Eclipsa
Eclipsa
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The thing with all those calculations is that in game it never happens as the way it happens in your head when youre calculating. Usually when I spot a survivor I blink to them, chain blink and hit them. Then begins the hard part - unless you wait for 6 seconds and thus giving the survivor more than enough time to break LoS or just run out of your effective range, you will not be able to catch up to them with the one 20m blink you have in your hands.
Thats the problem with Nurse right now. She lacks lethality after the first hit. She is still scary at the start of the chase but once she uses her blink and they go on CD while u get a speed boost (not to talk the possibility of an exhaustion perk too) and get on the other side of the map.
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@xZeroStrike said:
https://forum.deadbydaylight.com/en/discussion/comment/833319#Comment_833319
You blink, hit the survivor. Your first blink has recharged by the time you recover from Nurse's basic fatigue. The second blink recharges in 3 seconds. Blink again, hit survivor. You still play Nurse the same way. First blink to get close, second blink to adjust to any movement the survivor might've made.
There, chase lasted 3 seconds longer if you hit after both your blinks (which you should if you're experienced, you don't even have to be godlike).
If you have to blink another time (e.g. pre-chase because you saw the survivor but there was some distance), it'll last ~6 seconds longer if you hit after both blinks.
Nurse's satisfaction comes from the fact that you hit her blinks, telling you that you predicted very well where you'd be and where the survivor would be. It just takes 3 seconds longer. 3 seconds! That's it, unless you missed your blink and/or attack.
(It doesn't take any longer (if you can land your blinks and hits), survivors move at 4.0 meters a second and 6.0 after hit for 2s. If you instantly blink again for 20 meters after 3 seconds, after hit:
6 x 2 = 12 | 12 + 4 = 16. They moved 16 meters. If they kept running straight, your blink range + lunge range would hit them perfectly. And that's if they run in a mathematical straight line, which happens rarely.
If you wait for your second blink (12 meter blink), another 3 seconds, the survivor would have moved an exact 12 meters, you still have your lunge range.
And this is after a hit. If you missed, they'll have 4 meters less of distance. That's sufficient enough for "running in a straight line" to not work.)
If you don't feel that landing blinks feels rewarding, then you didn't like old Nurse either. They're basically the same, except this one kills slightly slower.
Also, nowhere did i place her in a "tier". I'm not making a tierlist. (If I had to, she'd still be S tier in the hands of a skilled Nurse player, A(+) in the hands of a lesser skilled Nurse who's still decent enough to land their blinks the majority of the time.) But if you're good at Nurse, she's hands down still the strongest killer in the game, and if it doesn't satisfy you to land a good blink, the whole point of Nurse, then you should find another killer to play.
Nurse may be harder to master than Spirit, but that would increase the satisfaction of mastering her even more. Though I suppose that depends on the individual you ask the "is Nurse satisfying to play" question to.
And hey, if blinks are boring, become a 115% M1 killer by using the add-on. Welcome to the world of almost every other killer not named Nurse, Hillbilly, Spirit or Huntress. See how satisfying that is.
I loved old Nurse because there was no slowdown. Her gameplay was always dynamic, with no cooldown inbetween. I enjoy playing Plague more after the Nurse's changes (and she is a m1 115 killer) which says something.
Also, your math takes into consideration that the Nurse will always predict where the survivor will go and she will be in lunge range. (Also I wanna mention her lunge is very weird after dedicated).
Again, she is not underpowered or garbage, but I still feel like she needs some work on the CD. By how it isgoes now you might as well play Spirit. Is a lot easier and is just as efficient
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@xZeroStrike said:
I just have to say it, but... people who say running in a straight line works are either bad at Nurse, overexaggerating or they simple haven't played her yet and are jumping on this "Nurse is dead" bandwagon. She's all but dead. It takes 2 seconds longer before you can blink again, a survivor doesn't run nearly as fast enough for the "running in a straight line" to work.
I just saw a (add-onless, No Ruin, No Stridor) Nurse video and one of the survivors "ran in a straight line". Result? They got beat. And even those that didn't run in a straight line still got downed incredibly quickly.
Many have already said it: if you're a good Nurse (and then I mean an actual good Nurse), you'll still mop the floor with Survivors harder than Spirit does or a good Billy, with or withour add-ons. All Nurse's change has really done is extend the chase vs a good Nurse by 2 seconds.
Nurse basekit change is only an issue if you, the Nurse player, mess up too many times. It's more punishing than before. If you don't mess up, or only mess up once or twice every now and then, you'll still be the strongest killer in the game, no doubt.
I also don't get why the add-ons of old Nurse suddenly became the problem soon as Nurse basekit change was announced. Prior (almost) everyone agreed Nurse was broken because she literally took every means of survival away from survivors, aside from attempting a mindgame like doubling back, but we all know how well that worked against someone who was actually good at Nurse (or someone who had good headphones and could track you through the wall purely on sound alone). I'm a trash Nurse and I still managed to 4k sometimes even against survivors who had some clue what they were doing (granted, I was running Ruin and Stridor, but that's because I acknowledge I'm not all that skilled at playing her). And this was on PS4! I remember encountering a PS4 Nurse player who was so good, he'd wipe everyone in 2 - 3 minutes, without add-ons.
Addons weren't the problem (aside from omegablink) from what I remember watching the dev VOD. They just updated them since they got old and didnt abide by their current standards.
Frankly speaking, the base kit change didnt "just extend chases by 2 seconds". Ive explained it in the post already but going out of fatigue and having 2 options: blink once max 20 meters (survivors have already gotten out of that effective range by that time) or wait 3 more seconds to have a chain blink. In both cases Nurse struggles.
Please do not give me the "she is still SS tier, ure just not a godlike Nurse" crap. I feel like everyone who says that is a content creator wanting to say "good riddance" but doesnt wanna get cancelled. She isnt dead, she isnt Pig or Wraith per say, but she feels very sloppy and unrewarding to play. Take spirit or even billy for example. Both have lower skill floors than the Nurse currently but what they can offer (in sense of kill potential) is around equal to that of the Nurse, which I find to be poor balance. Having easy to pick up/easy to master (looks at spirit) killers be as effective as a hard to pick up even harder to master killer is not OK.
I feel like her power needs to be changed in another way. I am not exactly sure how, but keeping her at bay for so long between blinks with her amazing 95% movespeed feels like poor killer design.
Welcome to my ted talk LOL
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@theArashi said:
Or... just give her basekit back. It's not really a big deal and only reason she was a problem were the addons.
She would get few gimmicks from addons and her base power that she can work with.
TBH I want her old basekit back more than anything, but I feel like the devs are too reckless to revert the change, sadly...
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@avilmask said:
I thought about 3rd one as well. If you start blinking "early", ability doesn't just stop recharging, it also loses all progress. It would be amazing QoL change if ability kept recharging while activating. Also at this point it wouldn't be a stretch to let Nurse cancel activation by clicking primary attack.
TBH That would make her SS tier again. Those changes dropped her to S/S+. Letting her cancel her blinks will make running into her NEVER an option, when its the only counterplay on some parts of some maps (upper floors on The Game and Hawkins).