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  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921493#Comment_2921493

    Tournament level nurses average 2k (and that’s with slow downs.) you simply don’t know the game if you think otherwise

    I specifically said in public games. Again, if one needs stacked slowdowns to feel like they have a chance of winning, then they just gotta get good at nurse

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921487#Comment_2921487

    Spoken like someone with 0 awareness of how the game is played.

    I guess you're just feeling attacked, it's ok, eventually you'll learn to play her without slowdowns

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921477#Comment_2921477

    Definitely not. Survivor perks are often far more impactful. Most of the good killer perks have to be earned (pop, bbq) or can be destroyed/ timed out. If both sides are competent and not running perks/addons, survivors will win. Base game mechanics are in the survivors’ favor.

    Definitely yes. If someone feels the need to run multiple slowdown perks on the strongest killer in the game to win public matches then I'll just quote you and they "aren’t good at the game and shouldn’t be complaining"

  • @woundcowboy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921004#Comment_2921004

    If you have to have those perks to have chance, you aren’t good at the game and shouldn’t be complaining.

    Same can be said about nurses that run 2/3/4 slowdowns 🥴

  • I honestly have no idea (I can't recall any game where I was against a trapper with DH). I know chainsaws trigger it, and plagues puke was supposedly the only power that didn't show the hex icon after damaging someone. I'd actually be curious to test it now, but in theory yes it triggers it too: if you step on a trap, everyone will become exposed with the cursed icon too

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921332#Comment_2921332

    At 3 tokens, if the attack does not insta down the survivor, DH will not alert. Only when you start the mori does the notification goes out.

    Not at all

    Hex: Devour Hope is a Teachable Perk unique to The Hag .It can be unlocked for all other Characters from Level 40 onwards: Rework: replaced the Repair Speed penalty at 1 Token on Tier III with a 5 % Haste Status Effect at 2 Tokens. Quality of Life: all Token effects now apply across all Tiers. Buff: changed the Haste Status Effect percentage to a variable 3/4/5 %. Unlike Hex: No One Escapes Death , Hex: Devour Hope will be revealed to the Survivors upon damaging a Survivor in any way, including

    "Unlike Hex: No One Escapes Death , Hex: Devour Hope will be revealed to the Survivors upon damaging a Survivor in any way, including Special Attacks."

  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/2921296#Comment_2921296

    You people keep bringing up special attacks not realizing that Devour Hope doesn't proc on special attacks.

    It does. The only special attack that ignores devour hope is Plague's puke (and does it still ignore it? I'm not even sure). You're confusing yourself with noed

  • Your honor, I plead guilty of the crime of being horny.

    You may proceed to bonk my head (or my ass 🥴)

  • It's fine. Boring as hell if you ask me (I almost never do it myself) but perfectly fine

  • @ActualCasual said:

    So here's a fair suggestion to change nurse that you will surely gladly agree with:

    Her blink attacks are now special attacks. Upon coming out of a blink she has absolutely no aura reading.

    Range and recharge addons are gone, as well as the rest of her addons because they largely useless and detrimental. We can come up with something to replace them later anyways.

    ...but she gets her old power back. 2 blinks, no recharge, at all times out of fatigue.

    So basically you're suggesting that they remove every possibility of variety in her builds (no auras, post blink is special attack so no effetcs of some perks) leaving almost only gen regression/stalling as an option of usable perks when THE problem is nurse with stacked gen regression perks?

  • @GoshJosh said:

    The worst DLC to make its way into DbD.

    Id say twins but they’re not far off from each other’s. Casually they were one after the other too

  • I would've agreed to the post until i read the last part.

    Running certain perks on survivor affects the gameplay a lot more than running certain perks as killer.

    I find myself saying "oh, I'm getting tunneled" far more frequently than "oh, I'm getting genrushed/can't keep up with gen speeds" all while not running full meta builds. The point I'm trying to make is, wanting to play chill as survivor still makes me want to actually play the game for longer than 2 minutes. Meanwhile I can play however I like as killer and games will last definitely longer than that.

  • @Sluzzy said:

    No. She has already been heavily nerfed several times. All nerfing does is make the game "unfun" as we have already seen from the survivor side. She is already penalized twice for using her power - most killers have hardly any downside at all.

    There is way more Blights and Huntresses slaughtering everyone on the map. I see 9 of these other killers compared to one decent nurse.

    If Nurse is still too strong it means survivors are simply too weak. 4 slowdown perks on a high mobility killer is too oppressive.

    Nerf the killer meta and Nurse will feel better to verse.

    In case people have forgotten, she used to be a normal speed killer with 3 default blinks. No cooldowns except for fatigue and with addons she could have 5 or more blinks. Survivors have simply been nerfed so much. Ruin didn't even exist when she was released. The killer meta is too strong.

    As usual, perfectly on point. The problem isn't the killer (except a few add-ons), its the meta

  • @Aurelle said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906178#Comment_2906178

    They're supposed to be strong by design, same with Boons and Hex perks. The downside is the RNG that comes with it. Boons are strong perks, but their downside is that they can be snuffed. Hex totem perks are very strong, but they're downside is that they can get cleansed. So... Yeah. 🤷‍♀️

    Except that unlike boons and hexes, the hooks are there from the beginning of the match and have no requirements. They cannot be removed from the game unless by sacrificing someone on them (which already outs the killer in a situation of pure advantage, so the tradeoff is good anyway). The rng of their spawns is not an excuse for making too strong. And in fact, they're not, they're all ok in their own way but nowhere op or strong.

    Also, boons are so supposed to be strong that the only good one was circle of healing, and it's now nerfed going to be nerfed to an "is it still viable?" state. Same for hexes, there are some good ones, but don't pretend like they're all strong. Lullaby? TotH? Retribution? They have their niche uses but that's it. And that's because none of these perks are SUPPOSED to be strong.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906443#Comment_2906443

    So putting one survivor (any one survivor, at that) into the dying state is "multiple conditions" to you? Or is it that you don't think jolt is powerful?

    To reiterate, a perk that has multiple conditions to activate (as in, more than one) that isn't powerful (as in, doesn't do much)

    Let's just ignore the cooldown, the basic attack requirement, the 32m range. Why am I even bothering with you people?

  • People mentioned already W keying. The most important aspect of the game (chase) boils down to prerunning, and when the killer is close enough, looping around some semi safe questionable pallets all over again. There are no jungle gyms and the few windows are dull. Literally zero mindgames from either sides.

    Other problems such as terrible hook spawns, hooks that are easily face campable, fixed gate locations and horrible gen spawns were mentioned already too

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906222#Comment_2906222

    Ok, can you provide an example of a perk that has multiple conditions to activate and isn't at all powerful?

    Jolt. Here's your example.

  • @AsherFrost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2906178#Comment_2906178

    The devs, by making them so situational and hard to get. If it was every hook, or even half of them that would be one thing. But it's literally 4 scourged hooks per map, no matter what, with no options to control where they go. As previous perks on both sides have shown, the more situational and RNG based a perk is, the more powerful the effects will be to justify the extra effort. This has been the same design philosophy for the entire life of the game to date.

    Not really, it seems like you're just cherry picking examples to suit your situational idea. But if you look at the numbers, most perks are just situational, yet only a few of them are viable let alone strong

  • @Aurelle said:

    Pop and Pain Resonance are both fine. Scourge Hooks are supposed to be strong.

    Who decided they are "supposed" to be so? You?

  • Oh no it would be such a tragedy if they had to kill switch that map again...

  • Just give her a mid range attack that you can bait to zone survivors or force them into lose lose situations /s

  • The usual crybaby killers of this forum, in this thread be like NOOOOOOO you can't just make DS skillchecks bigger or remove them entirely this will make the game LITERALLY unplayable for us 😭😭😭😭😭

  • @squbax said:

    https://forum.deadbydaylight.com/en/discussion/comment/2902532#Comment_2902532

    I main her and frankly she's not invisible if you got headphones, ifk If me and my friends have supersonic hearing but its easy af to pinpoint where she is exactly with headphones.

    Ah yes, I'm kind of a bat too, and see stuff using the headphones

  • @sulaiman said:

    Title says it all. Why is that? Because it gives you too much information. You might think that is a good thing.

    But in a lot of games, you see one guy in a chase, one on a gen, one hidding behind something (preferable far away from the killer, yet hidding, or coming in and out of lockers) and one guy just running around, doing next to nothing, but sometimes self caring when 2 guys are on the hook and you have let the killer somewhere else.

    When i dc or give up, it is seldom about game circumstances (like the killer camping or tunneling, or bad luck or anything) but about my teammates, when you realize this match is a waste of time. Bond only shows you how often it really is.

    Literally the only reason I removed it from every build

  • Those 14 people who used to play her without stridor kept playing her because she is fundamentally the same killer.

    The rest just refused to actually learn her and moved on to playing blight and nurse. Games play themselves anyway when you just put 3-4 slowdown perks, like they used to with stridor spirit. And buffed DMS is just the cherry on the cake.

    I mean, on nurse/blight you need to actually try not to win when stacking up all those perks. Spirit still requires some effort, even though she's arguably the third strongest killer, with still a strong power

  • @Peanits said:

    I just want to start by saying that none of these are bad ideas. On paper, they all make sense. Actually incorporating them into a matchmaking system is where things start to get tricky.

    For starters, let's look at just perks. Someone has to subjectively pick which perks are meta, we cannot base it solely on how often they're used. A perk like BBQ & Chili is incredibly popular, but I think we can all agree that it's not because slapping it on will carry you to victory. Applying a penalty to it wouldn't make a whole lot of sense. So already, you need to selectively apply penalties to perks and also determine how much of a penalty each one should carry. This is already highly subjective and I strongly doubt that you could ever find a value for each one that everyone considers fair. There are bound to be loads of disagreements over penalties (e.g. This perk has too much of a penalty. It's not even that good. Now I get super tough matches just for using it.)

    This also does not factor in the fact that not all perks are equal. Some perks are stronger when combined with other perks/add-ons. Take Dead Man's Switch, for example. On its own, it's okay. Put in on a Killer like The Artist that can easily force people off of generators and it becomes much stronger. How do you apply a single value to it that doesn't discourage using it on other Killers while also fairly penalizing it on ones that can make full use of it?

    All that aside, these penalties/bonuses are redundant when it comes to how a matchmaking system actually works. By design, using strong things inherently increases your chances of winning. When you win, your rating goes up and you'll end up against tougher opponents. Put simply, the matchmaker does not care how you got there. It doesn't care if you're a perkless legend, it doesn't care if you run meta every match with ultra rare add-ons. What it cares about is your chances of winning, and its' only goal it to pair you with people where your strategy (whatever that may be) works about half of the time. When it stops working more than half the time, you plateau and stop climbing. This doesn't mean that you're a great player because you have the best stuff, it just means that the matchmaker has successfully put you in a place where you're no longer pummeling new players.

    Adding another layer of prediction on top of that would only make this worse, and would only be of benefit in a scenario where you can see your rating (and it actually mattered). Say you're a 1,500 player, but you're running really good stuff so the game treats you as a 1,700 player. If you lose your match, you only get shoved further down into matches with less experienced players who are not prepared to deal with the meta you're running. In a scenario where you can see your rating and it means something, sure, this matters. This stops someone from artificially boosting their rating by running all the best stuff. This is not, however, the case. Your rating means nothing beyond placing you in matches where you've got an equal chance of winning and losing, and it already does that without predictive penalties & bonuses.

    Your second-last paragraph is basically the hockey thing all over again. Thanks for nothing

  • This is actually so cool, the sharex integration and tracking of your own statistics is extremely neat. I will definitely start using it!

  • @Munqaxus I would really like to have a link to that website if possible. It tracks s lot of starts right? If you can't share it here, mind exchanging discord?

  • Doctor. I don't know what I do wrong, but when I see others looping him, if he keeps spamming the shock they just keep running around the loop (without trying to dodge the shock) and he never catches up. When I do that he shocks once and is immediately in range. If I try to dodge, same thing. I don't get it, and I don't face doctor that frequently to be able to get better

  • @GannTM said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900472#Comment_2900472

    What killer player has fun with a build like that on Nurse though?

    You'd be surprised. Last Saturday out of 7 solo queue games, 3 were blights, 2 were nurses. ALL of them had either corrupt/pop, PR/Pop, PR/DMS.

    I can't physically understand how this is fun for them - having short games with people giving up immediately (me for starters because I honestly can't be bothered). But if they want to play like that, there's nothing we can do about it. When I play nurse though, I really hate using strong stuff and my go-to perk is Surge so I can just avoid kicking gens and get free blood points. Honestly I would hate seeing it removed from my options

    However, I agree with what @Brokenbones said in his comment (I read it after replying to you)

    In general, I'd be ok with the change if they buffed Surge to not count for M1s only. Just don't take it away from me

  • @Brimp said:

    Because... that would completely kill any perk that only works with m1's on her?

    I like to use surge on her and since that only applies through m1 downs that means I would get no value from it forcing me to go back to ruin or pop. Overall killing my perk variety for her. I get that not many nurses have perk variety but it's better to have the few that stay using it than to make them like the rest of the nurses.

    Same reason. Surge is my go to regression perk on her, it's free blood points and saves me the kicking time + it's not as oppressive as other perks while playing her. I'd hate to see it not working anymore.

  • @Zozzy said:

    I always knew nurse was the slowest killer in the game! You really feel it playing basekit nurse on mothers dwelling.

    Yeah, as if mother's dwelling isn't miserable on literally any killer except maybe blight

    @sadakiyo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900373#Comment_2900373

    not to mention those range addons give her some disadvantages as well

    If you're referring to the blink charge time added, that's not a disadvantage, because it maintains constant the ratio charge time : distance traveled. It's arguably an advantage compared to the old 'omegablink' because it doesn't screw up muscle memory

  • @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2900025#Comment_2900025

    Your math is really bad though. Nurse's sustained map traversal speed is actually terrible without any range addons, and your math was so terribly bad that the entire post should be thrown out.

    You're the one who can't understand a basic concept like average speed within a time frame, but ok

  • I don't really pay attention to that to be honest, but since you're rank 1, isn't it always brutal killer, regardless of your performance?

  • @Lemonwolf said:

    That is most likely the most theoretical "please nerf Nurse" thread i have ever seen.

    All these numbers and stuff.......its way too theoretical.

    It doesnt factor in the human equation on both sides.

    People dont play like machines or perfect AI bots.

    But i am sure this thread among others will be at some point the nail in the coffin for Nurse.

    If enough people complain about her BHVR will nerf her.

    I can already see how this might turn out. Best case scenario for Nurse after the nerf?

    Imagine playing her with matchbox and the addon that makes her a 115% M1 killer for 60 seconds.

    This could be the future Nurse with best addons.

    And even then people would still complain. She can teleport through things, so unfair........

    I didn't say I want nurse nerfed. Her basekit is fine imho, and the numbers showed that the recharge add-ons are fine too.

    I argued why I think the range add-ons are unhealthy to the gameplay. Some agreed, others disagreed, but implying that two add-ons should be reworked, doesn't mean I want her basekit nerfed

  • @madradfox said:

    OhTofu's recent video explains quite well how busted her range addon is:

    https://youtu.be/GO__HqIcmk0

    Take a look at what happens at 10:39 if you still have your doubts about the whole range/speed issue.

    I promise I tried watching this video, but he just talks too much, I can't take it 😵‍💫

  • LOL that would be, ironically, so broken

    Every perk giving the broken status effect would have to be looked into when they're arguably all fine as they are, and Plague would be reworked from scratch

  • @Mewishis said:

    The problem is Nurse is addon dependent after the power rework and addon rework and it left most Nurses' addons useless or so niche that there is zero point to using them. Yes, they are very very strong add-ons her best in fact, though only for experienced players as the ranges can mess with people learning Nurse.

    People refuse to admit that is Nurse addon reliant and is one of the worst killers to use addonless, because they still remember how awful the old nurse was to face even addonless, the new Nurse struggles immensely using just the base kit with her slow charging speed and just how strong distance is and can be used against her if she makes a mistake which can and will happen.

    That's why the only addons worth using are the range addons and the recharge addons because recharge makes it more in line with the old base kit nurse and range makes it so if they do manage to evade or are quite far away you can easily make it back the distance to the survivor.

    My question is what do you want to do with this information knowing just how strong her range addons are for her and how beneficial they are, unlike other killers the majority of Nurses' addons are useless so making them worse, would just make her in a similar situation to killers like pyramid head and hillbilly where the rest of their addons are just memey or too niche to consider being worth using in the first place.

    I can agree that it's not the best addons to have in the game, but at the same time if Nurse players do lose their other best addon combo they will be left in a similar situation to say pyramid head, so would you make her other addons actually worthwhile or just take away them is what I'm wondering.

    Disagree on the addon dependant, at least for public matches. I almost always play her addonless, and those rare times I end up facing really good survivors yes, I do get defeated, but I always end up with 4-7 hooks, while running no slowdowns either. Adn that's really map dependant too (badham and yamaoka being the maps I perform the worst in). Most of my games are 2-4ks. But that's still beyond the point. Addons for a killer are fine when they complement their power in a good way. The numbers I posted show that on average, cooldown addons are well rounded, strengthening the power without overdoing it. Range addons seem simply too busted.

    As others have pointed out, it is difficult to find a 'balanced' solution because we're talking about nurse. I just don't think that these addons are healthy in their current state - just the fact that in terms of raw numbers, Heavy Panting is so much better than Fragile Wheeze (same rarity) + Dark Cincture together, is beyond ridiculous imho.

    @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/318710/nurses-range-addons-are-unhealthy-and-broken

    Yes, nurse counters hold-W. Its one of two reasons why she is top-tier. the other reason being that she ignores god pallet and safe loop design. The latter design is bad design to begin. Holding W is by product of bad pallet design and health state design doing more than just extra-hits.

    I did this math long time ago, about 2 years ago when nurse was changed. I think major problem though is factoring in human error. This is realistic data if an AI was coded to play nurse and blink perfectly on top of the survivor every single time. Humans are not AI so there is mistake ratio in blinking for nurse.

    I am not sure how to put this in good words, but recharge add-ons are human nurse add-ons. range add-ons help nurse be more time-efficient in practice but there is a problem with your logic. Your assuming that all maps have an infinity amount of length and width. The maps limited size generally restricts the need for such long distances.

    Nurses generally control a certain amount of space near them. This is to say that being next to a nurse below say 12 meters is near guaranteed hit if the nurse knows where you are/knows where to blink and has enough practice/skill on nurse. Her blink movement speed and charge time are so fast at lower distances that it is nearly impossible for a survivor to exercise any counter-play towards it. At further distances, Nurse is much more fair because it takes longer to charge up blinks and it takes longer to reach destination after blinking meaning that survivor has more prediction time to anticipate the first blink destination, move away from it and this leaves nurse with 2nd chain-blink where she precisely needs to make a read in very low time frame to confirm the hit.

    Depending how accurate you are at predicting first-blink largely dictates how easy it is to counter-play second nurse-blink. Strong nurses are very precise with their first blink as it enables their success to hit 2nd blink.

    The reason why I did the calculations like that is because we introduce far too much uncertainty if we start taking into consideration variables such as breaking line of sight. I wanted to show the baseline of the numbers. My counterargument to what you said is exactly the fact that maps aren't infinite size, which forces them not to run in straight lines forever. This in turn makes any added distance gained even more valuable, so the fact that a strong killer like nurse 'lost' the mindgame, and is able to close the gap immediately with one single blink without wasting any time is simply broken.

    Also, I agree that my maths were basically how an AI would work, but I think you should consider that most of the added time of a human player would be spent walking at normal movement speed (3.85 m/s), and not slowed down. So, unless the nurse literally starts walking in the opposite direction from the survivor (which I deem very unlikely in the situation of a chase, because as a killer you should have an idea of the general direction the survivor ran), the survivor gains distance too slowly for the nurse not to be able to close the gap with a single blink, since she does it diagonally, in a straight line.

    @Coffeecrashing said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898255#Comment_2898255

    I lost interest when you tried to argue that Nurse can sustain 4.46 m/s without addons.

    That's not what I said but you do you. Considering you said you didn't even bother reading, let alone understanding the comparisons I tried to make, I don't think I have any interest in continuing this conversation.

    @Phasmamain said:

    I understand I’m not the most well liked when it comes to discussion involving nurse but can we actually discuss this? All im seeing mainly is “But survivors have broken things too” or “She isn’t played much so that means she’s bad”

    To your point I agree, Balancing add ons for nurse is essentially impossible which is why she has so many niche effect/meme ones. Problem is this has lead to people only using range/recharge because the others are so meaningless. Recharge is fine but range needs to be removed while they buff/change some of her others

    I expected some dumb commments, but only a few people are actually trying to argue in a normal way :( Namely, the two people I'm replying in this same comment. I appreciate them

  • @Pepsidot said:

    Problem I have with the range addons is that they are apparently still bugged in terms of speed (although I don't know for sure) and also seem to let the nurse hit you before they can be seen to land their blink from the survivors perspective.

    And of course they make the best killer in the game much more powerful, which is concerning.

    That's one of my assumptions. If they are working as intended, the maximum blink time is capped at 1.5 seconds (which happens for the 20 meters range), therefore for anything longer than that, the speed will be compensated.

    It's just an assumption based on what's written in Nurses wiki

  • @bjorksnas said:

    I think their fine, you still have to be good at nurse to play her and range addons on a bad nurse sending them flying across the map with a power they can't control is the counter balance, not everyone is a perfect nurse who will use the addons perfectly and the addons create a larger margin for missing and overshooting.

    I don't think this is a valid argument because people not being good with nurse don't change the inherent strength of the add-ons. Same reasoning could be used for anything else busted in the game: "bad players won't make good use of it"

  • @PlaysByShady said:

    https://forum.deadbydaylight.com/en/discussion/318710/nurses-range-addons-are-unhealthy-and-broken

    Err... no

    I didn't read the whole thing because I lost interest at the part where you essentially argued against a hypothetical scenario of perfect movement and play (e.g. optimal movement blink, not breaking LOS, etc).

    This is called a straw-man, when you over-simply a situation to the point that it's easy to dismiss. You can look at the numbers and addons for strength, etc, but not at the expense of ignoring all other factors of being able to actually put them into practice.

    Not at all, because that scenario is used to compare different numbers within the same situation, showing a similarity between basekit and recharge add-ons (while still gaining a slight advantage with the add-ons, which is exactly the point of using them), while range add-ons just have the numbers skyrocket

  • @dreamsy10 said:

    As i said, first let's fix the actual annoying and "OP" things in this game which are obv, swf and dead hard. Let me ask all of you this question.

    How many times per day you see nurse? And then how many times -per match- you see dead hards or how many times you go against a sweat squad? Eh.

    And yes i'm not here to defend her addons, as I don't care but there are other bigger problems in this game than her addons. Let's not forget that many killer's stopped playing this game since mmr.

    This was not a thread suggesting reworks, since I didn't propose any change to those add-ons. I didn't say fix anything.

    I exposed my conclusions based on raw data. And I wanted to establish a discussion in case people had valid counterpoints to my conclusions.

    This is not a thread for feedback and suggestions, this is a thread for general discussions.

    Now, do you have counterpoints to what I posted?

  • @[Deleted User] said:

    I'm a fairly heavy Nurse player. Pretty much main her. Around 20k blink attacks landed.

    And I agree. Range add ons are complete overkill on a good Nurse.

    Nurse counterplay revolves around two principles: distance+LOS. I can tell almost nobody knows how to play against Nurse because very few posters ever mention the distance part of the equation, and very few survivors I encounter manage the distance properly.

    It is absolutely imperative to force a Nurse to consistently hit accurate longer range 2nd blinks. LOS alone won't get you very far if I don't have to be particularly accurate and can blink a short distance, meaning the survivor doesn't have time to force inaccuracies.

    Range add ons trivialize the distance counterplay because I can simply eat up the space. It doesn't matter how long it takes me to charge the blink if I'm good at the character. I'm not going to be so far off on my first blink that I can't recover at 4k hrs and 20k blink hits.

    To be honest, I don't use range add ons. I have almost 1000 of each saved up. They're broken IMO. When we talk about balancing DbD around high level play, it goes for killer too.

    Thank you, you're actually one of the people I was hoping would read the thread too.

    And that was exactly my point. When you 'win' a mind game with nurse, the most important thing is to build distance to force her to be extremely precise. These add-ons neutralize that part of the counterplay.

  • @Murgleïs said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898167#Comment_2898167

    She is so strong that nobody is playing her, and the few that are playing her are bad and not winning games. But hey, let’s nerf her because there is a dude that didn’t touch grass for a month got a 30 winstreak on twitch and because I did some maths.

    @emetSdidnothingwrong said:

    There are a lot of things in this game that are much more unhealthy than anything nurse has, how about we deal with the actual problems and not the one in 10000 nurses you face that kick your ass.

    Again adding nothing to the discussion, just whataboutism and trying to derail the thread. Do you have counterpoints on how these addons are actually balanced?

  • @KrazyKatFTW said:

    Didn't read the wall off text but yeah she could easily live without them

    immagine.png

    Ok :(

  • @Murgleïs said:

    I read everything. Doesn’t change the fact that :

    • she is one of the least played killer
    • with the lowest killrate
    • most survivors don’t know how to counter a nurse

    Yes these are good addons. A lot of killers have good addons. What’s the next theme ? Blight ? The Artist ? AFK Pig ? Pinhead ? Everyday there is a new complaint about a killer in a heavy survivor sided meta. She takes hundreds of hours for the average player to be decent at.

    None of your points counter what I said. My conclusion is that addons on a killer who can by basekit imemdiately close the gap with a survivor, shouldn't be this strong. I didn't talk about other killers, except spirit, who was only an example.

    @Coffeecrashing said:

    Do you honestly think Nurse travels at 4.46 m/s without addons?

    It's an average speed, calculated by dividing the overall distance covered by the time required (also known as normalization). So yes, she can, by blinking twice at max range and holding W during the full process.

  • @SomberNokk said:

    Thats a lot of words.

    Yes. It took me a while to write, mind reading it? :(

    @dictep said:

    https://forum.deadbydaylight.com/en/discussion/comment/2898115#Comment_2898115

    You won’t be in a minute. Hordes of killers are coming to tell you to git gut

    It doesn't bother me tbh. But I'll listen to counterpoints if they give me any, or maybe my calculations are completely wrong.

    To be fair, I could've just taken into account only the first blink only. In that case I'll just use three examples: No addons, double recharge, double range.

    1. No addons: distance = 38.765 m in 9.5s. Avg speed: 4.08 m/s
    2. Double recharge: distance = 31.065 m in 7.5 s. Avg speed: 4.14 m/s
    3. Double range: distance = 51.655 m in 10.5 s. Avg speed: 4.92 m/s

    This still kinda proves my point. I used both blinks in my calculations because a survivor will always be within double blink range, even in the worst case scenario (perks like overcome, sprint burst, boons and other hastes excluded), so it could potentially always go down the next set of blinks.

  • By the way, yes, I was bored today

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