Let's talk about Omega Blink...

travel and speed

Before I get into what Omega Blink is, it's crucial to understand how Nurse works.

Nurse's travel time doesn't take actual distance into account. Instead, she a minimum and maximum amount of travel time hard-coded in based on how long you've been charging your blink.

The minimum amount of travel time is 0.25 seconds. The maximum is 1.5 seconds.

So, if you wanted to blink at the max range (20m), then you would get there in 1.5 seconds. Divide the distance by time, and you get a travel speed of 13.334 or 333.334%.

What is it?

Omega Blink Nurse is a Nurse running both of her range-increasing add-ons, those being Kavanaugh's Last Breath and Heavy Panting.

The effect of these add-ons is that they increase Nurse's range by 4m and 6m. Combined, her first blink goes from possessing a max range of 20m to 30m.

Now, the game doesn't want to increase the amount of time you're blinking for. So if you're supposed to go 30 meters, then the game still wants you there in 1.5 seconds. To do this, it increases your speed massively from 13.334m/s to 20m/s or 500%.

But that's not the big problem.

The problem

The problem with Omega Blink is that the side effect is that it also makes your short blink faster in speed. There are multiple video comparisons.

Let's say you're blinking 12m away (max distance of a chain blink). Double Range will get your there sooner because they increase your speed.

Travel time is an essential element to being able to outplay/counter a Nurse. Lowering that time means that unless the Nurse herself screws up, you are going to die. In fact, that's arguably already the case with Nurse but you at least have some control of when and where. Omega Blink gives you the finger and says you're dead immediately if the Nurse is remotely competent.

Old vs new Omega blink

Omega Blink is nothing new, but an old monster that has resurfaced. I should preface this by saying that this is before my personal time in DBD, so I'm going to be using what's available in the "archives," if you will.

Old Omega Blink had the same interaction I mentioned, however, they did not increase the charge time of your initial blink. This meant that the add-ons also tampered with your muscle memory but were a force to be reckoned with when mastered.

New Omega Blink doesn't quite work like that. When the Nurse was reworked/nerfed to have her blink recharge system and had her add-ons overhauled, her range add-ons were changed so that they would also increase the charge time of her blinks to compensate for the new max range. So blinking 7m away will still feel like 7m worth of charging but blinking more than 20m will require you to charge a bit longer.

Removal and return

As I mentioned before, Nurse was reworked some time ago. I'm unsure about the technical aspects of it, so I'll put it simply and say that measures were put in place so that Nurse's range add-ons did not increase her reappearance speed. Range add-ons were still her best but now only because they increased her map control.

However, in patch 5.5.0, Nurse was completely recoded. She had a multitude of bugs that plagued her and with this recoding, many of these bugs have been addressed.

As a side effect, however, whatever measures were put in place to stop Omega Blink have been lost. A great demonstration of this is shown here: https://www.youtube.com/watch?v=8x-shHZpCzg

confusion on the devs' stance

All of us have likely seen the post by now claiming Range add-ons increasing speed was intended. However, this flies in the face of previous statements made by the devs.

"Many of her add-ons also had downsides or effects that hindered players' muscle memory, causing them to be very rarely used. Others had unintended side effects that made them much stronger than intended (notably the range add-ons which in turn granted reappearance speed, sometimes referred to as "omega blink")." - Peanits, https://forum.deadbydaylight.com/en/discussion/93557/designer-notes-nurse-changes

Now, this might be the copium talking but I'll play devil's advocate and assume they meant THIS: Nurse's reappearance speed is meant to increase when blinking past a range of 20m to fit the 1.5-second travel time limit. This does NOT mean that her short blinks should be traveling faster (as they currently are with range) as an intended feature.

Still, I'm baffled. Nurse is the strongest killer in the game, bar none. Her mere existence is the subject of much controversy within the community but this? I... I don't know. I don't know what to think. I don't know why Pyramid Head and Freddy get mostly worthless add-ons, but Nurse gets this abomination.

Comments

  • You just watched Otz's video... Am I right?

  • @Triplehoo said:

    You just watched Otz's video... Am I right?

    Actually, I was writing this before I saw it was uploaded. Made for an easy source.

  • People waking up now cause Hens (and Otz?) made a video about it? Two friend of mine already sent me the circulating screenshot where they confirm they're working as intended and there's no bug. But one just needs to open the Nurse's fanwiki to see they work as intended. I made a thread more than 2 months ago explaining how range add-ons are stupidly broken

    @egg_ said:

    This is not going to be a rant thread, because I actually did some maths and therefore I'm bringing some quality data to support my thesis, so brace yourselves because this is going to be a long thread, with numbers too. A lot of stuff will be repeated and/or redundant, partly to understand what numbers I'm using (so you can scroll back and see how I calculated them), partly for myself since I wrote this in pieces.

    First of all, we will need some data. More specifically, power times and movement speeds, that can be gathered here https://deadbydaylight.fandom.com/wiki/Sally_Smithson#Power_Trivia and here https://deadbydaylight.fandom.com/wiki/Movement_Speeds#The_Nurse

    I will expose the assumptions I'm making:

    1. we are taking into consideration raw distances. This to avoid discussions like "yes but break line of sight and double back" or stuff like that, which has no value whatsoever in the points I'm going to make;
    2. the nurse 'example' we are using will have no 'dead times': therefore, we are looking at the optimal use of movement blink charging times (no seconds wasted between the moment the blinks are ready and the moment the nurse starts charging them, no overcharging of the first blink: everything will be immediate), while always holding W (always moving forward) towards the survivor;
    3. we are assuming range addons are working as intended. More specifically, as stated in the pwoer trivia, a blink maximum time is 1.5 seconds. The addons descriptions only mention that the charge time is increased (maintaining the normal charge time / meters ratio) but not the blink time, which is capped at 1.5 seconds. Therefore I assume that for blinks longer than 20 meters, the cap will always be 1.5 seconds per blink -> changes the blink movement speed to compensate;
    4. the second blink is assumed to last 1 second and to cover the full distance of 12 meters;
    5. last assumption: I'm taking into consideration the "worst case scenario" for the nurse, which is having to catch up after blinking twice and lunging, giving her the longest fatigue + full recovery of both blinks.

    So let's start with the numbers. At first I will analyze the distances covered while using no addons, dark cinture alone, fragile wheeze alone, and both the addons together. Then we will compare the results with range addons. The formula used is simple:

    Total distance = Fatigue duration × Fatigue movement speed + Walking time × Walking movement speed + Blink charge time × Blink charge movement speed + Blink range (max) + Chain blink time × Chain blink movement speed + Second blink range (max)

    The fatigue for the aforementioned scenario lasts 3.5 seconds, at which the nurse moves at 0.96 m/s. The distance covered is 3.36 m (constant).

    Charging the first full blink takes 2 seconds, at which the nurse moves at 2.89 m/s. Space covered = 5.78 m.

    The first blink lasts 1.5 seconds and covers 20 meters. The second blink is assumed to last around 1 second and cover 12 meters (^assumption). To charge it, the nurse will use 1.2 seconds at which she moves at 1.16 m/s. Distance covered: 1.392 m.

    Total fixed distance: 42.532 m; total fixed time: 9.2s

    The only variable in this case is the time that the nurse consumes walking normally after fatigue, which is affected by the addons. Therefore, I will calculate the single cases and add up the fixed values to each one of them:

    1. no addons: walks for 2.5 seconds at normal movement speed of 3.85 m/s. Distance covered: 9.625 m. Total distance covered: 52.157 m. Total time: 11.7 s. Avg speed: 4.46 m/s
    2. dark cincture: walks for 1.7 s. Distance covered: 6.545 m. Total distance covered: 49.077 m. Total time: 10.9 s. Avg speed: 4.50 m/s.
    3. fragile wheeze: walks for 1.3 s. Distance covered: 5.005 m. Total distance covered: 47.537 m. Total time: 10.5 s. Avg speed: 4.53 m/s.
    4. both addons: walks for 0.5 s. Distance covered: 1.925 m. Total distance covered: 44.457 m. Total time: 9.7 s. Avg speed: 4.58 m/s.

    Now lets compare this data with a survivor's data, namely the survivor that has just been M1ed and is running in a straight line away from the nurse. The survivor's data is obviously easier to calculate. They will have a fixed 6 m/s speed boost for 2 seconds (fixed 12 meters), then run at 4 m/s for the remaining time. I'm not considering any decelarion aspect (is there even any?): the transition between the 6 m/s and the 4 m/s is instant.

    1. no addons: 12 + (11.7 - 2) × 4 = 50.8 m. Distance difference: 1.357 m.
    2. dark cincture: 12 + (10.9 - 2) × 4 = 47.6 m. Distance difference: 1.477 m.
    3. fragile wheeze: 12 + (10.5 - 2) × 4 = 46 m. Distance difference: 1.537 m.
    4. both addons: 12 + (9.7 - 2) × 4 = 42.8 m. Distance difference: 1.657 m.

    This means that the better addon you use, the more distance the nurse covers, giving a smaller window of reaction to the survivor. Bear in mind that we're not taking into account the lunge too, as it would happen instantly after the data provided. But anyway, as you can see, the actual difference between using and not using addons is merely 30 cms. The 'actual' difference is that everything is sped up as it takes place in a smaller window of time. However, this is not what this thread is looking into. This data is used as a source of comparison with the actual point of the thread, which I'm going to explain now.

    When we take into consideration range addons (Heavy Panting and Kavanagh's Last Breath), we intoduce another variable: charge time. However, most of the numbers used until now stay the same.

    1. Heavy Panting only: we add 0.4 seconds to the first blink charge time with a speed of 2.89 m/s = 1.156 m, and 4 meters to the blink range. Since no addons are affecting the blink recharge time, we take the previous no addons data and simply add this. Final data is: 57.313 m in 12.1 s. Average movement speed: 4.74 m/s.
    2. KLB only: we add 0.6 seconds to the first blink charge time with a speed of 2.89 m/s = 1.734 m, and add 6 meters to the total distance = 59.891 m in 12.3 s. Avg speed: 4.87 m/s.
    3. Both addons: we add 1 second to charging time at 2.89 m/s = 2.89 m, and add 10 meters to the total range. Total distance covered: 65.047 m in 12.7 s. Avg speed: 5.12 m/s.
    4. Heavy Panting + Dark Cincture: Total Distance = 49.077 + 1.156 + 4 = 54.233 m. Time = 10.9 + 0.4 = 11.3 s. Avg speed: 4.80 m/s
    5. Heavy Panting + Fragile Wheeze: Total distance = 47.537 + 1.156 + 4 = 52.693 m. Time = 10.5 + 0.4 = 10.9 s. Avg speed: 4.83 m/s.
    6. KLB + Dark Cincture: Total Distance = 49.077 + 1.734 + 6 = 56.811 m. Time = 10.9 + 0.6 = 11.5 s. Avg speed: 4.94 m/s
    7. KLB + Fragile Wheeze: Total distance = 47.537 + 1.734 + 6 = 55.271 m. Time = 10.5 + 0.6 = 11.1 s. Avg speed: 4.98 m/s.

    Looking at the average speed alone, you can already conclude how strong range addons have. But let's compare it in terms of 'closing the gap' with the survivor, by calculating the distance covered by them in the same fragment of time and then subtracting it to the distance covered by the nurse:

    1. Heavy panting: 12 + (12.1 - 2) × 4 = 52.4 m. Distance difference: 4.913 m.
    2. KLB: 12 + (12.3 - 2) × 4 = 53.2 m. Difference: 6.691 m.
    3. Both addons: 12 + (12.7 - 2) × 4 = 54.8 m. Difference: 10.247 m.
    4. HP + DC: 12 + (11.3 - 2) × 4 = 49.2 m. Difference: 5.033 m.
    5. HP + FW: 12 + (10.9 - 2) × 4 = 47.6 m. Difference: 5.093 m.
    6. KLB + DC: 12 + (11.5 - 2) × 4 = 50 m. Difference: 6.811 m.
    7. KLB + FW: 12 + (11.1 - 2) × 4 = 48.4 m. Difference: 6.871 m.

    Conclusion + personal comment:

    As you can see, the distance covered when using range addons is a lot higher than that of the survivor. Not only that, but the use of Fragile wheeze only, in terms of raw distance, gives almost 300% more distance than using both recharge addons together. This renders almost any effort of making distance from the nurse useless, as she can immediately close the gap. I don't think this is healthy at all for the game, and the fact that those addons have no downside whatsoever is mindblowing for me.

    As I said earlier, recharge addons almost have no impact on the difference of the raw distances covered, they just impact the speed at which the game is played, and I don't want to discuss the balance of that in this thread, as the numbers are very similar.

    If we want to consider a more realistic scenario, the nurse will hit the survivor, and they will run somewhere where they can break line of sight. The nurse will be forced to walk for longer than the recharge time required. Then she will blink again to catch the survivor, who is probably trying to break LoS and build distance. If they 'win' the mindgame, they have a chance to actually make said distance, forcing the nurse to be a lot more precise in her next blink series. However, outplaying a nurse with range addons is basically useless, because she can close the gap immediately.

    If we take an addonless spirit for example, in the situation where she M1s a survivor and has her phase ready to go, you will find out that the duration of the phase is just enough for her to be in lunge range, if she tracks the exact same pathing as the survivor, and provided that there are no pallets or windows in between (you can do the math). Nurse doesn't care about these. So I don't think it is healthy for her to keep having these addons, at least with no downside. Taking spirit as example again, it would be as if Yakuyoke Amulet was never nerfed, or if MDR showed scratchmarks).

    Finally, even though in terms of raw numbers, double range addons combination is the strongest, I personally think that the 'best' is KLB + FW, as it helps cover the gap while also giving only 1.3 seconds of 'forced' walking time while the nurse can locate the survivor again.

    Again, this is not a thread about nurse, but about her addons.

    NB: I posted the average movement speeds as a normalization metric, as every case examined took into consideration different times and distances covered. However, this is not a discussion on the average speed of the nurse. Don't interpret it as "wow, she's actually faster than a standard 4.6!", because every killer has a way of closing the gap with survivors, and on average they will have an overall speed higher than 4.6 m/s too (blight, spirit, billy moving extremely fast almost as much as they want, clown and freddy slowing down survivors which could be seen as them speeding up, and so on).

    NBB: I really hope the math is correct. Maybe I made some mistakes here and there, if someone had the time to double check this it would do me a great favor :)


  • It's been talked about right after her change. Here's an old thread I made in 2020 talking about it.


    https://forum.deadbydaylight.com/en/discussion/161188/is-omega-blink-really-fixed#latest

  • Playing against those add-ons are not fun, they a bit op and needs to go. They are removing best counter of Nurse. You can not make distance.

  • There was no such things as "removal" of omega blink I think.

  • @fulltonon said:

    There was no such things as "removal" of omega blink I think.

    Interesting, I'm seeing this a lot, although SupaAlf, one of the best Nurse mains out there, only noticed this after her recoding.

  • If you take away the blink speed theres no tricking the survivor. theyd be able to easily double back every single time

  • @egg_ said:

    People waking up now cause Hens (and Otz?) made a video about it? Two friend of mine already sent me the circulating screenshot where they confirm they're working as intended and there's no bug. But one just needs to open the Nurse's fanwiki to see they work as intended. I made a thread more than 2 months ago explaining how range add-ons are stupidly broken

    https://forum.deadbydaylight.com/en/discussion/318710/nurses-range-addons-are-unhealthy-and-broken

    It's been known about and was "fixed" awhile ago. Devs just kind of confirmed it's not a bug and it's intended which is why everyone is talking about it now. Personally I'm not surprised, since they're aware duration addons give recharge rate too and they decided not to patch that either.

  • @DarkEnigma333 said:

    If you take away the blink speed theres no tricking the survivor. theyd be able to easily double back every single time

    I'm sorry, what? I... what? I'm not even a Nurse main and I feel offended by that statement.

  • @DarkEnigma333 said:

    If you take away the blink speed theres no tricking the survivor. theyd be able to easily double back every single time

    "If you take away this unfair part of the addon, survivors will not be able to react in time to my blinks"

    Counterplay is import. Nurse already has weird counterplay, but reducing counterplay to the strongest killer in the game is poor design.

  • @DarkEnigma333 said:

    If you take away the blink speed theres no tricking the survivor. theyd be able to easily double back every single time

    Jesus please stop being like every Nurse mains on this forum and use your brain for once,survivors that double back are so predictable you don't even need any add-ons to 'trick them'.

    Stop defending your busted overpowered broken killer or whatever you wish to call it,it's just cringe.

    Nurse needs to be nerfed if you can't 4k with her stupid add-ons and a full slowdown build it's just a skill issue from the player I am an Oni main and I rarely play her but when I do it's always 4ks and basically a free win no matter how good the survivors are,I mean when you have 3.8k hours in the game you just don't fall for the tricks survivors do it's just so predictable and with the add-ons she has you just have to be patient and stop panicking with your blinks to get hits that's all you need to play Nurse.

    I already knew that people who main Nurse plays her beceause they want to win without any real difficulty or challenge because winning is fun right ? But holy jesus you just can't say stuff like that Nurse has always been the strongest killer in the game and there's a reason why...

    But yes keep coping don't worry they won't touch your OP toy.

  • yeah a 50 50 is so predictable. stopped reading at that. even a mediocre SWF demolishes 99% of nurses quit crying

  • Why are nurse mains always so delusional?

  • @DarkEnigma333 said:

    yeah a 50 50 is so predictable. stopped reading at that. even a mediocre SWF demolishes 99% of nurses quit crying

    Idk if you're being sarcastic.

    If not, then you're just projecting. Just because you're losing 99% of the time vs 'mediocre SWFs' doesn't mean others are. Hell, every Nurse main that streams seems to be Bing Chilling, especially Supalf with his 200+ winstreak with MMR most certainly on. 99% my arse.

    Omega Blink is completely broken. We all know why it's defended. People would defend a killer that wins instantly if survivors don't finish gens in 4 minutes. It's how the mediocre feel when they finally have a chance at winning big without matching up to the adversity on an equal playing field. There's only animosity and a desire to dominate.

  • Anyone half decent with Nurse will completely dominate any group of survivors that aren't the highest MMR in a 4 man SWF if they used these busted addons. Her instant blinks are unreactable, and she cannot be mind-gamed. The moment she hooks someone, the game is over.

  • @Triplehoo said:

    You just watched Otz's video... Am I right?

    Even if he did, I don't think Nurse Range add-ons should increase Blink movement speed by 50% in addition to their main effects

  • @Krazzik said:

    Why are nurse mains always so delusional?

    We'll never know sadly they are too used playing their OP Toy that requires "skill"

    @DarkEnigma333 Just shows that he's a very average Nurse and should probably get better at the game,I am sure I can play Nurse better than most of these Nurse mains on the forums calling Nurse "fine and balanced" because they're not that good at playing her and can't even 4k with 4 slowdown perks and her busted add-ons.

    it's just pointless arguing with these people.

  • i only hope to see you guys seething here about nurse 3 years from now.

  • The OG omegablink did mess with your muscle memory yes, but the blink speed isn't the only reason it was powerful. Say a nurse messed up and had blinked too far from you to get a hit with the chain blink, the old omega blink basically the chain blink more reliable not just because of hte speed but because the distance traveleled increased for hte same amount of charge time, your chain blink would go farther in a shorter amount of time and this made the chain blink nearly impossible to avoid when combined with the extra speed.


    The problem of distance actually changing is gone, but it still increasing blink movement speed on short blinks is an issue that should be nerfed even if it is intended as the devs claim.

  • Hens made a nice video about it - Tofu already had a video too.


    The fact this this is intended is just insane.


    https://www.youtube.com/watch?v=VKVE2o9fGZs