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SirBassington

SirBassington

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SirBassington
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  • Red rank Nurse main here, I still play her since her change, it has done nothing to affect my playstyle. TL;DR in the bottom paragraph; but, Nurse is as easy (imo) as before so here is my not-so-short explanation why:

    When I learned how to play Nurse (~6 or 7 months after her release) I played her without addons as at the time they changed her power too much to be predictable. I learned how to utilize my blink amount and when I should or shouldn't blink. A survivor running in the open = double blink; survivor running to a walled off area with a whole bunch of lockers/hidden views = single blink/fatigue and listen for auditory cues on where they are moving to or from. Back then I never blinked right after a fatigue because the more I blink the more I fatigue (i.e. less sight on survivors [not good]). I used my blinks in variable amounts of time (close to than what we have now) to get to the survivors, play variable mindgames, and have fun, all while not 'try-harding' too much.

    How does that work with the 'new' Nurse change? Absolutely nothing changed, it enforced my wait a certain period before blinking so I can maximize my visual perception while in a chase, when I need to blink I am left with a view of the ground and audio for my main perception.

    Nurse is only as good as you make her and that can be dependent on certain maps or against certain groups (aka SWF groups - tbh I love these groups, they normally are really fun and others are easy to get a 3k/4k but I'm not here to gloat - I usually let most groups go as I can pip easily without many sacrifices at red ranks). But if you have problems with Nurse you either took advantage of then more than 2 blink Nurse addons or blinked as soon as your fatigue was over - obviously neither was fun to play against since that made Nurse easy to catch up to people and break most chances of escaping. As a Nurse main who never did such things I frowned on those kind of Nurse players as it was an obvious game design flaw in her - which has been removed for obvious reasons.

    If you want a good build to help you learn her run the following: BBQ and Chili, Thanataphobia, Agitation, and Bloodwarden. That's it. Why? I'll tell ya! BBQ will let you hone in on where survivors are if not in range of the hook, this does not mean you need to go after them, but its nice to know who/how many is/are close or not to a hooked survivor. Thanataphobia slows down the game just a little bit for you to keep the game in your favor. Agitation will speed up your carry speed to faster than your normal movement speed by just a bit, this allows you to hook someone faster and give you more time to get back to learning her ability and playstyle that works for you. And finally Bloodwarden, a lot of people will sit at gates once open against a Nurse because they think they can wait on you to be near and then escape - you are the slowest killer afterall. If you have downed someone most teams will still wait inside or near the gate which gives you ample opportunity to down more survivors - and this will teach you how to play the EGC with her should the survivors get cocky).

    TL;DR: Nurse is good if you know how to maneuver around the map with and without using blinks. Not all hits have to be right after a blink. Not all chases end or start with a blink. Have patience and take the time to use her, she is amazing when you get to know her (and you can run them around once you know how to play her!). It's still fun to play her vanilla (no addons, perks, offerings) and just go about happily. My recommendation to play Nurse: 10/10! These Nurse threads should stop as it just takes some time to learn a killer who is rated as "Hard" in the game and not let a few matches ruin it for them; I sometimes have bad matches but that's happens on both sides no matter who you play or run, its just a time of the day/night thing and who else you are playing with really.

  • Red rank Nurse main here to insert my input. And before I start, remember we are talking about a killer who is rated as Hard for a reason so points can be valid from any perspective within reason. TL;DR in very last paragraph for the lazy killer.

    I play Nurse heavily with no addons ever (before and after the changes), sometimes I run pure vanilla (no perks also) because I can and why not. I have been playing her since about 3 months after she came out (18 August 2016) as at the time I was a wraith main looking to switch for a challenge; ah the days of when there was 5 survivors and 4 killers, feels like yesterday that was a thing lol. I wasn't always good with Nurse, I started with the old addons of the metal spoon and wooden horse and stopped using them when I felt comfortable with her base power.

    I taught myself that the Nurse should be played with patience, she should not be played on impulses or erratic behavior. I strictly kept my blinks to a formal pattern of waiting before blinking again as it doesn't make sense to keep going into a fatigue state and continuously wonder if I am trailing the survivors right as scratch marks can be dastardly on some maps.

    As someone who plays 50/50 of both sides, it was really nice not having matches that were less than 7 minutes because queues can take a while, hence why I throttled my blinks to a minimal until I needed them. This Nurse change of a timer adds a feature/restriction that I have always used on my own and that managed to get me to where I play now in the1-6 rank range until rank reset annoys me again or I just stay lazy in ranks I clearly don't belong in haha.

    Her addon change was done beautifully, before they changed I never actively used them because they changed Nurse's blink power too much which affected muscle memory when you want to learn and remember how to play her with or without said addon. Now the addons are much more natural that they don't overly contort her power while keeping them within a reasonable range of stability.

    Overall the changes to Nurse from me are greatly welcomed as I have nothing but favorable opinions towards. No more excessive blink nurses with no cooldown besides fatigue, no more "I can't get out of her reach/sight" scenarios all the time. The Nurse didn't really change, all that really changed was the addition of a short timer (which starts during fatigue) and improved/reworked addons. She didn't change, she still plays the same, you just can't spam blinks all over the map now and I love that from both perspectives.

    And sure while people can argue she still is overpowered in a way, lets remember she is the slowest killer by max base speed (with and without addons), cannot instadown survivors with her ability, ensnare them in contraptions to draw out the time of a match, stalk to an gain upper advantages, mind game by standing still, make them sick so even Iron Will is useless, etc etc. The Nurse only gets the ability to phase from point A to point B regardless of solid objects except those blasted outer walls or outskirts of exit gates. And yeah, you can get stuck on objects and even go to the wrong elevation on some maps and areas depending on how the blink goes through sometimes but that's okay, it's bound to happen eventually. Nurse is a killer where survivors can always watch as you make a move and adjust accordingly and further trick you into perceiving the wrong direction they plan to move. When played wisely, or dumb luck occurs, the Nurse is a lethal killer.

    TL;DR If the Nurse is 'harder' now, then either: (A) you have been abusing her previous old mechanics (which just have a cooldown timer now). (B) you have been working off of impulses for pursuits, all because waiting is too much to handle. or (C) you cannot fathom why she is preferred when other killers have various clear advantages in other areas.

  • I will hit all of the 8 original points; but, only from my perspectives playing as a base (no perks or addons) Nurse main when playing killer and then Jake as survivor (mostly solo, sometimes grouped), some of these seem they would NOT provide an equal chance for survivors against killers. I usually get stuck with groups of 3-4 as killer in any rank so I am used to groups but here is my take on these 8:

    1- This would be lovely, would save time on swf setup.

    2-Would be nice; but, would bring the possibility of lobby dodging or such.

    3-"Perk Loss per player" as follow:

    -From the killer stance: If I know the survivors are a group (or I assume so) I obviously will use perks to try and counteract the survivors, via all 4 slots. If a group does exist and happened to have perks restricted to a count less than max of 4, going from 16 among 4 survivors to a minimum of 4, you are tilting the game in your favor exponentially per player.

    -From the solo survivor stance: If I go into a match and my teammates were a group, I am the only one with 4 perks, while collectively the others would have 1-2 each, this would tilt their usefulness to absolute nothing as compared to I (the solo survivor). My teammates would be hindered in the sense that a much needed perk or two for their comfort would be missing.

    -From the group survivor stance: If I am in a group, and I know my allowed perks is going to fall to 1-2 based on how many members my group has, this is an inconsiderate hassle on me. Why would we want to play a game where our perks are lowered in number allowed while the killer is probably playing a character that has the ability to one-shot us and have addons and perks tied to those functions respectively? It wouldn't be fair to limit us because we enjoy the game together. To go a bit more, often not all of us in groups are 'toxic', let alone those who aren't 'try-hards' and won't put up a big deal of effort mid-match. If the survivor(s) is/are annoying you, it might be time to stop blaming each group and move to a new strategy.

    4-I like the game and its original idea of "not knowing what your allies are thinking", a walkie talkie just ruins this idea. I do not support the thought of us solos getting buffs if playing alongside a swf group

    and for killer getting bonus perks.....why? The game does not need this as again, perks per player will become tilted in favor of the survivor. WIth a killer vs 4-man swf, you are looking at the perk amounts of 6 to 4, 6 to the killer and by point 3, 1 per survivor. This would be highly unbalanced.

    5-I think Left Behind is fine where it is. Not every match will be perfect nor the same, so using it depends on how you utilize it.

    6-Bloodpoint sharing would be impossible as you have to divide it among remaining players evenly. But you also state "Their friends immediately have their match earnings halved", lets remember that not all DCs are by choice. A power outage can be considered a DC, internet shortage (literally any point in between you, your ISP and the new dedicated servers) can be a DC, and many more perhaps, perhaps someone experienced a bug that made the game unplayable unless they left on their own. All of these are examples of DCs you would be actively hurting peoples points for. So negating possible bloodpoints for allies during/after a match is truly unfair to an extreme degree.

    7-Keys are meant to be small because of their usability value to say, a skeleton key is highly valuable and small like the rest, so if you manage to knock it out of their hands mid match, they have to struggle to find it unless they can pinpoint the time and location they lost it.

    As for modeling/animation goes, I would suggest you try to take some friends into a lobby in kill your friends so you can try and see what characters look like with or without a key from the killer perspective. Asking to change each character to a 'slightly new' posture for any part of the body would require some time that most of us would find unnecessary.

    8-On PC we got a mouse and on console we got an analog stick, both can look down. Are we assuming that the killer will never look at the ground when they walk? If so, I question how many times a killer has looked at the sky only to realize the hook was suddenly blocked the evil path of grass that inherits this point! Kidding, in all seriousness the killer needs to be aware of his surroundings and survivors. The survivors shouldn't be forced further away from hooks because the killer isn't willing to engage (be active) in his/her gameplay.


    I hope I explained everything thoroughly, and I wasn't trying to be rude by any means if it seemed so; but, for some of these ideas, they are heavily one-sided and would bring conditions to the game that make zero improvement in overall 'game health' or community perception.

  • I agree just like most here that the ranking system is now weird; but for me the result as a survivor and killer are tilted now.

    Most of today I played with a few friends in SWF (which I rarely do) and we all had trouble getting to the safety pip. We could get 4 gens done if lucky, and get hooked and unhooked several times, with last one of us escaping through the hatch. And yet not a single one of us could get past the new safety pip range. 2 of us sat in the 5-8 rank requirements and the other in the 9-12. 3 survivors, SWF as usual, can barely pip in our experience.

    Now as a solo I did a few matches as well, I stopped shortly after and decided I'm officially a Nurse main now. It feels more difficult because my teams just seem to fall apart or other forces at play that cause me to not reach the safety pip (guess I have to git moar gud now).

    On the other hand I now almost double pip every match as Nurse regardless of kills but they help too.

    In the end: I've been unintentionally depipping all day as survivor which annoys me. As killer, it's business as usual and at this rate I'll be back to rank 1 to farm into oblivion.

  • Oh wow thank you for all your responses!

    I literally was thinking it was only me because as far as I was aware I never heard of similar stories or experiences dealing with it before. I totally can understand the 'not in control' part but I dont mori until 3 people have been hooked usually. So it's not like they aren't getting to play whatsoever, I'll give them a chance unless they are just plain obvious in my sight. Oh well what can you do about people who can't figure out crouching behind a tree can still expose you haha.

    Overall the feedback gives me a good idea I'm certainly not the alone one seeing this 'normal' behavior and can rest assured knowing it's not just me. I'll just have to try some new ideas to get a mori in without 4 DCs everytime a mori is noticed.

    Glad to hear from people of knowledgeable backgrounds and to have learned from you all a bit!