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SuzuKR

SuzuKR

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SuzuKR
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  • Oh boy can't wait for people to use MMR as an excuse for why they lost.

  • @ByeByeQ said:

    I haven't been here long but I have enjoyed interacting with (in no particular order):

    @Wowie

    @AVoiceOfReason

    @Reinami

    @Dead_Harder

    @C3Tooth

    @MikaelaWantsYourBoon

    @GoodBoyKaru

    @Buily09

    @RatbasterdJr

    @OrangeBear

    @ThatOneDemoPlayer

    @Gandor

    @kizuati

    @DredgeyEdgey

    @SuzuKR

    I hope to see many more posts from you guys. 🙋‍♂️

    I'm surprised to see my name on the list. Thanks, that's sweet of you.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155554#Comment_3155554

    Dead Hard was nerfed for the exact same reason bud. wasnt OP, was just extremely frustrating. Games are meant for fun, frustrating elements shouldnt belong

    You are embarrassingly objectively wrong. But since you’re so insistent on this nonsense, entertain me I suppose. What is the counter to old Dead Hard used for distance to a pallet/window for a standard M1 killer? (Eg, Trapper/Myers/Plague out of Corrupt/etc)

    What you find frustrating is fun for others. So, there is no problem if there is no balance issue.

  • @Izo_Quartz said:

    probably an unpopular opinion, blight is just as strong as nurse, with and without addons. and is in need of a good nerf just as much as her.

    Both have perfectly balanced basekits.

  • @botany_nerd said:

    the only thing i would change about her is making the blink a special attack. why some might ask and thats simple, nurse literally had the special attack taken away because of original metal of man users complaing that her blink didnt give a charge on MoM. DS was left at 5 seconds after the endurance nerf and that took a long time to get changed back to 3 seconds so why does nurse's power still count as a normal attack when that was only changed because of MoM?

    Nurse hits were never special attacks. They didn’t work with MoM because of a weird classification which they had to fix.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3155432#Comment_3155432

    You can't mindgame, if the killer moves faster than you can get to the side of the tile. That's just unrealistic and would only be possible, if I'd have been faster or play in low MMR.

    That… is literally what good players do.

  • @JoaoVanBlizzard said:

    I think Nurse should get fatigued if she spends too much time carrying her power, to encourage players to use her power more quickly and conscientiously.

    While holding her power she literally walks at 2.89m/s.

  • @Neprašheart said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154843#Comment_3154843

    It's not like you can actually expect the player to be running this add-on, as most do run Alchemist's Ring and one of the Blighted animals.

    To be honest, I see no easy counterplay, if the killer can literally rush at me and make a turn of ~120 and still hit me, which'd be impossible without the add-on(s). Well, I'm fine if the player hits me, but I'm not fine with how those hits do look like! It probably looks on from his point of view like a clear hit, but from my point of view, there was no way that attack has actually and could've actually hit me - Which is why I have decided to run in that direction in the first place.

    Although I have talked about the higher look angle, the add-on on its own alone isn't problematic; Like you've mentioned, it becomes problematic only when paired with other add-ons, and there are currently only five or six other add-ons outta twenty that I do face.

    They're Alchemist's Ring, Adrenaline Vial, Blighted Crow, Umbra Salts, Blighted Crow, and Pustula Dust. Those add-ons do literally carry players and make landing hits while using lethal rush numerous times easier.

    Adrenaline Vial drastically changes his playstyle. Blighted Crow is countered by mindgaming. Umbra Salts is negligible on everything except console. Pustula Dust is negligible. You don’t need add-ons to turn. You counter Blight by mindgaming.

  • @Omans said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154555#Comment_3154555

    It must be tiring being so wrong about nurse, but fighting so desperately to keep her in her current state.

    Please stop spewing proven misinformation. It’s a detriment to the community and detracts from genuine good-faith discussions.

  • Thank you for the responses everyone. I really appreciate it. It means a lot.

  • @Rise432 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154955#Comment_3154955

    I mean the travel speed nerf would be like 5% or something, like barley 0.2.-0.4 MS

    Nurse would still have first blinks as basic attacks, so if u want starstruck value u have to be more precise with ur first blink

    The travel speed is already enough as is to mindgame.

    If you get hit by a one blink Nurse, you did something wrong.

  • @WeakestNurseMain said:

    I wish his recharge would be faster in exchange for slowing him down to 105% movement speed, and removing his most busted, and soon to be best add-on in the game, Alchemist Ring.

    105% would mean he's literally utterly useless at tiles he can't use his power on.

  • @Rise432 said:

    2nd nurse blinks count as special attacks

    slower blink travel speed (decrease fatigue time to compensate)

    pretty much it

    If the blink is slower, it's literally a joke to avoid.

    And amazing, killing perk synergy.

  • @egg_ said:

    I will point out that I didn't play the PTB, so I don't know how much what I dislike actually affects gameplay. However, in general I'm really not a fan of the hindred status effect, it always feels awfully dull and sleep inducing for some reason. So as of now, I'm not really excited by his release (but I'm never really excited by new chapters to begin with)

    I saw some footage but only from Wesker's pov and I didn't see any survivor gameplay

    The Hindered only applies at max infection which should pretty much never be happening anyways in chase.

  • Depends. If I want BP or doing a challenge, never.

    I have a soft spot for Cheryl (and soon Rebecca too).

    After that, I decide off their sense of fashion. If I don’t like it, they die.

  • No, that’s utter idiocy.

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154771#Comment_3154771

    Yeah I'm being sarcastic

    This dosent make her awful just worse

    She can still ignore God loops and any windows as long as she can see the other side

    If she is slower than survivors, it means she has to use her power to do everything, whether that is moving around the map or chasing. This means she is auto-garbage on any multi floor map because unless there's a hole in the floor/ceiling, she has to go all the way to the stairs as the 96.25% that moves in charge-burst-fatigue-recharge-repeat process.

    In chase, that means she does what Blight does, except with being slower than survivors and having to charge before every single ability, just to have less movements.

    This literally makes her worse for both sides. Survivor now has to outplay three blinks which is literally impossible if there is no LOS break, and if there's a window or pallet, the survivor auto-loses. On everything else, the Nurse is utterly useless because they don't have the time to maneuver around any complex tile with multiple LoS breaking walls in the way.

  • Not like it matters. Fun is irrelevant as long as it's balanced.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154805#Comment_3154805

    I am done. Master troll. Cherry-picking extremist that is "never wrong" even when shown otherwise in same thread.

    It's true. Just "do not feed trolls".

    Truth is inconvenient, eh?

  • "Why does BHVR not listen to community idea X?"

    Community idea X: Based off objectively false and nonsensical claims and proposes absurdly extreme measures

  • Live today on DBD Forums, people refuting every inconvenient example. I can't say I'm even surprised at this point.

    Maybe some day, people will actually learn how to play against things instead of demanding changes because they themselves are ignorant to the solutions. Nah, who am I kidding?

  • @DredgeyEdgey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154703#Comment_3154703

    Yeah worse blight that can still go over pallets and windows

    Are you being disingenuous on purpose or did you forget she moves at 96.25% and her blinks require charge-up? If she's slower than survivor, it's literally just worse Blight. If she moves at same/faster, then it becomes more oppressive Nemesis that just walks to pallet/window and then blinks.

    @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154750#Comment_3154750

    It was done. You just blind yourself to not see it. THIS IS NOT OPEN SPACE EXAMPLE. No amount of this/that made such and such effect will change anything. Clearly it had effect, because otherwise nurse would have gotten the hit

    @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154749#Comment_3154749

    When talking about in the open for Nurse it doesn't actually mean in the open. It means a place where a survivor can't break line of sight. Take the area in the middle of the Blood Lodge for example where there are a lot of low barriers that many killers can't get a hit over or around. And even the killers that can get a hit in those spots they often can't do it as quickly as a Nurse can.

    https://forum.deadbydaylight.com/en/discussion/comment/3154750#Comment_3154750

    At 5 seconds in that clip Ace clearly makes distance behind the tree using it as an LoS blocker while the Nurse is traveling on her first blink. Boom headshot.

    https://www.youtube.com/watch?v=Ig_iQ5S-ABA 5:35

    https://www.youtube.com/watch?v=xnjfG_sLfQg 7:47

    Quick question, are you two being serious or not? Cause I'm slow at picking up on sarcasm. Cause if not, this is getting a bit embarrassing.

  • @ByeByeQ said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154686#Comment_3154686

    You brought up an example twitch clip from a comp Ace who also used a firecracker while not being in the open (Ace made distance behind that tree while unseen) being able to evade 1 attack from a Nurse as an argument against a Nurse almost always being able to land a hit in the open against a survivor.

    Your argument is invalid. No true Scotsman doesn't apply here either.

    You're just wrong. Again.

    Ah yes, clearly the game-changing firecracker that somehow saved Ace from being hit by the chain blink, for which he was in LoS for the entirety of charge up and travel time. But that's inconvenient, so it doesn't count as evidence I suppose.

    This is embarrassing. Can you like, at least try to make an actual argument?

  • Man, No True Scotsman out in full force today I see.

  • @DredgeyEdgey said:

    Step 1

    3 blinks at base

    She can't go through walls unless she has a direct line of sight to her location

    A blink attack is counted as a special attack

    Step 2 hitting a surivor with a blink attack will steal their breath

    Step3 after stealing all surivors breath she can press the ability button to cause the surivor to scream and be exhausted for 10s and incapacitated for 5s

    Ah yes, worse Blight.

  • @Gandor said:

    Might be you didn't watch your own video. What I see is jungle gym breaking of LoS with conjuntion of tree and then also 2nd tree+rock. That is not negligible. Certainly not "no los blocker". Refer to your own post

    Ah yes, the tree and rock that Ace never broke LoS with ever during the second blink's charge up or travel. Can you actually check what you're talking about? Thanks! :)

    @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154678#Comment_3154678

    Strange that you say that because Survivor's outplaying Nurse in the open does require that same "perfect play". The point originally made by the person was without LOS blockers the survivors get hit. To counter that example you included 2 LOS blockers in that clip, arguably 3 if you include the rock. You never addressed the circumstance described by the comment chain originator.

    Ah yes, the tree and rock that Ace never broke LoS with ever during the second blink's charge up or travel. Can you actually check what you're talking about? Thanks! :)

    Also no, the result of a blink attempt comes down to whichever side makes the better call. Sometimes it'll be the killer. Sometimes it'll be the survivor. Interestingly, people cannot see the future to make a perfect call, so they make a prediction based off how the other person has been playing and other clues to make their best guess.

  • The first blink was against a single narrow tree. The chain blink was against zero LoS break at all. And refer back to the Wikipedia article, thanks.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154673#Comment_3154673

    If you are referring to the last line then maybe you lack a sense of humor. Although to be fair this is the internet and I should have included the /s.

    If you are referring to my refutation of your point I don't understand what I said was inaccurate. Perhaps you could clarify?

    Everything ever is clearly just Nurse misplaying clearly, and not that the survivor played better/well.

    And then somehow missing the cognitive dissonance in some of the best Nurse players in the world also making bad calls or mistakes at times (eg, other times during that game), and then judging performance and balance around perfect play, which doesn't ever happen regardless.

  • @mizark3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154640#Comment_3154640

    First off there was the Jungle Gym and a tree to break LOS which Ace did, dropping the firecracker behind the tree.

    The Nurse misplayed. Ace clearly moved near the tree and the Nurse did not adjust their aim to Blink 1m to the left or right, so when she tried to blink the hitbox overlapped with tree and bumped her back to the closest non-blocked blink location. Afterwards she panicked and tried for a quick follow-up and failed to charge the second blink enough.

    This is less the Ace outplaying the Nurse, and more the Nurse breaking under pressure.

    Also I do agree with "This is comp so it doesn't count", only because in a real match on hearing the first Nurse Blink there wasn't a DC or someone pointing hook.

    https://en.wikipedia.org/wiki/No_true_Scotsman

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154658#Comment_3154658

    Ok. So your answer is, that some survivors with specific items can sometimes delay nurse under specific conditions to not always get the hit right away, but 5s later. I guess I agree then.

    Still - that is not balance.

    Yes clearly that is entirely due to the item and not the read, yes yes.

    Ah yes, what an incredible genius idea. "Make things literally useless."

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154648#Comment_3154648

    And that is wrong read of the situation. Ace used flashbang which forced nurse to not blink at him, but to make shorter blink to the tree - making it (forced) bad blink. Which on the other hand made her 2nd blink (barely) too short. So as I said. This does not count

    https://en.wikipedia.org/wiki/No_true_Scotsman

  • @JoaoVanBlizzard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152327#Comment_3152327

    Good, especially the first idea, no one likes to take noed over wi fi, hehe

    taking advantage of the comment, the perk "Startruck" needed a nerf, I think it should have its time reduced to 10 seconds (currently it is 30), and it should have a range of 10 meters instead of the terror radius, because this perk should be a body block counter and not an oppressive perk

    That would make Starstruck literally useless garbage.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154640#Comment_3154640

    It's not open if nurse got "stuck" on the tree (which she was thanks to need for a flashbang dodge). So no. This does not count. And not because of comp

    ??? I am talking about the follow up blink where she had complete LoS on the Ace, who didn't break LoS at any point during the chain blink charge or travel and yet still successfully out-read the Nurse player and went further ahead than the Nurse expected him to.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154606#Comment_3154606

    I don't even consider myself a good Nurse player but there isn't a single Survivor out there that can mindgame me out in the open unless I'm playing for shits and giggles and try going for 360 blinks or some ######### like that. Yes Nurse is about predictions and reads but thats only when you add LoS breakers into the mix.

    Now maybe if theres a considerable amount of distance between the 2, then yeah theres a read involved. But if you can make up most the distance with just 1 blink (which is 20m, not hard to pull of) , and a Survivor has literally nothing, then they're screwed. Plain and simple

    @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154533#Comment_3154533

    You clearly play different game then everyone else. Nurse on open IS GUARANTEED hit - works also for mediocre/bad nurses (just not terrible nurses). Worst case she needs to use 2 blinks...

    So then can you explain what happened here?

    https://clips.twitch.tv/InquisitiveSincereFinchPogChamp-Gut-xxckE8uhgbAw

    Before someone says something stupid like "This is comp so it doesn't count", yes, comp overall is drastically different from regular DBD, but many aspects of chase can still be learned from because it still works the same way. This would have worked regardless of comp or not.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154589#Comment_3154589

    what good Nurse is falling for "mindgames" in an open area? You can literally react to the Survivors movements

    Uh, just to make this very clear. Even the best Nurse players in the entire world get mindgamed in the open and in areas with no or very negligible LOS breakers. Landing and avoiding blinks is both about prediction and out-reading the other player, regardless of the area.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154533#Comment_3154533

    Nurse is literally uncounterable on any open map or ones with low LoS blockers, she also ignores all main defenses a Survivor has. On top of that she gets around the map pretty well because she can ignore what every other killer would normally have to walk around.

    So tell me, what's so "well designed" about her?

    Not ignoring Dead Hard btw, it wasn't well designed either and was more frustrating to deal with than unbalanced.

    So can you explain why good survivors manage to mindgame her in open area/against aura reading perks just fine against equally good Nurses?

  • @Raptorrotas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154411#Comment_3154411

    I think the game should get rid of %-variable addons. Just make every addon a meme or "mini-perk" instead of boosting charge speed, range, steering, cooldown or whatever. Give some (brown or yellow effects) of the lost max potential stats to the basekit of killers and rework all affected addons. Maybe excluse Nurse with the basekit compensation, just for the survivor community.

    Wouldn't help Nurse because she'd still be the best and we can't have a "the best" killer in this community. The devs could nerf the current "the best" killer 10 times in a row and survivors would still moan that "the best" killer is too strong.

    Regarding add-ons (not specifically Nurse, just in general):

    1. I think there should be only one add-on of any given effect type. For example, instead of green and yellow Engravings on Hillbilly, there is only a single Engravings add-on. (Green Engravings should be basekit on Billy but that's a different point).
    2. I think there should be way less add-ons for any given thing in general. There's way too many currently. Eg, 2 browns, 2 yellows, 2 greens, 2 purples, 2 reds instead.
    3. I think most of those 10 add-ons should be focused on things that mechanically add a new effect or change an existing effect instead of just a numerical buff. For example, instead of "Power takes X seconds less to activate", something like "Power now also does effect Y", or "Power does effect Y instead of effect X".
      1. An example of these would be things like Dredge's Field Recorder add-on. Starts the Trial in Nightfall, makes Nightfall happen when all generators are done, and survivors touching the Remnant are Exhausted for 15 seconds. Not a single numerical buff to something existing. It's entirely new effects.
      2. Another example would be Plague's meme add-on. Removes the ability to directly infect survivors, but changes her to a playstyle based around infecting objects (yes, technically it buffs the number for the object infection, but you get my point as in it changes the playstyle).


  • @Lynxx said:

    I feel there are two types of nurses - Sight and Predictive.

    The Sight nurse needs to see you before they feel comfortable blinking. They are the easiest to deal with because line of sight blocking is most effective as are jukes, and double backs. Though you have to be careful, they usually follow your scratch mark trail closely until they can see you again.

    The Predictive nurse just knows through long experience knows how fast you can move and where you are most likely to be and gets it right almost all of the time. If they don't, another quick blink corrects it and they score a hit. You can try to juke this nurse, but really you are just deciding where you want to die at that point. They are by far much more difficult, if not downright impossible play against.

    This second group is where the "god tier nurse" falls into - they know how fast you can move, where you are even if you try to double back, and quick enough with a blink that you have no time to react to avoid it. This type is also made much more powerful with any aura abilities. They just need to know your general location and direction. Once they confirm your exact location, it is only seconds until a hit is scored and a survivor does not have the speed nor reaction speed to deal with it. There is no defense, looping doesn't work, vaults only make it easier for her, line of sight blockers are of limited effect. Only old Dead Hard helped and against one hit, usually it was a down anyway just 3 seconds later.

    So this is why trying to versus a nurse is often wasted and people are getting conditioned after meeting enough of these predictive nurses that there is no sense expending effort in the match, just to end up with the same results anyway.

    This is just objectively wrong. You can watch good players play against equally good Nurses. One, they cannot safe blink (blink to corner and then again) because then they will not be able to reach the survivor with the second blink on many areas. Two, regardless of aura perks or not, predictive means the survivor can outpredict them, which is exactly what happens. Good survivors against equally good Nurses can keep up a chase from anywhere to 30-60+ seconds just fine.

  • Why would you nerf SWF? Buff solo to their level and rebalance around that. You aren't stopping people from using things like Discord even if you remove the ability to SWF, since they could just time solo queue to get on the same team anyways. And removing ability to SWF would literally kill the game.

    SWF is fine, so is Nurse. People playing with friends or using options in the game is not toxic.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154411#Comment_3154411

    So then what was the Dead Hard rework? If fun is subjective it should of never of gotten touched right? Not every one had an issue with it and they were VERY clearly in the minority. Same can be said with Nurse.

    And while you're right that you can't make something more fun because its different depending on who you ask, you can make something well designed and overall more healthy for the game. Which is exactly what the Dead Hard rework achieved, and is what needs to happen to Nurse

    Old Dead Hard was literally uncounterable to most M1 killers when used for distance.

    Nurse is well designed and balanced.

  • @Gandor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154411#Comment_3154411

    Devs could make button "I win" and I am sure some people will find it entertaining. Is it good idea to have it in game? No? So is having nurse in current "balanced" state

    Why are you even replying if you didn't read what I said? Fun is irrelevant to balance. Balance is the standard. An "I win" button is not balanced. So regardless of fun or unfun, it should be changed. Nurse is balanced. So regardless of fun or unfun, it should not be changed.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154326#Comment_3154326

    Okay but that is exactly how nurse works, you are describing hypotheticals, I am describing how the game currently works. She is the only killer that is guaranteed opportunity to hit you, no other killer works like that expect legion.

    Blight can 50/50 most tiles in the game the way Nurse can. Killers that cannot do that are the ones that are below ideal design. Why should someone automatically be safe just off pure map/tile RNG in a particular given area? If the killer can do literally nothing about that, that is not about skill, that is about RNG determining the result. Which is bad design.

    @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154320#Comment_3154320

    Writing down the math doesn't change anything. Nurse is barely punished for missing a blink and everyone knows it.

    Solo-que is already miserable, and it's damn-near impossible for any solo team to win against a good Nurse. Hell, most swfs can't either. You can't just git gud against a Nurse, because that simply does not work. She's the strongest killer in the game for a reason.

    Oh, and of course we must look at the rare times where you don't get a good Nurse. Well, because Nurse is so horribly designed, that's also not fun or enjoyable because you'll stomp them almost without trying.

    Nurse is just a lose-lose. Either you get a bad one and you'll easily win with zero effort, or you'll (most commonly) get a good one and you'll lose without a chance at winning.

    Nurse's basekit is already over-tuned, and it only gets worse when you stack it with her OP add-on's, super powerful perk combos, and map offerings. And most Nurse mains tend to use at least one out of these three almost every game.

    Nurse is punished enough for good players to take advantage of it. Other killers have far too much absurd downtime for factors not even in their control they can do nothing about (eg, auto lose chase at strong tile in time-efficiency).

    I don't know why you are blaming Nurse over what is clearly problems with solo queue that should be improved to solo queue directly (giving more info and ways to coordinate).

    Good survivors do just fine versus equally good Nurses. Unfortunately for you, me, and everyone else in this game, DBD has the issue that literally every single matchmaking versus game ever will. The amount of good, great, and insanely amazing players are small, even smaller, and even smaller. So when they go into the queue, it is frankly unlikely there will be enough people of their level on in the perfect 4:1 ratio needed in the same region queueing at the same time to get a full even-skill lobby. So, in order for queues to not take hours, they are matched with worse players.

    This is precisely why you see amazing players win almost every single game ever regardless of what they run. Survivor, killer, what killer, what build, etc. Because they are outright better than their competition. That is not a balance issue, that is an unavoidable matchmaking issue. When matched with actually even skill players, the match goes evenly.

    Fortunately, because of how few actually good/great/insanely amazing players there are, the odds of having to deal with this specific matchmaking bad luck is also incredibly rare. Most people overrate how good their opponents are.

    The reason most survivors struggle against Nurse (other than solo queue's lack of info) is because she has different counterplay from standard M1s, and survivors who don't know the counterplay will not do well (obviously). Conversely, this is why survivors who are good at playing against Nurse do just fine versus an equally skilled Nurse.

    Range/3 blink add-ons need reworks, but everything else is fine. Certain maps need reworks/adjustments (eg, Midwich/Gideon are too small, among other issues those maps have).

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154325#Comment_3154325

    Yeah her basekit is balanced

    but it sure ain't ######### fun to go against.

    Okay? So what? Fun is subjective, and there will never ever be a versus where all players on all sides are having fun always. So it's irrelevant. You can't even objectively make something "more fun" because the standard itself is a whim of whoever you ask. So only balance is relevant. You even acknowledge the basekit is balanced. Range/3 blink need to get hard reworked to completely different effects.

  • @Biscuits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154311#Comment_3154311

    While I agree with you somewhat, I don't think she is punished enough. Every single blink she does when she is in range of you, has the opportunity to be a hit. Little to no other killers work like that, they need to chew through resources on the map before they are guaranteed hits. She starts off at that point.

    "opportunity" =/= "guaranteed"

    If a killer is in range, they should always be able to have an opportunity to hit you. Whether or not Nurse hits you comes down to the Nurse player and the survivor player's skill at mindgaming.

    If a killer is in range and cannot hit you regardless of skill due to map RNG, that is bad design.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3154313#Comment_3154313

    man you already read the post that supposedly irons things out and actually has more thought put into it?

    you from the future?

    Nerfing her basekit in any way is garbage, because her basekit is already balanced in the state it currently is in.

  • @QwQw said:

    https://forum.deadbydaylight.com/en/discussion/343156/why-people-refuse-to-learn-how-to-play-against-nurse

    "If she misses both blinks, she has to wait three seconds until she gets the second blink again." Oh golly! Three whole seconds! C'mon guys, you're spoiling me here.

    The problem with Nurse is that you and your entire team need to be the best of the best if you want to have a shot at beating a good one. I feel like all of these Nurse defenders just telling people to git gud have never bothered actually playing against her in solo-que or anything short of a comp swf. (And that's not meant to be a dig at the OP either.)

    There are others who can word and explain the problems with her better than I can, but she is most certainly problematic and needs to be changed.

    Ah yes, the 2 seconds base fatigue + 0.5s extra fatigue per chain blink + 1s if she attacked at all regardless of hit or miss + the remaining time for the remaining blink recharges (total of 6s, eg, 2.5s fatigue = 3.5s longer for recharge), then 2s for charging up, then 1.5s for travel time, then up to ~1.2s for charging up, then up to ~1s for travel time.

    Wow maybe, it's almost like if you aren't as equally good as the other side, you should not be winning, and other killers have way too absurdly long downtimes.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3152887#Comment_3152887

    Their 2 separate modes, but its not necessarily like Oni. Think of it more like old Doc where he could switch between the two easily. What I was going for wasn't explained too well and I plan on making an entire post on its own to go more into detail and iron out some things.

    Also, yes, this would make her weaker. Believe it or not thats the point. There is no reason why a killer with such a strong power has basically no drawbacks. Nurse is unhealthy for the game, period.

    Nurse is completely balanced outside of range/3 blink.

    Both modes are literally garbage.

  • A good idea to prevent survivors from being able to be rewarded for trying to unhook in the killer’s face.

    If it’s removed, the unhook animation should become uncancellable and unhook speed increases should be removed from all sources in return. Therefore, the unhooker will always go down no matter what. Thus, it would make trades possible, but not reward hook diving.

  • Second best designed and balanced killer in the game. Compound 33/21/Alch Ring need reworks/changes. Everything else is perfect.

  • LMAO no.

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