blink more than that, that's 1 min of staring at the ground etc...

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/882099#Comment_882099

    I'm with it. I'll back you up if you make ur own post pressing the devs for a change.

    Technically My "One stop shop for Legion Rework Ideas" thread in Feedback is me yelling at them to fix Legion.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/870971#Comment_870971

    Ok hold up.

    "You can keep complaining, but it's not gonna change much."

    Actually it probably will. Devs have said they don't balance on stats alone (but they did justify saying Spirit is getting nerfed by saying she's doing too well statistically even tho she wasn't but whatever). And Almo has said complaints draw attention. Complaining is how you get the devs to focus on something. That's how they got their attention on Spirit, that's how Plague got nerfed coming off the PTB and how Demo got buffed coming off the PTB. So this statement is just wrong.

    "The devs gutted Legion and have barely done anything good for the killer since, and despite the overwhelming negative feedback, that's likely not gonna change. Nurse is still getting consistent results at her best, so they're not gonna touch her. I will agree they need to try again with a lot of her addons, they played it too safe and went with things that wouldn't lead to another 5 blink or omega blink situation."

    Yes the devs ate Legion alive, and even I have been pissed with BHVR for it. The Legion changes were the same thing that they did with Nurse. it was a lazy amalgamation of nerfs and addon changes aimed at appeasement. I have been in favor of fixing Legion since the rework. The devs took another swing at him with this patch (which arguably is another nerf so yeah definitely stay pissed at them for it). But the whole point of mistakes like the ones they made with Freddy and Legion was supposed to be so they don't do it again. Not so they can repeat it ad infintum and never learn. They were supposed to learn to not do something like this with Nurse. They even said "we will not be blindly swinging the nerf hammer at Nurse. We will be taking very measured steps on how to change her."

    As for her addons, you mention that you think they played it too safe with some. I think you are right in the sense of her red addons especially feel so safe that they border on lazy design. (Matchbox should make her a 110 killer and Bookmark should not have the LOS penalty. Waiting 6 seconds after a 3 second fatigue [9 seconds total] for 3 blinks is fine). But I'd be fine with ignoring her addons. Many of them would be so much better if they reverted the basekit nerf. And that is the focal point of Nurse mains' frustrations with the changes. We don't care about the addons. None of us are on Reddit, these forums, the Steam forums, Facebook, Twitter, or any social media platform you can think of saying "woe is me my omegablink is gone" or "whatever will I do without 5 blinks". Nurse mains, ever since the rework, have been complaining "this basekit nerf is unfun. We don't care if she's still strong we care that she's fun". And now the stats even show that she isn't even fkn strong anymore. She's unfun. She's weak. And BHVR insists on wanting to wait and see if she's still good.

    "Increasing the fatigue of blinks would feel way more artificial. No one wants to be forced to stare at a 75% black screen for 4 seconds because they whiffed a hit."

    You don't even need to increase the duration. You can make the screen darker. You can remove the head wobble (the argument that her fatigue causes motion sickness is a giant truckload of equivocating bullshit by the way. I can't even stare at a book without wanting to vomit if I'm in a car or on a plane, and I have never gotten motion sickness playing Nurse but gotta appease everyone). You can completely freeze her during her fatigue. You can make sounds even harder to hear. You don't need to increase base fatigue time or even the scaling. You can do a lot of stuff to give survivors a more tangible window to escape Nurse without screwing with Muscle memory or making Nurse players feel more helpless.

    "At least the current recharge penalty allows players to get a good eye on where the survivors went to make a second attempt at their strike."

    Except it doesn't do that. All it does is create this awkward moment where Nurse just stares at a survivor and they have way too much time to escape her. Currently survivors can make way too many mistakes against Nurse and walk away with no penalty. That's not indicative of a strong killer.

    "Look, man, I understand the frustration, but I personally can't believe that those of you screaming to the sky about it are the majority. I only see people complaining about it here on the forums, and the people on these forums have some pretty wild opinions that circulate among each other and don't really change for any reason."

    If we're getting into that, then it isn't just here. On reddit you have some people finally coming to their survivor main senses. IIRC the Steam forums were pretty steamed with the rework. There was a lot of negative feedback about this rework. Over 3 pages of nothing but "I don't like the Nurse changes" pertaining to the basekit nerf.

    "At the end of the day, things are only gonna change if Nurse starts severely underperforming at her highest level of play, or if her play rate drops to a ridiculously low number. It may suck for you and other Nurse players, but that's the way the cookie crumbles."

    Except that's the problem. What you are describing that would entice BHVR to change Nurse is EXACTLY what's happening. Her red rank pickrate is nowhere near top 5. Her killrate is the 3rd WORST. NURSE IS UNDERPERFORMING AND BHVR SAID THEY WONT DO ANYTHING ABOUT IT.

    "I don't really see the people in this thread changing the way they are all looking at the situation, so I'm probably gonna stop paying attention to this thread from here on. I hope you can continue to enjoy the game with another killer, or the devs can reach some kind of middleground that makes everybody happy. Cheers."

    It's not on this community to adapt to an unfun mechanic, killer, or survivor ability in the game. It's on the devs to make it fun.

    Well thought out and informative reply. Also *cries in Legion main*

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/883393#Comment_883393

    Yes artificially limited is such a good description for it.

    I hate how some people insist the changes have made her more skill intensive, when in reality you can't be more skilled with the changes than you were before since it's purely a limitation and does nothing in the way of offering the player another way to achieve ANYTHING.

    Making it more skillful would be something like using a lot in a row drains your total blink resources faster and using them more sparingly yields more blinks over time, or something like that. Anything that rewards playing differently and adapting to your situation, not forcing you to be a walking potato for 6 seconds. Limiting the power to a cooldown every use is not in any way a more skillful interaction with the power, it is purely an artificial limitation.

    She's more skill sensitive now because missing a blink has a longer punishment.

    If you hit your first set of chain blinks then the cooldown won't come into play as much, thus the bad Nurses care more about this than the good ones.

    In terms of Gap Closing she's still much faster than most Killers (she's about as fast as Legion's 3.4.0 Frenzy speed taking into account time spent charging, in fatigue, in cooldown ect) but her Patrol speeds are even faster than what her raw speed abilities would imply since she also can move through objects.

    Someone with insane Patrol speeds taking a hit to their Patrol speeds doesn't automatically mean they are slow now. She's still faster than almost every other Killer in the game and she still can end chases quickly.

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/883435#Comment_883435

    She's more skill sensitive now because missing a blink has a longer punishment.

    If you hit your first set of chain blinks then the cooldown won't come into play as much, thus the bad Nurses care more about this than the good ones.

    In terms of Gap Closing she's still much faster than most Killers (she's about as fast as Legion's 3.4.0 Frenzy speed taking into account time spent charging, in fatigue, in cooldown ect) but her Patrol speeds are even faster than what her raw speed abilities would imply since she also can move through objects.

    Someone with insane Patrol speeds taking a hit to their Patrol speeds doesn't automatically mean they are slow now. She's still faster than almost every other Killer in the game and she still can end chases quickly.

    oh yeah, Legion still doesn't keep up with 3 stacks of PWFY on like a Trapper btw. Power is even more useless and doesn't justify the stun and the rest of it.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/883620#Comment_883620

    oh yeah, Legion still doesn't keep up with 3 stacks of PWFY on like a Trapper btw. Power is even more useless and doesn't justify the stun and the rest of it.

    Actually he does now. PWYF Trapper is 5.2 M/S and so is Legion Frenzy.

  • Reading threads like these make me scared for Billy boy too. It's only a matter of time before his 1-Hit down potential and map coverage are taken away to some degree. Sad days. 😥

  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/883658#Comment_883658

    Actually he does now. PWYF Trapper is 5.2 M/S and so is Legion Frenzy.

    Still sad.

  • The base kit should go back


    Database tuning, frustration ...

    There is no fun there.

  • @coppersly said:

    https://forum.deadbydaylight.com/en/discussion/comment/883393#Comment_883393

    Yes artificially limited is such a good description for it.

    I hate how some people insist the changes have made her more skill intensive, when in reality you can't be more skilled with the changes than you were before since it's purely a limitation and does nothing in the way of offering the player another way to achieve ANYTHING.

    Making it more skillful would be something like using a lot in a row drains your total blink resources faster and using them more sparingly yields more blinks over time, or something like that. Anything that rewards playing differently and adapting to your situation, not forcing you to be a walking potato for 6 seconds. Limiting the power to a cooldown every use is not in any way a more skillful interaction with the power, it is purely an artificial limitation.

    Agree, You cannot adapt to something that is fixed.

    Like legion, once you activate your power, there is nothing you can do to prevent survivors from getting away no matter how skillful you are

    Or like 115% killer can only travels so far in given time. You cannot increase your travel distance just by getting good

  • So. Red ranks. Low pickrate. Low killrate. Unfun. All the hallmarks of a killer that is underperforming and certainly one that has been overly nerfed.

    BHVR: We're not going to do anything about the Nurse.

    Yeah. Who cares about the countless people that have given great feedback, arguments and tried to explain things. Heck, even the stats you guys love so much point to all of these things. Let me guess: there's 40 other variables at play for why the Nurse is where she is currently. After all, statistics only matter when you want them to matter.

  • Agree, nurse is boring as ######### atm. Well guess devs just have some real hate on some killers like nurse and legion.

  • Atleast ppl can feel now how all old Legion mains feel the entire time xD

  • Tried her on PS4 last night for the first time since the rework.

    I think she needs a complete redesign for console to be honest. It just seems impossible to do things quick enough to be a viable threat. Factor in frame rate, slow turning sensitivity etc and it just all feels off.

    Even the survivors didn't bother t-bagging at the exit gate. My incompetence was boring for them too I think...

  • It's down to dedicated servers which makes all killers as well as survivor feel utter trash to play 90% of the time.


    Overall she's proven to be strong, like before, but not quite so abusable. All the devs need to address is the servers.

  • @KuromiStarwind said:

    So. Red ranks. Low pickrate. Low killrate. Unfun. All the hallmarks of a killer that is underperforming and certainly one that has been overly nerfed.

    BHVR: We're not going to do anything about the Nurse.

    Yeah. Who cares about the countless people that have given great feedback, arguments and tried to explain things. Heck, even the stats you guys love so much point to all of these things. Let me guess: there's 40 other variables at play for why the Nurse is where she is currently. After all, statistics only matter when you want them to matter.

    Survivor stopped complaining. The goal has been achieved and she is now categorized as "fun"

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/883435#Comment_883435

    Agree, You cannot adapt to something that is fixed.

    Like legion, once you activate your power, there is nothing you can do to prevent survivors from getting away no matter how skillful you are

    Or like 115% killer can only travels so far in given time. You cannot increase your travel distance just by getting good

    Exactly what i've been saying.

    @BenZ0 said:

    Atleast ppl can feel now how all old Legion mains feel the entire time xD

    I mean.... you arn't wrong

  • I tried Nurse for the first time since Spirit came out. I detest her now. It's not fun survivors who juke the first hit can literally run in a straight line and can't be caught.

  • @Uxoricide said:

    https://forum.deadbydaylight.com/en/discussion/comment/883482#Comment_883482

    Same on PC, imagine if you blink 10 times one game, and you usually blink more than that, that's 1 min of staring at the ground etc...

    Yeah i know its the same on pc time wise, like the stun and staring at the ground then waiting for charges. But i think if your realllly good with nurse you could probably still get away with winning yanno?

    On console you literally cant win unless they all run at you if you loose someone for a second in most maps because of the bad frames and unable to see scratches very well especiallllly in grass. They just dont exist in grass. You will loose them every single time. Plus the fact you cant look around as well as you can on pc. Its much harder to blink up and down between floors for some reason i have no idea why. (Ive played both for some reason sometimes blinking up on console just flat out does nothing)

    On pc i feel like she can still be useable at least. Especially maybe rank 20 to rank 10 at least. On console you cant at all. With all the issues console has at the moment with how every action causes lag spikes and 1 frame a second etc. Its just impossible to play her. The auto aim also feels much stronger pulled me to a survivor off my screen when i aimed to the side to the person unhooking and it swung right and hit the hooked guy. Who wasnt even on my screen with how hard i tried to force a swing to the left. Hits dont connect despite going right through the survivor. Auto aimed to trees ans walls when trying to swing around them. This part is in general for all killers though. And i know it happens on pc too but from my games ive noticed it much more on console.

    Console needs to have similar stuff as pc sensitivity, quality options wise, so we can actually see scratch marks, stable frames etc survivor side is just the same as pc survivors but killers on console is just not fun at all with extra disadvantages than what pc has. Making nurse useless. Yet i could probably play her pc for a good few ranks and be completely fine.

  • Ladies, we get it, "Nurse is so unfun" but you make it sound like she's the ONLY KILLER IN THE GAME WORTH PLAYING! Come on, there are MULTIPLE other killers that can do the job effectively as well!

    I know for a FACT that playing the SAME killer, over and over gets unfun progressively. I swap killers from time-to-time for a new experience everytime, and I actually have quite a bit of fun from the change.

    And even then, the nurse change doesn't sound that bad, all they did is delay her power by 6 seconds. Honestly, I felt the nerf was gonna come at some point, and here it is. It didn't change her that much, all it did was remove her own tier, and put her... Idk, A at best.

    If you're gonna say that nurse is so unfun, maybe it's time to try a different killer, instead of standing next to your main 100% of the time.

  • @Toxicboii said:

    Ladies, we get it, "Nurse is so unfun" but you make it sound like she's the ONLY KILLER IN THE GAME WORTH PLAYING! Come on, there are MULTIPLE other killers that can do the job effectively as well!

    I know for a FACT that playing the SAME killer, over and over gets unfun progressively. I swap killers from time-to-time for a new experience everytime, and I actually have quite a bit of fun from the change.

    And even then, the nurse change doesn't sound that bad, all they did is delay her power by 6 seconds. Honestly, I felt the nerf was gonna come at some point, and here it is. It didn't change her that much, all it did was remove her own tier, and put her... Idk, A at best.

    If you're gonna say that nurse is so unfun, maybe it's time to try a different killer, instead of standing next to your main 100% of the time.

    Counterpoint: I’ve been saying how unfun Nurse is now as a former nurse main, while playing other killers. Some dropped the game, and I legitimately don’t blame them. I dropped LoL a few years ago after several of my mains got reworked for the worse in quick succession, and that had far more options than DbD. If they only really had fun with Nurse, they’re under no obligation to keep playing.

    Besides, even if every single Nurse main was still playing but not playing Nurse anymore, that doesn’t invalidate saying she’s not fun anymore and asking for the rework to get looked at again. Playing other killers than her does not magically make her fine. I’ve played mostly Wraith in the last week, having way more fun than the last couple games I played as Nurse. Doesn’t mean I don’t wish she was fun to play again.

    Also “just delaying her power by 6 seconds” doesn’t sound bad on paper, but when you’re in game it’s torturous and feels extremely bad. Can she still 4k? Yep. But damn if it isn’t less fun than playing Leatherface for a daily.

  • @UlvenDagoth said:

    https://forum.deadbydaylight.com/en/discussion/comment/882503#Comment_882503

    Technically My "One stop shop for Legion Rework Ideas" thread in Feedback is me yelling at them to fix Legion.

    At this point I feel like this post is me yelling at them to fix Nurse so I’m with ya there dude

  • @OswinOsgood said:

    https://forum.deadbydaylight.com/en/discussion/comment/883602#Comment_883602

    Yeah i know its the same on pc time wise, like the stun and staring at the ground then waiting for charges. But i think if your realllly good with nurse you could probably still get away with winning yanno?

    On console you literally cant win unless they all run at you if you loose someone for a second in most maps because of the bad frames and unable to see scratches very well especiallllly in grass. They just dont exist in grass. You will loose them every single time. Plus the fact you cant look around as well as you can on pc. Its much harder to blink up and down between floors for some reason i have no idea why. (Ive played both for some reason sometimes blinking up on console just flat out does nothing)

    On pc i feel like she can still be useable at least. Especially maybe rank 20 to rank 10 at least. On console you cant at all. With all the issues console has at the moment with how every action causes lag spikes and 1 frame a second etc. Its just impossible to play her. The auto aim also feels much stronger pulled me to a survivor off my screen when i aimed to the side to the person unhooking and it swung right and hit the hooked guy. Who wasnt even on my screen with how hard i tried to force a swing to the left. Hits dont connect despite going right through the survivor. Auto aimed to trees ans walls when trying to swing around them. This part is in general for all killers though. And i know it happens on pc too but from my games ive noticed it much more on console.

    Console needs to have similar stuff as pc sensitivity, quality options wise, so we can actually see scratch marks, stable frames etc survivor side is just the same as pc survivors but killers on console is just not fun at all with extra disadvantages than what pc has. Making nurse useless. Yet i could probably play her pc for a good few ranks and be completely fine.

    Yeah I'm talking about the fun aspect of playing her being gone, I can still 4k with her without add ons but she's not fun to play so I play survivor or other killers instead which sucks since I mained her...

  • @Mr_K said:

    @Weederick

    Looks like the survivor doesn't start moving until the Nurse fully charges the blink and started to move forward some. Possibly even during the blink. I would have to slow it down some to know for sure (and be on a PC instead of a phone).

    This could show the disparity between the numbers and the video.

    @Weederick

    I tag both of you, i read this thread today.

    Your observation is correct (@Mr_K about him starting to run later)

    I basicly wanted to see how much this statement " running in a straight line is all you have to do against base nurse" holds true. I even made another video in which i used single blinks, with single blinks you will not catch up to the survivor like at all.

    We basicly decided to use whispers to have a marker for 32m, nothing to difficult. I thought okay uhm if this running in a straight line is actually valid counterplay, as soon as you see nurse blinking towards you, you start doing the counter -> running. So on both maps we made several runs, the first on each map is when the survivor starts running as he sees the nurse blinking towards him from 32m which ofc can be more at times.

    The 2nd run on each map was with the intention of as soon as you see me move, run not just when i start blinking. The survivor on thompson house did start later as he had trouble watching his back 😀 however you can see on 2nd try with ace that he gets much further away.

    The thing is there is rarely such a huge deadzone so you will usually have LoS-Breakers at some point. Running away is actually very valid. Why? Because nurse mains have it in their memory to when there is LoS breaker, they blink to the obstacle due to the survivor tryin to bait them into cutting them off. Now you simply run to that adjust the angle and keep running, the nurse will most likely not blink max distance and stop at the corner of whatever it is so she will not be able to catch up as much (cd;fatigue stays the same whether you blink 1m or 20).

    Just a straight line is 3x2 blinks, you mentioned execution errors, explain them to me and i can make other runs. When you now exactly when you have to juke it is just way easier to do this like run left and as you see run other direction. Biggest problem i see is there is no real payoff to play nurse, i mean why bother when you can do the same on other killers. Not literally the same but all other killers are not as punishing.

    You keep forgetting that there are no exhaustion perks used, no bl, no dh, no sb or lithe with this you will extend the chase again by quite a big amount. Honestly it is way too effective for how braindead easy it is to run in a straight line. This has nothing to do with skill.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/883406#Comment_883406

    @Weederick

    I tag both of you, i read this thread today.

    Your observation is correct (@Mr_K about him starting to run later)

    I basicly wanted to see how much this statement " running in a straight line is all you have to do against base nurse" holds true. I even made another video in which i used single blinks, with single blinks you will not catch up to the survivor like at all.

    We basicly decided to use whispers to have a marker for 32m, nothing to difficult. I thought okay uhm if this running in a straight line is actually valid counterplay, as soon as you see nurse blinking towards you, you start doing the counter -> running. So on both maps we made several runs, the first on each map is when the survivor starts running as he sees the nurse blinking towards him from 32m which ofc can be more at times.

    The 2nd run on each map was with the intention of as soon as you see me move, run not just when i start blinking. The survivor on thompson house did start later as he had trouble watching his back 😀 however you can see on 2nd try with ace that he gets much further away.

    The thing is there is rarely such a huge deadzone so you will usually have LoS-Breakers at some point. Running away is actually very valid. Why? Because nurse mains have it in their memory to when there is LoS breaker, they blink to the obstacle due to the survivor tryin to bait them into cutting them off. Now you simply run to that adjust the angle and keep running, the nurse will most likely not blink max distance and stop at the corner of whatever it is so she will not be able to catch up as much (cd;fatigue stays the same whether you blink 1m or 20).

    Just a straight line is 3x2 blinks, you mentioned execution errors, explain them to me and i can make other runs. When you now exactly when you have to juke it is just way easier to do this like run left and as you see run other direction. Biggest problem i see is there is no real payoff to play nurse, i mean why bother when you can do the same on other killers. Not literally the same but all other killers are not as punishing.

    You keep forgetting that there are no exhaustion perks used, no bl, no dh, no sb or lithe with this you will extend the chase again by quite a big amount. Honestly it is way too effective for how braindead easy it is to run in a straight line. This has nothing to do with skill.

    Nice one @Endstille ! Should we tag one of the devs on it? @coppersly @OmegaXII @Mr_K

  • @Endstille Good to know the test methodology. 🤗

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/883406#Comment_883406

    @Weederick

    I tag both of you, i read this thread today.

    Your observation is correct (@Mr_K about him starting to run later)

    I basicly wanted to see how much this statement " running in a straight line is all you have to do against base nurse" holds true. I even made another video in which i used single blinks, with single blinks you will not catch up to the survivor like at all.

    We basicly decided to use whispers to have a marker for 32m, nothing to difficult. I thought okay uhm if this running in a straight line is actually valid counterplay, as soon as you see nurse blinking towards you, you start doing the counter -> running. So on both maps we made several runs, the first on each map is when the survivor starts running as he sees the nurse blinking towards him from 32m which ofc can be more at times.

    The 2nd run on each map was with the intention of as soon as you see me move, run not just when i start blinking. The survivor on thompson house did start later as he had trouble watching his back 😀 however you can see on 2nd try with ace that he gets much further away.

    The thing is there is rarely such a huge deadzone so you will usually have LoS-Breakers at some point. Running away is actually very valid. Why? Because nurse mains have it in their memory to when there is LoS breaker, they blink to the obstacle due to the survivor tryin to bait them into cutting them off. Now you simply run to that adjust the angle and keep running, the nurse will most likely not blink max distance and stop at the corner of whatever it is so she will not be able to catch up as much (cd;fatigue stays the same whether you blink 1m or 20).

    Just a straight line is 3x2 blinks, you mentioned execution errors, explain them to me and i can make other runs. When you now exactly when you have to juke it is just way easier to do this like run left and as you see run other direction. Biggest problem i see is there is no real payoff to play nurse, i mean why bother when you can do the same on other killers. Not literally the same but all other killers are not as punishing.

    You keep forgetting that there are no exhaustion perks used, no bl, no dh, no sb or lithe with this you will extend the chase again by quite a big amount. Honestly it is way too effective for how braindead easy it is to run in a straight line. This has nothing to do with skill.

    To translate: The cooldown actually does the opposite of what non-Nurse players think it does. Instead of requiring more skill, it necessitates more guess work and devalues mechanical skill because there is no correct blink anymore in LOS break situations, just guesswork.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/883406#Comment_883406

    @Weederick

    I tag both of you, i read this thread today.

    Your observation is correct (@Mr_K about him starting to run later)

    I basicly wanted to see how much this statement " running in a straight line is all you have to do against base nurse" holds true. I even made another video in which i used single blinks, with single blinks you will not catch up to the survivor like at all.

    We basicly decided to use whispers to have a marker for 32m, nothing to difficult. I thought okay uhm if this running in a straight line is actually valid counterplay, as soon as you see nurse blinking towards you, you start doing the counter -> running. So on both maps we made several runs, the first on each map is when the survivor starts running as he sees the nurse blinking towards him from 32m which ofc can be more at times.

    The 2nd run on each map was with the intention of as soon as you see me move, run not just when i start blinking. The survivor on thompson house did start later as he had trouble watching his back 😀 however you can see on 2nd try with ace that he gets much further away.

    The thing is there is rarely such a huge deadzone so you will usually have LoS-Breakers at some point. Running away is actually very valid. Why? Because nurse mains have it in their memory to when there is LoS breaker, they blink to the obstacle due to the survivor tryin to bait them into cutting them off. Now you simply run to that adjust the angle and keep running, the nurse will most likely not blink max distance and stop at the corner of whatever it is so she will not be able to catch up as much (cd;fatigue stays the same whether you blink 1m or 20).

    Just a straight line is 3x2 blinks, you mentioned execution errors, explain them to me and i can make other runs. When you now exactly when you have to juke it is just way easier to do this like run left and as you see run other direction. Biggest problem i see is there is no real payoff to play nurse, i mean why bother when you can do the same on other killers. Not literally the same but all other killers are not as punishing.

    You keep forgetting that there are no exhaustion perks used, no bl, no dh, no sb or lithe with this you will extend the chase again by quite a big amount. Honestly it is way too effective for how braindead easy it is to run in a straight line. This has nothing to do with skill.

    I saw a survivor using Balanced Landing against a Nurse without range and cooldown add-ons. That literally needed around 30 seconds to catch up and to get a hit, a single hit. So yeah, exhaustion perks are very strong against her now.

  • It's a good explanation, but i think they won't read it lol

    But tag them nevertheless

  • @OmegaXII said:

    https://forum.deadbydaylight.com/en/discussion/comment/886544#Comment_886544

    It's a good explanation, but i think they won't read it lol

    But tag them nevertheless

    They don't care. @Peanits was already on here and gave the same equivocating BS that every game company gives. It's clear to anyone with a head that Nurse should be on their list of changes to make very soon and they're just ignoring her outright. We were flat out ignored on the PTB and it took the stats that show the Nurse was weak to come out to finally get them to focus on this.

    Only for our good ol buddy Peanits to say "stats arent everything" (while working for the company that nerfed Spirit BECAUSE of stats). And then move on. The devs got their goal accomplished, The pink haired Nea bully squads can add Nurse to their list of victims now. Survivors are happy, BHVR is happy. The only group not happy is Nurse mains, but ######### us right @Peanits ?

  • Keep these post alive.

    CHANGE NURSE BASEKIT BACK!

  • Now imagine how survivors felt for years. Enjoy.

  • @Usui said:

    Now imagine how survivors felt for years. Enjoy.

    Imagine thinking people deserve to have their fun ruined over a game they paid for bc they liked a killer you didn't like.

  • @PickCollins said:

    https://forum.deadbydaylight.com/en/discussion/comment/887088#Comment_887088

    Imagine thinking people deserve to have their fun ruined over a game they paid for bc they liked a killer you didn't like.

    Yeah, that's how I feel about everything I paid for as well like MoM. Sucks, doesn't it? Also nurse was a free killer, nice try though.

  • @Usui said:

    Now imagine how survivors felt for years. Enjoy.

    You're the type of survivor other survivors tell me don't exist.

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