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I don't know man, there's always a strong 3 gen on basically a dead zone (around main building). I think that if you're able to protect that area it shouldn't be difficult to win
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@Marik1987 said:
!title
When Pentimento is active, Survivors who works on gens getting a notification in the bottom right like Dead Mans Switch etc.
Dont sure what I think about it. Maybe just reveal every Perk from the beginning to survivors?
Damn these survivor sided devs adding useful tooltips to provide some more information (game breaking!), for example to survivors working together on a gen who would already see a 'red bar'. When will killers ever get something nice in return?
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There's LP/Deadlock/PR/NWO (this just in case those damn survivors manage to somehow do 5 gens while having stacked slowdown and basically immediate early pressure)
Or Starstruck/Agi/AA (or floods of rage)/some slowdown (deadlock?) for that fair and balanced ™ exposed on nurse
Don't forget to equip double range or range + recharge to highlight your skill, otherwise she's LITERALLY unplayable
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@Marik1987 said:
I would think this would be fair. If survivors gets a whole Meta-Perk Base-Kit, why dont do the same to killers?
Because preventing someone from getting farmed/tunneled off hook immediately is totally the same thing as giving killers more slowdown
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Jolt on spirit is a feel good perk but it's not really that strong
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Idk but me with like half the pool of male killers:
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Old dead hard
I actually find myself commenting something like "nice dead hard" when survivors manage to pull a good one against me
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Tfw people have been asking to see also the killer's ping in the lobby since dedicated servers day 1 release and bhvrs response is to remove ping indicators entirely 🤡
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Wesker just came out, just let it settle? There were already reasons not to run adrenaline: what if the killer was plague, or they had other means of making you broken (legions add-ons, forced penance..)? They all counter adrenaline
Terminus is an ok/good perk but you won't see it that often, just as you don't see adrenaline that often while it's always been an ok/good perk
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Sorry but I prefer the pee nurse
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@Little_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/3161188#Comment_3161188
I totally agree that a game that is over in just a few minutes is no fun 😣
But I ask the question sincerely: if a nurse completely demolishes a team of 4 ... why should the reason for this necessarily and always come from her? 🤔
I mean: obviously, the player behind her is probably competent ... but don't the survivors also have their share of responsibility for the final score? 🤔
Won't a squad of four survivors who are very skilled at dealing with the nurse be able to put the best nurses in the game to shame?
“if a nurse completely demolishes a team of 4 ... why should the reason for this necessarily and always come from her?”
If you typed that with any other killer I’d agree. The difference here is that you don’t need to be competent with nurse. Any mediocre player can stack strong builds on her and win most of the games, that’s not how balance works. It makes no sense that to beat an average player you need a fully stacked 4man squad with precise coms while the rest of the players just gets stomped
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That's just because Nemesis players are now trying out the new RE entry
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@Metronix said:
https://forum.deadbydaylight.com/en/discussion/comment/3161171#Comment_3161171
Ok, which perk do you mean with ToT. I couldn't find anything. Thanks in advance.
Trail of torment
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@BradQuackson said:
People do not believe that I have achieved an 1126 streak on the nurse, as found in many of the forum posts I participate in.
I want to do this, but I want to stream it and have stats. I need help from people to help me keep track, and I want to do
Otzdarva streak rules
only double recharge (im gonna run out alot)
map offerings allowed
minimum 8 hours a day streamed
max mmr (explained below)
https://us.v-cdn.net/6030815/uploads/2G9ACDSMGJ0E/chrome-01tyfyxvig.png
I have won 1123 games in a row, (gave hatch 10 times)
i am max mmr, constantly going against top tier teams
would it be a good stat test? I would try and beat 1123 genuinely
I saw your video from the other thread and loved your commentary, funny and on point
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I don't really blame them. Last time I saw a nurse not using stacked slowdowns, exposed perks and strong add-ons was months ago.
I know there are some out there (me?), but we all know that most players are cheap and want easy victories when they play her, or are simply just so bad they need busted builds just to stand half a chance.
Until she's rightly nerfed and won't be as easy to use anymore, I won't blame anyone from leaving the game early. Although I don't see the point of dcing, just yet yourself out on the hook... It's time consuming to dc
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I knew that was hens' video without even clicking on it
Guess to what killer they lost their streak?
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@Peanits said:
Friend, we're gonna need some more constructive feedback than that if you want any chance of it being addressed. Eat less toenails is not enough to go on.
Nurse feedback has been going on since months already, basically since she was recoded and turned her into an easy 4k machine, and yet you still have to do something about it.
Blights add-ons have been considered extremely busted since his release.
The state of solo-queue and horrible matchmaking have been an ongoing feedback since the game release basically
You have plenty of valid feedback everywhere, but I guess telling you to eat toe nails is what gets you to actually reply to a thread so you can be sassy about it
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Clearly too broken, it needed some tuning down /s
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/3154855#Comment_3154855
The Hindered only applies at max infection which should pretty much never be happening anyways in chase.
I heard that the hindred at full infection becomes stronger, but it's there since the beginning; but again i didn't play ptb so it's just hearsay
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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
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I'm not sure how turning KLB from range to aura reading would make it any less broken tbh ....
Same for anxious grasp. Don't get me wrong, I like the ideas but you gotta think about how broken they could be :')
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The survivors were kinda terrible, but well... You don't have literally any game sense whatsoever, and your decision making was awful. These are the only two reasons you didn't win this game, map had nothing to do with it in this case
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My boy Oni just B tier why :(
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/3149304#Comment_3149304
What exactly do you hope to prove with this post and your stats...?
In the last 2 weeks that I've been keeping track for the fun of it. I have a 97 % kill rate overall. My demo, pinhead, slinger, clown are all 100 % in that time. That's roughly 9-10 games a day over 3:30 hours.
Does that make demo, slinger, clown, pinhead OP ? Or are randoms in public matches just not that good ? That they can't deal with me ? Who is not your average pubs player.
He's the one who mentioned his own stats to begin with, I just expanded mine with more data. Anyway why should I bother discussing with someone who unironically says "nurse needs range" and "she's not that strong" like keklomao
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@drsoontm said:
https://forum.deadbydaylight.com/en/discussion/comment/3146998#Comment_3146998
I've got about 3k hours now (on three accounts). I've more than 24k blink attacks on Nurse. I still lose pretty often.
How? Because contrary to the impression given in the "Nurse-OP" echo chambers, there are a lot of survivors who understand the game, understand her, know how to verse her and make it hard to win. Get that : I even lose in Midwich if I don't use an adequate detection perk.
It's also consistent with the last statistics offered by the devs.
I'm not sure what the blink attacks have to do with anything, other than to show that you play lots of nurse, but I've got 40k -you can check-, and since I started gathering my stats on nightlight I can see I have a winrate (3k+) of 88% and a loss rate (0, 1 kill) oh 5%. I don't use add-ons and don't feel like they're needed at all, I only rely on aura perks + surge cause I'm too lazy to kick gens. My build has been basically fixed for the past 2 years
Nurse IS op when paired with strong builds. Even in those games I lose in terms of escapes, I never end up utterly rolled over, and it's always a 6-8 hooks games. What I'm saying is that if I were using add-ons the result would have been a lot more in my favor.
I also said multiple times that I think her power is perfectly fine, but the possibility to one shot and to traverse maps so fast is too strong. Her recharge add-ons should be slightly nerfed, but overall they're fine. If they turned her post blink attack into special, we would definitely see more players running stacked slow downs (although she definitely doesn't need them), but there's nothing to do about it unless the devs overhaul the system into a points/perk system.
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3148060#Comment_3148060
It definitely is if you believe nurse is incapable of losing. People who don't play as nurse and don't know how to play against her tend to have a very skewed perspective of her winrate.
I can assure you I've played more nurse than you. That's a lot of losing
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3146998#Comment_3146998
"All the time" isn't meant to be interpreted as "every match" but I easily lose 1 out of every 4 or 5 matches. At high MMR you run into good groups who know how to counter nurse quite often.
Then again, I'm not using range addons or Starstruck, because I don't think she needs them.
That's a lot of losing
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"experienced squads will have much more tools to bully casual players or Killers that are not that good."
Match making is horrible, but being better at the game doesn't mean "bullying the opposite side", it means you should be entitled to victory unless serious ######### up while also being guaranteed the possibility to play the game without being forcibly removed within 3 minutes due to cheap tactics. And that still does nothing to camping, there's the pay to win perk for that.
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@Dead_Harder said:
https://forum.deadbydaylight.com/en/discussion/comment/3146998#Comment_3146998
All the time as in it happens, not really consistently. There are some maps where if you arent using range add ons, it takes the nurse forever to travel from 1 side to the other meaning you either play territorial and keep to one side of the map and those gens there better known as scummy, scummy, proxy camping. So playing fairly and without range add ons in a good portion of the maps means nurse is very likely to lose even if chases last 15 seconds from start to finish.
Some maps are straight up unfavorable for nurse such as treatment theatre where not only its extremely easy to break line of sight, you literally cant blink through a good portion of the map and those parts eat your blinks. This isnt a treatment theatre only thing either, a good many maps for some reason have those kind of unblinkable zones.
Also if you are playing nurse and are decent at it, after winning for a while you start getting survivors that know how to play against her. This isnt a sure thing because SBMM doesnt really work and you also get average survivors and potatoes but the average survivor you get for sure gets better.
Yeah no, if you're good at nurse none of the things listed are a problem, and Lery's isn't that bad of a map at all considering the layout is fixed and rooms are wide. I would expect someone with that amount of hours to actually know what they're doing
Also "without range add-ons and without playing fairly" like "without the most busted add-ons she has she has to traverse some maps at the same pace as all other killers" like ??? what are you on about
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@TheWheelOfCheese said:
https://forum.deadbydaylight.com/en/discussion/comment/3146340#Comment_3146340
Can't lose? Dude, I'm a nurse main with over 1k hours and I lose all the time. Just because you lose to nurse all the time doesn't mean others can't outplay her.
I'm sorry but what
Like ????
I don't even know what to say, like, you're either lying about 'losing all the time' or about having 'over 1000 hours on nurse' otherwise I don't see how you losing consistently on her is even remotely possible
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Luckily this almost 2 hours tier list video where everything is exactly the same as before + 1 killer is only the PTB video
Can't wait for the final 5 hours version post patch release with all the official changes from the PTB
And hopefully he'll make also an 18 hour video ranking all the new add-ons (and all the old ones) (can't miss that!) (really, don't miss it)
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@Coffeecrashing said:
https://forum.deadbydaylight.com/en/discussion/comment/3142317#Comment_3142317
One of the devs had a Twitch stream, where he said he didn't intend to add hug tech into the game, and people flooded the forums with "a game dev said this was an exploit". I'm not sure if anyone noticed, but none of the game devs stream their games on Twitch anymore.
Are you willingly omitting that Mandy confirmed it being a bug here in the forums? She also said that it will get eventually get fixed, meaning that it is known by the devs as a "known bug".
@RatbasterdJr said:
https://forum.deadbydaylight.com/en/discussion/comment/3142401#Comment_3142401
I mean considering how the hug tech works.. no.. that’s not a bug. It’s literally part of his mechanics born through how blight works.
You completely ignored the second half of my comment, as I figured you would. 🥱
Confirmed a bug by BHVR themselves but if you know better go on queen 👑
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Remove her range add-ons and make her post blink attack special. Slightly nerf recharge add-ons and here you go, nurse would be fine
Bad nurses will just stack slowdowns but that's with all killers. At least they won't have range add-ons to crutch on any longer. She's been an easy mode 4K for long enough
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3127075#Comment_3127075
Kinship, which is not DLC perk, can also be used to punish camping. It's just that nobody uses it because they'd rather the devs make camping completely unviable somehow.
Other than the fact that kinship, also, is a bandaid solution, there's also to point out that it's basically useless in soloqueue, as there's no way whatsoever to tell your teammates that you have it. It's only good in swfs, and still niche, because it requires that specific person that has it to be on the hook and camped
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@Spirit_IsTheBest said:
https://us.v-cdn.net/6030815/uploads/TT1VUL38AIMA/image.png
She would look awesome in them, and I would enjoy looking even more badass when I play as her.
This reminds me so much of that girl from that famous vine
https://youtu.be/sIUG8XVVAgs -
I'm always video recording my games because of shadowplay in background. However, I decided not to upload nor report cheaters anymore. It is not my duty to waste so much time in the process just because BHVR fails to provide us with a decent reporting tool, capable also of tracking what was actually going on in the match. If they don't want to put the effort into developing such tool, why would I waste my time for them?
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@DBD78 said:
Are they really going for 50-50 situation? Killers should be strong. Also SWF are stronger than killer, and solo q is worst of the lot so the game is really only unfair to solo survivors.
Why should the killer be stronger? What would be the point of playing survivor if you know there's almost no chance of winning?
I'm not a punching bag, I want to play both sides with an equal chance of winning.
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@danielmaster87 said:
I don't know how you process that new "Kinship in a bottle" type perk and still say that camping isn't being addressed.
Because it's a band aid solution? That literally said in the last miss chapter they are reworking survivor's meta perks because they want to address problematic tactics (camping, tunneling) without people feeling forced to run certain builds.
Guess what? They are releasing a perk that in its current state will definitely become meta because it bandaids a problematic tactic.
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3125295#Comment_3125295
I wasn't being sarcastic but ok
Yeah my message was to be read as "I would've written the same thing, just with the /s"
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@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:
- 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;
- 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;
- 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;
- the second blink is assumed to last 1 second and to cover the full distance of 12 meters;
- 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:
- 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
- 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.
- 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.
- 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.
- no addons: 12 + (11.7 - 2) × 4 = 50.8 m. Distance difference: 1.357 m.
- dark cincture: 12 + (10.9 - 2) × 4 = 47.6 m. Distance difference: 1.477 m.
- fragile wheeze: 12 + (10.5 - 2) × 4 = 46 m. Distance difference: 1.537 m.
- 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.
- 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.
- 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.
- 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.
- 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
- 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.
- 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
- 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:
- Heavy panting: 12 + (12.1 - 2) × 4 = 52.4 m. Distance difference: 4.913 m.
- KLB: 12 + (12.3 - 2) × 4 = 53.2 m. Difference: 6.691 m.
- Both addons: 12 + (12.7 - 2) × 4 = 54.8 m. Difference: 10.247 m.
- HP + DC: 12 + (11.3 - 2) × 4 = 49.2 m. Difference: 5.033 m.
- HP + FW: 12 + (10.9 - 2) × 4 = 47.6 m. Difference: 5.093 m.
- KLB + DC: 12 + (11.5 - 2) × 4 = 50 m. Difference: 6.811 m.
- 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
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@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
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/3124492#Comment_3124492
Correct, it wasn't in the patch notes, that was an oversight. I have now added it into the Patch Notes for the 6.2.0 PTB, it's under content.
https://us.v-cdn.net/6030815/uploads/GNMZ59XA1P0A/vepqk5i-5b1-5d.png
For reference, this is what has changed.
I'm honestly speechless
@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/3125173#Comment_3125173
Thank you for the clarification Mandy, It's nice to know community feedback surrounding the addons have been listened to!
I'll add the /s for you
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The add-ons are still there, so no. Also, her post blink attack still isn't special, so no, again.
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Those add-ons should not exist to begin with
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@foxsansbox said:
I'll go first. If I'm using the dreaded Starstruck+Agi combo and a survivor comes up to me to sandbag and get out of the game early, when I pick them up I don't put them on hook:
I use them as a exposure proximity bomb to hunt down the rest of the survivors.
They tend to grow a pair and start struggling/play the game again.
Yeah, we get it, you play nurse
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Remember that her phasing sound has a delay compared to when she actually starts phasing so at short loops you kind of need to predict her
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@Aurelle said:
https://forum.deadbydaylight.com/en/discussion/comment/3122326#Comment_3122326
I mean, not really. Usually when I go against Pigs they're good, but they don't tunnel. The Pig that I recently went against had many opportunities to grab survivors off of gens and pressure gens, but she chose to tunnel me all game. Plus I had an active trap on, so she was kind of being counter productive with her power. It just doesn't make any sense to me.
You're really just describing every other pig player out there
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@sonata93 said:
Tbf, the new patch is still relatively 'new' considering it only launched a few weeks ago. I'd imagine they're giving it more time for the initial drama to subside before making any official statement or changing anything.
The overwhelming feedback is that DS stun duration needs reverting, and killers stacking multiple gen slow-down/regression perks have made games taxing and, at times, very drawn out and boring. They'll never revert DH/NOED/Ruin nerfs though - they were the three most problematic perks in the game and, by all accounts, these nerfs were very much needed.
This feedback was there since the PTB so it's more than 'few weeks'. They ignored it
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@Thusly_Boned said:
I love Spirit (I have more hours with her than any other killer), but she really took a hit for me with the directional phasing sound. I am hard of hearing (I can only hear out of one ear, so not much directional sound, if any) so I couldn't ever really use her in the typical fashion, and played more of a prediction than tracking game. Now that survs can hear me coming, that method is a lot less reliable. As a result, she has fallen behind several other killers in terms of usage for me.
And she is objectively add on dependent, for sure. Spirit with no add ons actually doesn't have great mobility. You pretty much need a speed or power duration add on to tab into the mobility potential.
From the survivor side, she just doesn't feel nearly as fearsome as she used to.
https://forum.deadbydaylight.com/en/discussion/comment/3120427#Comment_3120427
Potential is the operative word here. With the M/D Ring and Yakuyoke Amulet, her mobility is insane. I used to love flying across the map and yanking unsuspecting survs off gens. You'd hook someone on one side of the map, see someone on the other with BBQ, and boom, you were on them. No one expects that speed. It was one of my great joys (though as a surv it just had to feel dirty).
With the Sports Cap and Kaiun Talisman, her mobility is very good, but without some combination of the four, her mobility is pretty meh. I guess I feel like the gap between her basekit and her fully specced out build is bigger than with Blight/Nurse.
Something that I really hate and I don't know if it's a bug or intended, is that unphasing consumes a bunch of the phasing gouge
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Addonless spirit is now pretty weak and requires extreme precision + the presence of no pallets at all, but her chase potential is still on par to blight's and nurse's
Just by using her two best yellow add-ons (pouch and cap) she's definitely s tier
Reminder that just cause you lose a match against better survivors than you are as killer, it doesn't automatically declass the killer or reduce it's actual potential

