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@Ayamir said:
Just stop arguing with the Nurse mains there's no point they'll keep coping and stay delusional nothing you can do about it.
Don't worry guys we know the reason you main Nurse is beceause it's easy to win with her and there's no real difficulty or challenge winning is fun right ?
If you can't win with her busted add-ons and a full slowdown build it's just a skill issue,there's a reason why Nurse has always been the strongest killer in the game...for 6 years now
They won't touch your OP broken overpowered busted Toy do not worry you're lucky the devs are unaware of how strong Nurse is that's why they buffed her ! Good keep buffing the most oppressive killer in the game and leave the garbage ones in the trash can.
I play her because she's fun. But that's also the reason why I'm objective enough to know that her add-ons are busted and going full meta is stupidly strong - basically a free win.
Which is also why i call for her to be nerfed (not the basekit power, her add-ons and the possibility of stacking meta perks). Maybe forum nurse mains will actually have to learn to play her instead of getting carried by their builds
It's really horrible to go against nurse (and blight tbh) just eh abuse most players play them as if their life is at the stake, quite sad
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019606#Comment_3019606
112.5 - 115.4 which is just a 2.9 sec buff, but hardly effective cause 4 survivors wouldn't do gens injured or infected unless you're in Low MMR SoloQ, i didn't see the 90 sec generator buff earlier.
It got buffed regardless, counting the fact that gen time are getting upped too, so buffing it was arguably unnecessary. And 3 seconds make the difference a lot of times
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3019484#Comment_3019484
Where'd you get 115 sec? You mean 22.6 per survivor? It isn't 115 seconds per person, it's 102.6 per generation. which just increases an incremental amount of 1.6 sec per survivor. how is that a buff?
??
New generator time is 90 seconds. New Thana will give 5.5% action speed slowdown per stack. At 4 stacks it's 22%
Action speed is 1 c/s -0.22 = 0.78
90/0.78 = 115.38 seconds
I really don't understand where you got your numbers from
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@Plsfix369 said:
https://forum.deadbydaylight.com/en/discussion/comment/3016094#Comment_3016094
you're afraid of a 2% buff meanwhile survivor gets a 3rd health state for 80 seconds?
2% buff to generators taking 10seconds longer. From current 100 seconds to complete the gen with 4 Thana stacks, it'll become to 115 seconds. Which is quite massive
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3018960#Comment_3018960
Haha, you know you would lose all credibility by being looped for ever on your nurse when you claim she is OP, easy and doesn’t take any effort.
It’s cute.
Lmfao ok
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3018924#Comment_3018924
You are on every single nurse nerf thread copy pasting your lies about winrates and addon effectiveness. Why don’t you do a 1vs1 with me ? Your basekit nurse against me, any map.
You're on every thread too defending her with some of the weakest arguments I've ever read
I've got nothing to prove to you, the way you defend her when you also shared how you play said enough
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@Murgleïs said:
https://forum.deadbydaylight.com/en/discussion/comment/3015345#Comment_3015345
This is one the biggest lie I have ever read on a nurse rage thread.
https://forum.deadbydaylight.com/en/discussion/comment/3018773#Comment_3018773
Lmao 3s fatigue. Adding more clunkyness to the killer side.
Basekit nurse is trash, if you can’t win against that, you are a horrible survivor. Btw on your koreans servers they are probably cheaters with wallhacks, because it’s extremely easy to avoid and shift W a basekit nurse.
Basekit nurse is perfectly fine, if you think you need strong builds on her you're just bad :)
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The most toxic thing I can imagine a killer do is equip Franklyn's
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@Killing_Time said:
You get better at the game. I recommend playing nurse to see how easy it is.
Ok done. She's not as hard as people make her to be and her add-ons should have been nerfed already, and even more now that survivors will make even less distance she to the reduced sprint time
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You go next
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@MilManson said:
https://forum.deadbydaylight.com/en/discussion/comment/3015424#Comment_3015424
Reading comprehension isn't your thing I take it.
But sarcasm is
You typed "getting good isn't the issue" and i replied with "get good" god why do i even need to explain this
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@MilManson said:
"Time to nerf nurse"
Meanwhile, there's me on Coldwind Cowsheds at high MMR getting trashed with four hooks whilst using the base kit with no addons because there's no blink distance and too long fatigue on-chain blinks forcing me to run the best addons.
Because there's too much distance to cover and generators fly like no tomorrow.
And no it isn't a git gud issue it's a map design issue.
Sure, let's nerf her, not.
Just get good?
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@Carth said:
base heal takes 16 charges.
Normal heal rate is 1 C/S
New self care is 35% or .35 C/S
Assuming nothing else except self care 16/.35 = ~45 seconds
Botany is 50% bonus or .5 C/S
.35 + .5 = .85 C/S or 16/.85 = ~18 seconds
Botany is not additive, it's multiplicative. SC + botany will be 30 seconds to self heal
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@Crowman said:
You aren't describing anything that isn't already the case with Legion and 2% isn't going that much.
Gens are 90 seconds now. 2% isn't much but pair it with that, a gen will take now 115 seconds to repair solo with 4 stacks. It's forever Freddy once again
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/3014413#Comment_3014413
We've tested a whole bunch of durations for them leading up to this, and often times they felt too long to be in the base kit. 5 seconds may not sound like much, but it can be a game changer. As long as you can reach a pallet in that time, it accomplishes the same thing. Alternatively, another Survivor can use this time to get in position and take a hit for you.
Thanks for the nurse/blight buffs, they really needed them right?
Sarcasm aside, I can accept the DS nerf regarding the end game collapse if you didn't need the other aspect of the perk, but actually buff it. The stun reduction is stupid, and the fact that it's still NOT useable for both health states is even dumber.
Everything i read so far other than that seems awesome, if we pretend nurse and blight in their current state and with their current add-ons don't exist. But they do, so i just hope this update doesn't showcase basekit changes applied to killers
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3014004#Comment_3014004
Sorry for the shakiness, my mouse was playing up that whole match
I was wondering how you managed to walk down the basement in time, the add-ons choice was on point for this one!
Also love the profile picture
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I think around 500 spread between main killer (350ish) and survivors
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/3013995#Comment_3013995
It's that and setting up nice sequence hits. Last time I played her I saw a Jeff go into the basement with BBQ, set bird 1 pointing towards the basement, set bird 2 at the top of the basement stairs, go into basement, m1 Jeff who was rudely going through a chest, he runs out, I fire, bird 1 hits just as he gets swarmed by bird 2 and he goes down
I might upload that one I was very pleased with it
Im actually curious if you have a clip lol
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None, first thing should be an actual rebalance of maps where the biggest ones are reduced in size and get them all around the same level. This way even non mobile killers can pressure easily more places without spending 30 minutes traversing, which is probably one of the biggest problems of weaker killers
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@Aneurysm said:
It didn't take too long to get to a reasonable level with blight, especially as the game really liked giving me lerys over and over so you have to be pretty precise for that. Probably rusty af right now though.
Killers harder to learn for me personally:
Nurse - I will forever suck at nurse
Billy - see above also it just doesn't feel worth it to learn properly sadly
Artist - just in terms of crossmap shots, the rest isn't so complicated
Crossmap shots are hard to get but man do they feel good. It's probably the only fun thing I find about playing artist
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3013218#Comment_3013218
This is not the first time you called Nurse easy. And remind who? Is that aimed at me? I don't disagree with nerfing range add-ons, I only ever quoted you when you wrote something silly, like 'Nurse is easy.'
Edit: Changed 'never' to 'don't' so past comments do not get cherry-picked out of context.
Not really at you, I could think about someone specific but I'll just go for generic forum nurse mains. Nurse is easy because her power is about muscle memory, once you've grasped that there's not much left. Everything else comes from generic experience as killer: reading survivors, predicting movement, knowing when it's time to drop a chase and what parts of the map to pressure
No idea what you edited and I couldn't care less about cherry picking past comments, I just throw my hot takes and leave most of the times
Oh, and not the first time I call nurse easy, but the first time I talk about how much I played her
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3013196#Comment_3013196
It's not always about you. You've reminded us every other thread about your nurse prowess. We understand.
This is literally the first time I mention how much I play nurse.
I always just remind people that if they play her in a certain mode, they're playing her easy mode :)
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3013065#Comment_3013065
The ones who say Nurse is easy have played a few games as her, found some success, and never played long enough to start pairing up against survivors that can run her into the ground, forcing them to realize they have more to learn.
That's all. Keep playing her, you'll get there. (I'm at 300 hours or so and I'm still having some piss-poor matches.
Nurse is easy, everyone can have bad games, and you're not even getting close to how much I played her
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I think spirit should be 4.6 and her phase buffed accordingly to +0.2 more as well
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I just hope it won't incentivize basement camping even more
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3012206#Comment_3012206
I believe its better to level a lvl1 character to 50, burn all its event stuff and prestiging it then repeating the process, this way you dont pour points into characters already prestiged.
The already prestiged characters I'm stacking flans on are my main characters, that's why. I wouldn't play much the missing killers anyway, prestiging them is just to unlock their perks automatically in the future on other killers
I usually do that while leveling normally though: burn all cakes/puddings/bps once I reach lvl 50 and start over
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3012023#Comment_3012023
But but but ... I must P3 everyone before the summer :V
During these kinds of events i stack flans or whatever item on my characters already prestiged and don't level at all the others until the event is over, so it doesn't feel like a waste. Then i use all the flans to gain bps and keep leveling
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Yep, these screenshots do actually sum up everything wrong with her: the possibility of stacking so many slowdowns + those busted add-ons
Imagine one calling themselves good at nurse while playing those builds kekw
Also imagine people saying she's hard when those builds basically grant a free win unless one is literally a first timer on her
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Good thing a hatch rework is coming soon..
Wait this is not 2020 anymore
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Preschool map seems kind of horrible too for him since lockers are only inside buildings
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@DyingWish92 said:
https://forum.deadbydaylight.com/en/discussion/comment/3008765#Comment_3008765
Tbf if he is at a higher mmr you HAVE to use at least 1 or 2 gen perks or the games over before you can even do anything remotely productive. I've had games where all my chases are quick, doesn't matter because I used a meme build with no slow down and the gens fly.
There's a difference between relying "also on slowdowns" and "only on slowdowns" as op implied
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@GoshJosh said:
I saw a purple aura for one only one time for some reason? Then had another disappear on me like the crown days (forgot how much I hated that). The others I all found by chance during regular gameplay, but far and few between.
The purple aura is shown to people who bring flan offerings, but the range is kinda small anyway. Around 5 meters I'd guess
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Removing whispers from my build was genuinely harder than removing shadowborn, but for the better. It really helps with hearing survivors breathing and walking sounds, grass etc.
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If in your games you rely only on slowdown, I think you kinda have to work on your own gameplay.
Also we have no idea what changes are coming, and most survivor meta perks are getting reworked too. So I don't know why you're making a huge deal about it, as of now
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Thumbing you up cause I giggled
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@H2H said:
Nurse is underpowered actually. She should be buffed by removing the blink recharge.
Now that's certainly a take
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People waking up now cause Hens (and Otz?) made a video about it? Two friend of mine already sent me the circulating screenshot where they confirm they're working as intended and there's no bug. But one just needs to open the Nurse's fanwiki to see they work as intended. I made a thread more than 2 months ago explaining how range add-ons are stupidly broken
@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 :)
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@HectorBrando said:
Like what? cringy dances?
Yes please. Imagine all the crying that would arise for survivors no longer tea bagging at the exit gates, but performing entire victory dances, or bubba's doing the same while facecamping. I would love to see that
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@TheLastHook said:
https://forum.deadbydaylight.com/en/discussion/comment/3007399#Comment_3007399
If that were true, there would be a system in game for solo queue, too.
They can say all they want because it's blatantly cheating.
The official DBD discord has multiple voice channel literally called "SWF" where you can join to talk with the people you're playing with, just saying
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Oni's power is arguably stronger than nurse's. Oneshot, extreme map mobility, can literally slide through walls and little to no downside. The thing that makes the overall killer worse than nurse is that it requires some build up to gain his power. Oni starting with his power would be insnaely broken, even for an iri addon
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@MikaelaWantsYourBoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3006139#Comment_3006139
I disagree with you. She needs some add-ons nerfs for sure. But all killers should allowed to use all perks.
I'm sorry, but some stuff is absolutely busted on nurse (and blight), and it would be eprfectly fine if they were limited on using that. DMS is the case. Starstruck is already limited on blight, thankfully. I don't see why nurse shouldn't be limited on it too. The fact that she's slower and thus can't usually get M1s doesn't really change much
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@killer998 said:
https://forum.deadbydaylight.com/en/discussion/comment/3005931#Comment_3005931
True talent said on stream a gen with 2 survivors is 40 seconds and 40-%15 is 34 so 34 seconds
Do yourself and your brain a favor and stop listening to what he says
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@WaveyTrey said:
https://forum.deadbydaylight.com/en/discussion/comment/3005832#Comment_3005832
The point of The Killer is to create the experience that you’re up against a specific monster. In the case with the Nurse you experience what’s it’s like to deal with a “real” ghost. Appealing to the fickle multiplayer experience is always second. So no there won’t be any “fairness” against any “real” ghost. 😂
You don’t face nurses every day. On top of that you don’t face really good nurses every day. When you face a Nurse we either escape because the player is laughably bad, or we all die swiftly because the player is insanely good. People just wanna win more against the best ones as to brag.
"People just wanna win more against the best ones as to brag"
Really? Because it really looks like it's the opposite to me. Nurse is not as difficult as people make her to be, and stacking a couple of slowdowns and her strongest add-ons is basically a free win in most matches. It really feels like people play her like this because they want to pretend they're better players than they actually are, you know, to brag.
"uh oh I'm such a good nurse, the MOST DIFFICULT killer btw, and i get so many 4ks. Actual god nurse here"
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Basekit nurse is still perfectly fine, even without dead hard.
What needs tuning is her strongest add-ons. She really doesn't need them to play, especially if survivors get a nerf to their best counter to her.
Same goes for blight's add-ons though, which you seem to have declassed to lower tier than nurse's when in fact they're as much problematic if not even more in some cases (alchemist ring, compound 33).
Sadly I can foresee already we won't see any changes to those add-ons this patch, and actually what annoys me even more is that one of the best slowdowns perk you could add to her kit, DMS, seems to go unchanged. Literally incredible
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I like the idea of community challenges
Let's see how long it takes, I'm curious
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There's always that one guy
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3002500#Comment_3002500
And which killer perk since old ruin has been overpowered? Don't say Scourge Hook: Pain res, because that one isn't OP, its just absolutely necessary in todays meta to just keep up a lil bit with all the gens flying by left and right.
On release undying was stupidly broken too
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@legacycolt said:
https://forum.deadbydaylight.com/en/discussion/comment/2966939#Comment_2966939
Didnt know Didn’t know :D
Hello again
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In dead dawg you need to break 2 walls to make it somewhat bearable, if you're breaking all 5 walls you're doing something wrong (especially cause you create a virtual infinite for survivors). And anyway, you should avoid main building. The map is very small and most pallets are unsafe, it's not that bad and there are easy 3 gens
Midwhich is probably the most killer sided map of the game. Fun to play? No, but not survivor friendly either
Farm maps aren't really bad either tbh, except cowshed, that is just like pre rework Ormond

