Nurse
I have 2500 hours in this game and nurse has consistently been a S+ tier killer every patch I hoped to see a nerf that was substantial to bring her down from that tier of killer but again this patch they focused on nerfing survivor perks especially stb making it unplayable. I don't really understand most changes, like to windows which is a very friendly perk to anyone who has not played the game enough to learn the maps etc and is just starting out.
And before anyone says I am exaggerating or coping I am saying this as a killer main. I have played nurse against swf/good players and very easily am able to kill them.
Comments
I was also very disappointed in the survivor perk changes, but to be fair about Nurse this was never supposed to be a killer update patch. I'm also hoping to see some Nurse nerfs, but I had no reason to expect them going into this PTB as I knew it was focused on perk changes and the chat wheel.
If Nurse needs a nerf then maybe start with a small Fatigue nerf. If she blinks once she is Fatigued for 2 seconds and if she blinks twice she is Fatigued for 3 seconds. Just add 1 second to both.
Why are you complaining about the strongest killer just for being the strongest? Its not the killers fault we disnt get new killees or olders buffed to her level.
Blight nerfs alread proved anyways that nerfing her wouldnt benenough for most of the community. My estimate is that survivors would still cry if all current A tiers got nerfed.
I feel like every killer should aspire to be like old wesker, literally everybody liked him.
The issue with Nurse is she does not really play the game. The design problems start when the killer is exceptional at bypassing pallets and other parts of the gameplay loop, whilst having no way of competitively engaging with regular chases.
What I'd do would involve some hefty nerfs for her ability usage in chase, mixed with some buffs for her regular chase, forcing nurse to actually engage with pallets and window loops:
- Buff: Increase base speed to either 4.4 or 4.6 (This is crazy, but hear me out)
- Change: Blinks are no longer on a charges system, but have a cooldown post blink.
- Change: Post blink cooldowns are larger depending on if you used one or two blinks, + if you used a blink attack.
- Nerf: Post blink cooldowns do NOT recharge automatically, instead the nurse needs to hold CTRL to manually go in fatigue and is locked in it until the cooldown is over, to then receive back the blink ability. (This severely punishes stopping to recharge blinks mid chase, rewarding trying to finish a blink attack with a regular m1 chase)
- Nerf: While charging a blink, the nurse cannot see any player auras. (This part is to reduce the prevalence of aura reads as a way to not need to understand survivor pathing and play around it)
What this would do is quite simple:
It would keep blinks dangerous and scary, but it would completely stop the nurse from being able to reload them mid chase. Instead, blinks become a valuable resource to be used sparingly in nullifying a loop or catching a player offguard. The nurse would be actually usable in regular chase, but would need to actually engage in the chase to down you instead of waiting for the recharge and blinking you down. It would make her vulnerable to all the pallet dropping and window vaulting that constitutes regular ingame chases for the first time ever.
Not bad ideas… however, no main nurses will be agree with these changes, naturally. But I understand the research & development.
Oh I've played my fair share of nurse and yeah, people are really adamant in keeping the odd "high skill floor but disables all counterplay" style of game she has for some reason.
Make her blind while holding a blink