Does the devs ever tried Nurse on Lery/corn/yamaoka maps
@Peanits Have the devs ever played on those maps with the new nurse. It's the most unfun experience ever made on a video game. I mean even Ultra-nightmare on Doom (2016) is way more fun than these.
I want to know why the devs decided to add a cooldown instead of.
- Increasing base charge time.
- Increasing Fatigue.
- Reduce range a bit.
- Reducing the movement speed while blinking.
I mean there is many options and you've picked the worst scenario, I know that you want all killer to have a cooldown but nurse one is not really the best you've ever made.
PS: Those don't stop me from 4k but is still unfun and insanely hard.
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Same but he occur on more maps than just sanctum.
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We mentioned this back when we updated the Nurse, but there's a good reason why we didn't go with any of those.
- Charge time: Increasing charge time would mess with the muscle memory that Nurse players have built up over the years. It also doesn't really change much.
- Increasing fatigue: This is something people have made clear that they don't like. The Legion's fatigue was increased to 4 seconds when they were updated. Even though you catch up faster than before given their increased movement speed, the feeling of being in fatigue for 4 seconds was not ideal.
- Reducing range: Similar to the first, it would mess with the muscle memory of the Nurse. It also wouldn't change a whole lot. Either the range is low enough that you have a hard time keeping up with the survivors, or it's not and nothing has changed. Either way, not ideal.
- Reduced movement speed while blinking: This would give the survivors a ton of time to react and avoid your blinks. Right now you might only have a split second to react, and increasing that window could make it almost impossible to actually get a hit.
I promise that it wasn't something that was taken lightly, we considered a whole bunch of options before settling on this. This way you maintain control and keep the same feel for your blinks, but you can't use them back to back if you missed. If you blink and miss, it gives the survivor a chance to break the line of sight. If you blink and hit, nothing has changed. Mistakes are a little more punishing, and the reward for blinking accurately is the same.
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Thanks for the reply though don't you think there were alternatives than 6s cooldown. I mean nurse was the strongest killer and she's now the worst one that simply hurt.
Nurse is powerful even now but a lot of her add-ons need buffs such as undetectable and campbell last breath.
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So going off of #2, is there any chance of Legion's fatigue being shortened? Like you said, eating a 4 second stun for simply using my power, which is non-lethal, isn't really fun.
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I can't make any promises, but I would imagine there would need to be some other mechanic in place if it were reduced. You do need to have some sort of delay after ending your power, otherwise you could hit them with frenzy, catch up really quickly, then instantly cancel it and down them.
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The 6 second cooldown was obviously added to make the Nurse add-on reliant. Only the baddies played Omega or 5-blink. Therefore, reworking the add-ons would have not impacted the good nurses and it would have resulted in a half-nerf of sort.
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Losing 2.9 seconds of a charge isn't a little punishment if you misstime a blink, but okay. You didn't only add a harsh cooldown, but also added a harsh punishment. Why not let her second blink keep cooling down while Nurse still charges her first, and remove it only when blink is activated? Little QOL things to make her power feel smoother.
Still don't know, why wouldn't you let her cancel charging, I thought she's powerful because she can blink through walls and pallets, why not blinking would be a problem.
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I understand that, but still, Legion's 4 second stun feels horrible. The 3 second stun while they a 110% MS killer felt so much better. How about some secondary penalty like:
Adrenaline Rush
Shortens the stun time of Feral Frenzy to 3/2.5 seconds, whatever is more appropriate.
While in Feral Frenzy, the Legion are overloaded with adrenaline. After Feral Frenzy ends, they experience an adrenaline crash, reducing their movement speed to 110% for a certain amount of time. Maybe 15 seconds, or until Frenzy recharged again?
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Hi Peanits, I remember you saying in the past that the main reason for the cooldown was to give a chance to survivors to break line of sight, so why can't the nurse have her base kit for all her blinks and get a cooldown ONLY when she hits a survivor? She would keep her map pressure and this would preserve your primary intention, no?
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And why is that a bad thing? Nurse aside from omegablink/5-blink was fair, and took so much experience and skill. Now no add-on nurse can get looped by just holding W, so I guess pay your 9K BP tax just to play a killer that still takes the same amount of experience and skill.
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No devs don’t play nurse lol
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Play the killer v my swf and let me bully you. So you can see how little the effect is.
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not_Queen mains nurse
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I like how you say "updated" instead of nerfed. As if to lazily hide your survivor bias.
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I never said or implied it was a bad thing, although if you bring that up, I do think it's a bad thing. The grind is already bad as it is, especially for players coming into the game. Killers should be viable without add-ons, just as survivors should be viable without items, just to make a loose comparisons. Add-ons should provide variety, not viability.
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I was asking why the "half-nerf" would be bad, since that's what you seemed to be implying, but it seems I misunderstood your comment so apologies for that.
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I mean omega blink is even stronger now so not really. It's a good thing that they've changed the downside, charge time increase with the new omega is well balanced in my opinion. Against strong team on big maps yes she's add-ons reliant.
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Healthy survivors get a speed boost when hit. Old Nurse could double blink after fatigue. Current Nurse can't even single blink immediately after fatigue is over, unless when using specific add-ons. Survivors can make extra distance when hit now and it can take two cycles to even catch up. Therefore, the reward for blinking accurately is not the same. Current Nurse gets punished when missing and when hitting. Those who play Nurse would know that, as the title of this thread implied.
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I disagree with the statement that reward for blinking accurentely is the same.
If you need 2 blinks to land a hit on a survivor (which you will versus tricky survivors), and they get the sprintboost, and you get the cooldown, you will need to chase them over the entire map to even catch up to them again. How is that a reward? It means that brainless running forward wastes atleast 20-30 seconds of the Nurse's time. Add in pick up + hook, and thats atleast 40 seconds. Another 20 seconds to get back to the place where you scared them off. 60 seconds in total, that an entire generator if survivors can hit great skillchecks (which they can because they were trained by Ruin).
Basically the rework destroyed the Nurse's potential to pressure multiple survivors at once, which was her main strength pre-rework.
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