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Nurse issues post mid-chapter patch
Platform: PC (Steam)
Overall Nurse feels very clean considering how much work was done to her. I ran into a few issues during my first game and figured I'd share.
- Intermittent issue during her chain blink window where there is a slight delay in charging her second blink. It seems to occur more around obstacles in the environment or map tiles, as if the blinker is getting stuck and the blink won't begin charging until the blinker has momentum. The delay is only occurring for the first 0.3 seconds or so of the chain blink window. Only map I've been able to verify this on is Pale Rose
- Intermittent delay in the ability to lunge attack after performing a chain blink. I only encountered this after a chain blink, not after an initial blink. Map- Pale Rose, happened in open space in between big boat and docks
- I was unable to blink out of the killer shack basement of Pale Rose in any direction.
- I encountered an instance where I clipped through the floor of the small boat on Pale Rose and got stuck during a chain blink window. Approximate landing spot was the narrow space at the front of the boat between the generator and the bow/front. I was able to blink out of it but couldn't walk out of it.
Comments
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Have also noticed these bugs.
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The swing-cancel is still very much present (i.e. she can't swing/attack/lunge when coming out of a blink). You have you keep pressing the attack button to hope for something to happen, but then you've lost the opportunity for lunge had it happened straightaway.
Also, I played ~6 matches last night and in every one there was issues with blinking through objects (or lack thereof). So whatever was fixed was either extremely localised (maybe a particular hill, on a particular map, when spawned in a particular place in a particular orientation???) or didn't work (completely) as intended.
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confirming the m1 bug, somethimes you still cannot m1 straight away after a blink. Didn't really notice whether it was the first or the second/subsequent blink
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she cannot teleport forward from the left side of the killer shack on blood lodge as well
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Can confirm the bug list from above, as a nurse main; since yesterday played a lot of matches. Overall she feels smoother tho'. There is a bug with chain-blink which sometimes reduces you the maximum chain-blink distance aswell.
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Nurse with a little cooldown between the first and second blink (Chain Blink Window). It changes the muscle memory a lot!! Also, the second blink distance seems to be decreased by 2 meters after the mid-chapter 5.5.0 update. please BHVR fix it. Don't change mechanics and muscle memory. She has a delay for activating the second blink, thus the range of the second blink decreased because of the delay
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Not only a slight delay on a second blink, right after the first one, but the hand animation seems bugged too.
After the first blink, when you just started to charge the second one, the hand is already closed. It sometimes confusing me when I'm not trusting the sound of a blink because of delay...
Playing nurse like that would probably mess up muscle memory, so no nurses till the fix...
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Nurse most definitely had a change to whether or not blinking through an object works or not. Before this patch, I could walk forward until Nurse is touching a window vault, and make a very small blink, and I would consistently make it to the other side of the window vault. Now I can’t do this at all. In fact, in order to blink through a window vault, I have to overblink to the point where Nurse lands beyond the window vault, with a gap large enough that I could float back a few steps to get back to the window vault. This makes short blinking through walls feel awful.
This also makes Nurse feel awful when she’s chasing a survivor with blinks, because the survivor’s effective collision hitbox is noticeably larger than it should be, so if she’s directly facing them and overblinks a bit, she ends up getting pushed backwards for a distance that’s bigger than the survivor’s actual collision hitbox.
TDLR: before this patch, if Nurse tried to blink through an object, and had mostly cleared the object, it would work. Now she has to overblink through objects to a point that’s well beyond that object’s actual collision hitbox.
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cow tree i couldnt blink through the stone walls nor the tree it was a nightmare because of this trying to get this survivor i also noticed these current issues the recharge on her blink is absurd with issues like this your just wasting more time. idk if its just me her blinks at times even with the power it was unresponsive having to press it a few times. annoying
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I feel exactly the same. The max distance of the second blink is about 2/3 meters shorter than before because there is a "gap" in the chain blink window where you can't start charging the second blink.
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I'm surprised at these things you mentioned because they sound like bugs that existed in her old code. The delayed blink was due to latency in old code but if it's happening around obstacles then that might be relevant. The delay in her lunge sounds similar to her old M1 bug, where you used your input too soon so it doesn't register. They all sound very server side related to me but I have no input outside of that
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The new M1 bug definitely feels like a copy/paste of the old M1 bug
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the second chain blink is a bit messed up now its like when you try to do a quick blink with the 2nd blink you literally just blink in place and its annoying af. might be because theres a delay or the range has been decreased idk.
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Glad you mentioned this. I definitely felt this when playing, but I hadn't played her for a month or so so just assumed I was rusty and misremembering. It was definitely a struggle to go through walls at short distances, moreso than before.
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She always had issues with collisions but yea I played her after the ptb went live and small blinks just get eaten up by even small objects that would have let me barely tap and blink through. I was having a lot of issues with overblinking so maybe they changed her a lot in some way
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It seems like the blink interaction with survivor hitboxes changed. The survivor character model is usually blocking the blinks in relation to the objects. Or at least it seems to be
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So, I posted to the community asking why my muscle memory had been struggling on our beloved Sally. Low and behold, we’re all having the same issues with her 2nd blink - or dead blinks I like to call them.
Its been an eye opening yet painful experience trying to loop down a survivor around a small obstacle, trying to tap-blink through, only to be stuck in place.
Think it’s safe to say that we should avoid Lery’s at all costs.
I really thought I sucked with my Nurse, and I still probably do - but i’m glad there’s an excuse for my poor chases and blink plays around tiny rocks.
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For me also got The m1 bug multiple time and sumtimes my second blink doesnt go anywhere
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Sumtime ur blinks gets blocked by survivor coilison if u didnt know
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If nurse is BUGGED then they should remove the survivor coilison blocking the blink tbh
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The bugs related to her chain blink seem to be fixed after the latest update. Object collision and forced overblinking (unless you want to get a dead blink) on skinny walls/objects are still an issue though.
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I thought the huge list of changes to nurse included fixing issues with hills? They completely eat up blinks for 0 reason still. When I fully charge a blink to reach the otherside of a hill I shouldn't blink 1m onto the hill.
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Might make a new thread on this one. Easier to show on video. Example: bus on Autohaven becomes a complete blink deadzone if a survivor is standing inside the bus.
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It seems that they fixed the M1 bug now, chain blink delay & distance and chain blink hand
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Object collision and forced overblinking got fixed. I also tested the survivor's collision hitbox, and that is working correctly.
Post edited by Coffeecrashing on0 -
Yeah, I was aware but its been significantly worse. Even when trying to take down a looper, the tight loops are non-traversable from a short blink (dead blink)
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now she gets stuck in the grab animation
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Stuck grabbing a survivor off a gen in RPD
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