Dead by Rebalance: Nurse and Spirit
Two-for-one, here we go. This is a rebalance of the Nurse and the Spirit, two Killers people will outright argue are the best (and/or most infuriating) Killers to play against. But, I'm going to suggest a few rebalances to their kits in order to not necessarily neuter them, but provide them with something that makes them feel more in line with the rest of the cast.
The Nurse
Power: Spencer's Last Breath
- Buff: The amount of chain Blinks Nurse can perform is increased from 2 to 3.
- Indirect Nerf: This increases the effective cooldown of Blink from 6 seconds total to 9 seconds total.
- Nerf: The amount of time required to fully charge a Blink is increased from 2 seconds to 3 seconds.
- Nerf: The distance of the first Blink is reduced from 20 meters to 16 meters.
- Nerf: The distance of the second Blink is reduced from 12 meters to 8 meters.
- Nerf: The distance of the third Blink is reduced from 12 meters to 4 meters.
- Nerf: Minimum Blink reappearance time is increased from 0.25 seconds to 0.75 seconds.
- Nerf: The amount of fatigue induced after performing an attack after Blinking is increased from 1 second to 1.5 seconds.
Add-Ons
"Bad Man's" Last Breath
- Buff: Cooldown is now reduced from 60 seconds to 30 seconds.
Torn Bookmark
- The entire add-on is reworked.
- Buff: Now increases the distance of the first Blink by 4 meters.
- Buff: Now increases the distance of the second Blink by 4 meters.
- Nerf: Now removes 1 Chain Blink charge.
- Nerf: Nurse can no longer perform a Lunge Attack when using a Chain Blink with this add-on.
Matchbox
- Buff: Now increases Nurse's movement speed to 4.6m/s.
- Nerf: Now removes 2 Chain Blink charges.
- Nerf: Now removes Nurse's ability to Blink through solid objects.
Exclusive Perks
Stridor
- Nerf: The maximum effectiveness of Stridor is now reduced from 50% to 30%.
A Nurse's Calling
- Nerf: The distance that Survivors' auras are revealed is reduced to 12/16/20 meters.
Other Killer Perks
Starstruck
- Nerf: Starstruck now no longer works after using a post-Blink Lunge after the second Blink.
The Spirit
Power: Yamaoka's Haunting
- Change: Whenever The Spirit uses a Phase Walk, she will now produce illusory phantasms behind her as she's moving, akin to whenever she performs a Lunge Attack.
- Buff: This gives The Spirit new mindgame potential on where her location can be during a chase.
- Nerf: This makes it so that The Spirit is less effective in a loop.
- Nerf: The time it takes to initiate a Phase Walk is increased from 1.5 seconds to 2.5 seconds.
Lightburn
Yamaoka's Haunting is now affected by the Lightburn effect whenever The Spirit is exposed to any source of blinding light when Phase Walking. If a Flashlight is used, it will take 2 seconds to initiate the Lightburn effect.
- Lightburn can activate whenever The Spirit initiates Phase Walk or whenever she is Phase Walking.
- Lightburn now exposes The Spirit's location while she is actively Phase Walking.
- Lightburn now prevents The Spirit from initiating a Phase Walk; attempting to do so will now inflict a 2.5 second fatigue penalty on The Spirit.
- Lightburn now inflicts a 2.5 second fatigue penalty on The Spirit if she initiates a Phase Walk.
- Lightburn can occur if any source of blinding light hits any angle of her body.
Add-Ons
Mother-Daughter Ring
- Buff: Lunge attack range is now considerably increased after reappearing from a Phase Walk.
- Nerf: The movement speed increase from Mother-Daughter Ring is reduced from +70% to +40%.
Father's Glasses
- Buff: Considerably reduces the amount of phantasms that appears when Phase Walking.
- Buff: Survivors' auras are revealed to you for 1 second after initiating a Phase Walk.
- Nerf: Survivors' Blood and Scratch Marks are now completely invisible.
These are some of the ways I think Nurse and Spirit would be able to be put in check. This makes them much more competitively balanced out, while also making sure that they aren't completely gutted in a casual, for fun sense.
The Nurse's changes make her more appealing to play casually (now there's 3 Blinks), while also stripping away at what made her so powerful in a competitive setting outside of using the add-on (which, even then, she's still quite nerfed in a competitive sense).
The Spirit's changes also make her more appealing to play against under any setting, casual or competitive, by introducing some actual counters to her overall kit rather than keeping her the way she is. The Lightburn effect also makes it more engaging to play against her since now you have a way to beat her. Additionally, the illusory phantasms are there to make it easier for all players to figure out where she's going (especially in a loop), which further gives her some sort of counter.
All in all, I would definitely feel confident that these changes would balance the two Killers out altogether, while retaining that fun factor the two have.
Comments
This would just make Nurse players use blink range and thus just make her more annoying to go against. Not a good direction for her changes.
Nurse’s Calling nerf is completely unjustified. The perk is fairly decent. It can stag as it is.
Spirit is just straight up nerfed. It’s fairly easy to see Spirit’s direction while lunging so a constant effect like this while she’s phasing is a bit overkill. Just have her intermittently appear or leave husks like Freddy used to do.
Ultra Rare changes are pretty meh across the board. I would’ve done something different but it’s servicable.