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Can we meet in the middle on this Nuse basekit Nerf?

Instead of having the whole cooldown and blink recharge mechanic, which majorly screws her over when trying to reproach a survivor who's made it into an LOS area, how about we look at the fatigue instead? It's what slows down her snowball, but I have a few ideas that might actually be better than never having the security of two blinks.

Added .5 sec fatigue to her first blink and her chained-blinks when not swinging.

Added .25 sec to the fatigue for a whiffed blink attack.

Reduced .5 sec from successful blink hit attack.


All in all she'll either be the same with a one blink hit or she'll be slightly hindered by .5 sec. Not only does she fatigue longer, giving survivors more time to escape, but she'll be looking down giving more of a chance for survivors to get to an LOS area without being seen.

Personally, I don't think her basekit should've been changed. It was the only kit that could face down the top swf teams. But I tried to meet in the middle. Making Nurse not always have her blinks is not a good idea. I've played her since release, I've played tournaments with her for large cash prizes (namely Space Esports 150$ weekly ritual, team won x3 of the 10 they had.) And she does struggle against the best of the best, but she has a chance.

She's the hardest killer to play. She has arguably the highest skill ceiling in the game. Why are we nerfing her basekit?

Comments

  • PickCollins
    PickCollins Member Posts: 495

    Nuance is lost on Survivior mains here. They won't rest until she's 2.5 ms with a 5 meter blink that takes 30 minutes to recharge and even then they'll still say "she ignores basic chase mechanics hurbdur".

    Increasing her fatigue stun would have been a "slight tweak". What we got was a hamfisted nerf.

  • Monika
    Monika Member Posts: 113

    I see what you're getting at but knocking her down a half second for landing one will actually increase her snowball effect and make chases harder to mind game, and on top of that if anything this makes her skill cap a little higher and fixes the three blink nurse and some of her add-ons that made her increasingly simple for people who knew her ever so slightly.

  • Financial_Stability
    Financial_Stability Member Posts: 467

    After factoring in fatigue nerfs it should be as much as it was prenerf. We nerf missed blinks and swings while keeping fatigue on successful ones.

  • UlvenDagoth
    UlvenDagoth Member Posts: 3,535

    Honestly, from all the things I'm seeing of gameplay, she's fine.


    People please look at the big picture here. She was in a Tier of her own. Map Rework balance and lower Tier Killers all had to be balanced around Nurse. It needed to happen. Calm down a tad.

  • Monika
    Monika Member Posts: 113

    True but currently (from what I noticed with the PTB) if you land a hit you don't get to much back into your next teleport (base kit no add-ons) which this is to prevent nurse from snowballing one person without much time. The SB from the hit is very small when you took into account how far she can teleport with 2 consecutive blinks right after.


    Though I'm not quite a nurse main so I don't quite see what you mean to the fullest potential but i think the issue is if you just make it a little longer we run into the problem of its only a certain distance that the nurse can close.

  • justarandy
    justarandy Member Posts: 1,711

    Honestly, I would rather take longer fatigue than this super boring and unfun power bar which also hurts to much. However, I'm still standing my position that her basekit shouldn't be touched at all. They need to revert it back and only change her addons.