Why people dislike / give up against Nurse

image.png

Here. Everything in one picture. No need to say more.

Note: Please I DO NOT support DC / giving up in any match. It ruins games.

Comments

  • @BrokenSouI said:

    Cool. This'll get filed under the 20 million other nurse posts.

    People won't stop talking about it because it's a big balance issue. Sorry.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/R8F2GRDVHCZM/image.png

    Here. Everything in one picture. No need to say more.

    Note: Please I DO NOT support DC / giving up in any match. It ruins games.

    If Nurse used 4 slowdown addons instead of those addons, would you be happy?

  • it missing the midwich offering but still that’s as close to a free win as dbd has tbh

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/R8F2GRDVHCZM/image.png

    Here. Everything in one picture. No need to say more.

    Note: Please I DO NOT support DC / giving up in any match. It ruins games.

    Nurse is fine.

    Some of Nurse's addons are busted.

    Her M1's should probably count as a special attack, as Starstruck (and other instadown perks) are just a bit much on her.

    Do that and I think the situation will be much improved.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/340451/why-people-dislike-give-up-against-nurse

    If Nurse used 4 slowdown addons instead of those addons, would you be happy?

    Stacked slowdowns or exposed builds + broken add-ons is what bad/mediocre nurses rely on for their easy wins

  • Because they're bad 😎

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/340451/why-people-dislike-give-up-against-nurse

    If Nurse used 4 slowdown addons instead of those addons, would you be happy?

    Honestly I would rather play againts slowdowns than this one. Also they are quite close to each other in terms of power level. You either down people quickly and slow gens while doing it OR you down people quickly to slowdown them on the ground and then to snowball the rest.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/340451/why-people-dislike-give-up-against-nurse

    Nurse is fine.

    Some of Nurse's addons are busted.

    Her M1's should probably count as a special attack, as Starstruck (and other instadown perks) are just a bit much on her.

    Do that and I think the situation will be much improved.

    I agree. If they nerf a lot her good addons and make her attack special after blinking, I will be happy.

  • @Chocolate_Cosmos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125421#Comment_3125421

    I agree. If they nerf a lot her good addons and make her attack special after blinking, I will be happy.

    Her teleport addons just got a nerf (see: fix) on the PTR, which should help.

    Tweaking some things to make a killer less busted is not 'gutting' her.

    With some of her addons no longer being ridiculous and her no longer being able to chain instadowns after a hook, she'd probably be in a good 'A' tier spot. Which is where all killers should be, imho.

  • Soon she will use Awakened Awareness instead of Infectious Fright.


    It will be fun!

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125481#Comment_3125481

    Let's see here. Take away her map traversal...Coupled with taking away insta downs(which won't happen anyways) She becomes slinger or trickster. Sure she has a strong chase power. With very little map presence.

    Her map traversal is strong baseline. You vastly underestimate how quickly Nurse can cover ground, particularly in more vertical maps. She can completely ignore obstacles, walls etc.

    With the pre-fix addons, it was so fast and so far that it was silly. The changes should help reign these in a bit.

    Instadowns on Nurse are a problem, as with a bit of foresight and/or an info perk, you can mow down entire teams trying to unhook.

    'Very little map presence'...what?

    Nurse has nearly omnipresent map threat. She can come from anywhere and be right on your gen with almost no warning. I run a very odd build on her (DMS, Monitor, Pain Resonance, Floods of Rage) and I can constantly shove people off gens just by teleporting around randomly.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125528#Comment_3125528

    Sure. Strong map traversal basekit. Let me know how long it takes you. When you hook someone and see the other 3 people the whole way across the map. On eyrie, mother's dwelling, temple, Ormond, etc etc.

    It's still like 3x times faster than your avarage killer. Also these maps are generaly worse for every killer (big maps = sucks), but she can still deal with them very fine.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125489#Comment_3125489

    Her map traversal is strong baseline. You vastly underestimate how quickly Nurse can cover ground, particularly in more vertical maps. She can completely ignore obstacles, walls etc.

    With the pre-fix addons, it was so fast and so far that it was silly. The changes should help reign these in a bit.

    Instadowns on Nurse are a problem, as with a bit of foresight and/or an info perk, you can mow down entire teams trying to unhook.

    'Very little map presence'...what?

    Nurse has nearly omnipresent map threat. She can come from anywhere and be right on your gen with almost no warning. I run a very odd build on her (DMS, Monitor, Pain Resonance, Floods of Rage) and I can constantly shove people off gens just by teleporting around randomly.

    The range addons change lowers Nurse’s sustained map traversal speed, which just means there are more situations where the best move is to camp a hooked survivor instead of patrolling the map looking for a new target.

    If survivors complain that I’ll be camping more in the future. Too bad. It’s their fault the addons got nerfed.

  • This is why I use distortion so I'm not found 9 seconds into the match by a lethal pursuer nurse

  • @MikaelaWantsYourBoon said:

    Soon she will use Awakened Awareness instead of Infectious Fright.

    It will be fun!

    AA is not good lmao. Even if you start literally right beside Nurse and she picks up the second fatigue ends, you can go 26m before the pickup even finishes.

  • And Another reason why nurse needs a rework without teleportation.

    Bhvr, wake up.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125528#Comment_3125528

    The range addons change lowers Nurse’s sustained map traversal speed, which just means there are more situations where the best move is to camp a hooked survivor instead of patrolling the map looking for a new target.

    If survivors complain that I’ll be camping more in the future. Too bad. It’s their fault the addons got nerfed.

    Heavy Panting - Duration at max range becomes 1.8 seconds. (0.3 seconds increase for 4m). Effective Speed: 13.33 m/s

    Kavanagh's - Duration at max range becomes 1.95 seconds (0.45 seconds increase for 6m). Effective Speed: 13.33 m/s

    Both - Duration at max range becomes 2.25 seconds (0.75 seconds increase for 10m). Effective Speed: 13.33m/s

    Her map traversal speed is still fast with these addons. What is being hit is being able to blink faster at short ranges.

    To note, Basekit Nurse max speed is also 13.33m/s.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125543#Comment_3125543

    3x faster ? Fun fact. Her basekit traversal is SLOWER then a 4.6..Sure it's slightly faster if you blink through objects, but not 3x faster. Let's not forget all the dead zones on maps if you do try to blink through everything in an effort to make it to a destination in a straight line. Where it just eats your power and you go nowhere, literally. So yea,no on the 3x faster traversal

    Are you purposely ignoring the fact that while her avg movement speed is 4.23 m/s with no add-ons and using only one blink to traverse, she doesn't actually have to move around objects?

    She's able to bee line any place, while any other killer, either 4.4 or 4.6, has to walk around objects, de facto increasing the actual distance they have to traverse compared to her

    And by the way, by using both blinks to traverse she actually moves at 4.46 m/s which is even slightly more than a 4.4

    @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 :)

    Please refer to this for all the numbers

  • builds like is largely why I dislike infectious fright

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125555#Comment_3125555

    Heavy Panting - Duration at max range becomes 1.8 seconds. (0.3 seconds increase for 4m). Effective Speed: 13.33 m/s

    Kavanagh's - Duration at max range becomes 1.95 seconds (0.45 seconds increase for 6m). Effective Speed: 13.33 m/s

    Both - Duration at max range becomes 2.25 seconds (0.75 seconds increase for 10m). Effective Speed: 13.33m/s

    Her map traversal speed is still fast with these addons. What is being hit is being able to blink faster at short ranges.

    To note, Basekit Nurse max speed is also 13.33m/s.

    I thought the current calculation is Kavangh’s duration at max range is 1.5 seconds? And the new calculation is Kavangh’s duration at max range will be 1.95 seconds? And they are both the same distance?

  • Ranged addons + a blink that ignores all fundamental mechanics functioning with insta-downs. Yes, great job highlighting the busted aspects of Nurse people have been constantly complaining about that do need to be changed.

    That is, at least, a good place to start and test things. You'd be surprised the amount of people who play Nurse who wouldn't get very far if they didn't have access to ranged addons.

    I mean if you're my teammates, you give up against a ton of things you shouldn't for no real reason.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125595#Comment_3125595

    I thought the current calculation is Kavangh’s duration at max range is 1.5 seconds? And the new calculation is Kavangh’s duration at max range will be 1.95 seconds? And they are both the same distance?

    On Live, Kavangh's only increases the max range to 26. Nurse still has a max duration of 1.5 seconds. This has an overall effect of making her blink speed faster as you travel further over the same duration.

    On PTB, Kavangh's increases both the max range to 26 and the max duration to 1.95 seconds. This means her blinks are the same speed with or without addons so blinking pass 20m will take longer than it does on live.

    If all you care about is traversal, the range addon nerfs do not affect that. You still travel faster than other killers going max distance and are able to ignore walls as well. There's no reason these changes will force you to camp unless you only cared about taking advantage of the faster blink speed.

  • This build is insanely bad.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125611#Comment_3125611

    On Live, Kavangh's only increases the max range to 26. Nurse still has a max duration of 1.5 seconds. This has an overall effect of making her blink speed faster as you travel further over the same duration.

    On PTB, Kavangh's increases both the max range to 26 and the max duration to 1.95 seconds. This means her blinks are the same speed with or without addons so blinking pass 20m will take longer than it does on live.

    If all you care about is traversal, the range addon nerfs do not affect that. You still travel faster than other killers going max distance and are able to ignore walls as well. There's no reason these changes will force you to camp unless you only cared about taking advantage of the faster blink speed.

    If all I care is traversal, then the range addons nerf does affect it. You just said it affects blinks larger than 20 meters, which is what I would be using if I were traversing the map to look for a new target.

    And I don’t care what her traversal speed is compared to other killers. I’m focused on what her traversal speed is before and after the nerf, and it’s definitely slower after the nerf.

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125623#Comment_3125623

    If all I care is traversal, then the range addons nerf does affect it. You just said it affects blinks larger than 20 meters, which is what I would be using if I were traversing the map to look for a new target.

    And I don’t care what her traversal speed is compared to other killers. I’m focused on what her traversal speed is before and after the nerf, and it’s definitely slower after the nerf.

    You can still blink pass 20m. You just no longer have faster blink speed for equiping RANGE addons.

    If you want to traverse the map, range addons still do that. To me it sounds like range was never the thing you really cared about as you are upset that range addons aren't also making you faster.

  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125652#Comment_3125652

    You can still blink pass 20m. You just no longer have faster blink speed for equiping RANGE addons.

    If you want to traverse the map, range addons still do that. To me it sounds like range was never the thing you really cared about as you are upset that range addons aren't also making you faster.

    Nurse’s sustained map traversal speed is being lowered because of the range addons nerf. Yes, I do care that the range addons aren’t going to make Nurse faster, because the nerf affects Nurse’s sustained map traversal speed.

    If you lower the sustained map traversal speed of a character, then it’s sometimes not as good of an option to leave a hooked survivor to traverse the map looking for a new target. That’s the whole point of my complaint. It would take longer to traverse the map to find a new target, and if Nurse is far away from the hook and that survivor gets saved, it would take longer to get back to the hook.

    BHVR could have fixed the blinks shorter than 20 meters, but still kept the 1.5 second duration cap, so that Nurse’s sustained map traversal speed wasn’t affected.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125410#Comment_3125410

    Sure. If you say so.

    Take your pick.

    Slowdowns

    Aura reading builds.

    One shot build.

    What exactly do you want them to run.

    the "im throwing the game with these perks" build

  • Nurse needs to go like DH. People are really tired of this balanced killer

  • @PapiFelixPSN said:

    https://forum.deadbydaylight.com/en/discussion/comment/3125703#Comment_3125703

    Didn't the devs confirm it wasn't a bug? Either way it doesn't matter. They're less overpowered now.

    It's officially not a bug, because in the patch notes it is not in the bug fix section.