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How would you Nerf/Balance Nurse?
Me personally and nurse mains might hate me but I say:
1 way to nerf nurse is by making "Spasmodic Breath" basekit. For those who don't know Spasmodic breath makes Nurse 115/4.6 after a successful blink for 60 seconds, that's 1 minute that its a killer you can actually loop freely. I also think that this way they wouldn't have to even rework most of her addons range and recovery can be good for a real reason.
I feel nurse right now does not need her range and recovery addons. How about for her power making her 110 and only giving her 1 blink and a longer cooldown on that blink.
What would you do?
Comments
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I'd simply remove the ability to fake blink.
You click the thing, you blink.
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Nah, making her stay 1 min literally with no power is too harsh.
The two most needed nerfs respectively are: make her blinks special attacks & Remove her faster blinks (Already nerfed next patch).
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I agree with this. Those are her two biggest problems. They are the reason why she’s able to consistently stomp survivors at 5 gens in the right hands. Make these adjustments and she’ll still keep her crown as number 1, but she won’t be destroying players so much.
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Reduce the size of maps that are too big. Increase the size of maps that are too small.
Rework range addons completely.
Change the achievement to be 2 blinks and then a grab instead of 3 blinks.
Rework the 3 blink effect completely.
Problem solved.
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What i think is that you have no idea what you are talking about and it shows. Nurse needs some nerfs but people like you should stay far away from it.
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That's rather rude, don't you think? Yes it is a bad idea, but you don't have to be so condescending about it.
I think they should start with making attacks from the Nurse's 2nd or later blinks into special attacks. It's a simple tweak that would have a huge impact on her being able to use Star Struck and Haunted Grounds so oppressively. It could even make her fun to play against again. "If I can dodge the first blink, maybe I'll have a chance!"
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My solution:
- Blink Attacks = Special Attacks (Yes, she then can't use some fine perks, like Franklin's or Sloppy, but it's for the greater good)
- Get rid of range addons
- Get rid of power gauge
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Its blunt, not rude.
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Give her the Freddy treatment, not because it is good for the game, but because Nurse mains losing the OP toy they've had for years and years is just so appealing.
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The OP asked:
What would you do?
He didn't ask for your opinion on hi suggestion. You ignored his question and told him what you thought in a very crass way.
When you talk about an idea you can be blunt and it's not rude. You didn't talk about his idea at all and just insulted him. That's rude.
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My idea is that people that have no idea whats balanced and whats not should be kept far away from balancing decision <3
Nurse shouldnt have any add ons that makes her power even better directly. Range and recharge need to go entirely, her power is strong enough that she shouldnt have those options in the first place.
2nd blink should be special attack. Nurse doesnt need to heavily rely on crutches like starstruck that take advantage of bad survivor decisions.
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Make her Blinks special attacks and give her an add-on pass, some of her add-ons are horrible while some are too overpowered.
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She can't fake her blinks. Pressing M2 is a commitment to blinking. Now there's 2 things you might be thinking of.
1. Dead Zones
No Nurse player anticipates Dead Zones. Dead Zones are a map flaws that BHVR didn't keep Nurse in mind therefore she just blinks in place.
2. Cancelling the movement of her blink
Sally can cancel the movement of her blinks by blinking down at the ground. Only reason why this exist, is because she can blink to different elevations. Take this away from her and you essentially nerf her movement which she needs since she's the slowest moving character in the game.
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What I would do?
Well, nothing.
Except hope that the survivors who complain about the nurse get better and learn to be better against her.
I'm not talking about you, I'm referring to the many people who come to complain about the nurse, but who never dare to show their level as a survivor against her (one wonders why, well ...)
A nurse can "destroy" players, indeed.
But if they are not organized, if they waste time, and if they don't have a good level against her.
Against a team that is united, that doesn't waste time, and that makes good decisions, even a very good nurse will have a difficult game.
And if not, I see sometimes players suggesting that it is impossible, for the nurse, to be able to make a tp on the spot, by looking towards the ground... one wonders well why...
I imagine the survivor trying to bait a nurse by running into her ... but unluckily, he runs into a competent nurse, and gets screwed at his own game ...
It's a pity, but that's what we call "falling on smarter than you" ...
(but instead of learning from it and trying to improve, it's easier to complain and ask for a mechanical change in the gameplay of the nurse)
Bottom line:
it's not the nurse's fault that a survivor can't play against her,
it is not her fault either if a survivor knows how to play against her, but ends up having as teammates players who do not know how to play against her,
In fact, if you think about it, the problem lies with the game and its ability to make players of competent level play against each other.
And that's where the problem lies.
Because sometimes, some survivors who have not even 1000h of game are really very good against a nurse, when sometimes, others who have more than 3500h of game (it is lived) act in such a way that the nurse can put them down in 10s.
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Well, let's not forget one positive thing: in the next update, which is imminent, the nurse's scope addons will not accelerate her tp anymore! 🤗🙂
This will allow survivors to have less trouble against the nurse, and that's cool 😀😺
(on the other hand, the weepers ... nothing will change, they will always come to beg ... but we are used to it ... 😁)
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Nerf her vase blink range and upgrade her base movement speed. Thats about all she needs
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UwU
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I don't know what I'd do, but it wouldn't be making her blinks special attacks 🤣.
Any real change will just make her bad. Just another run if the mill killer ya know.
If I had to do something though 🤔 I'd just nerf her add-ons and change them. I don't know man.... I tried.
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Honestly looking at this if we make any addon basekit it should be matchbox
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Honestly I'd just give her a complete rework from the ground up. A killer like Nurse shouldn't have existed for the past few years.
How exactly? I'll be honest I'm not sure completely, it would require some brainstorming.
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Blinks special attack is cool plus i wouldn't mind nerfing the distance add ons so they won't stack. A lot of her add ons just feel like memes and aren't worth running. her base power is fine.
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The main changes I’d like for Nurse are
- Let her keep her head up between blinks and compensate by slowing the refresh timer. She spends 1/3 of the match staring at the ground, it’s super annoying. Compare that to Wesker, for instance, who keeps his head up while recovering from Bounds and you can see that one change alone makes Wesker seem more fun to play despite his Bounds obviously being weaker than Blinks. This one facet of Nurse is the main reason I actively never play her, so irritating!
- Treat her Blink lunges as Special Attacks, not Basic Attacks. Again, imagine if Wesker or Demogorgon or Victor could get Exposed hits on their Bounds and Pounces, it would be crazy, and Nurse can do exactly that with an attack that is even more powerful since it goes through objects.
- Have a subtle indicator showing where she will teleport similar to Plaid Flannel (but less intrusive on the screen) as base kit. That would make Nurse a lot friendlier for new players without substantially increasing her effectiveness for Nurse mains. (After all, if Nurse mains thought an indicator would be really useful they’d just run Plaid Flannel.)
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- Remove the blink recharge. She should be able to blink again immediately after fatigue and waiting on tokens to recharge is stupid.
- Give her a basekit instadown by making it so that if you blink through a survivor on your second blink, they become exposed for 2 seconds (long enough to be hit by an immediate attack, but short enough that it wears off if they miss).
I generally believe every killer should have an instadown in their basekit.
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Pretty much same thing others have said - make blink attacks special attacks instead of basic and rework addons.
Also remove blink grabs so that blink 3 times and grab a survivor achievement can be changed to something else. 😂
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Give her 2 modes
Her first mode, she gains charges (1 charges/s) passively and can't blink. Instead, holding down the power button allows her to steal Survivors breath. Doing so will grant her 2 charges/s in addition to the 1 charge she already gains passively.
After having at least 20 charges, she can go into her second mode. Which replaces the ability to steal survivors breath with Blinks, and she no longer gains charges passively. (There would be an audio cue for when she switches, and a small animation. Not as long as Oni's transformation, but something similar) leaving this mode manually causes her to go into a 3 second fatigue). The reason why she needs to gain charges is because 1 charge = 1 meter for her blinks. This means if she has a max of 64 charges, she can do a fully charged blink and a fully charged chain blink, twice.
This would definitely be too much if they just slapped it on there with nothing else so to compensate:
-Shes made into a 4.4m/s (110%) killer
-Blinks recharging as we know it today, is no longer a thing
Of course some of these numbers could be tweaked a little, but this is just to get a general idea
This fixes a number of issues, firstly if a Survivor properly outplays The Nurse, she gets punished for it accordingly. She cant just blink all willy-nilly and has to be conservative with her blinks. Secondly, making her into a 4.4m/s killer still allows her to catch up to Survivors, especially now that she needs to recharge her blinks manually. Lastly, it removes the feeling of clunkiness that recharging Blinks currently gives. Since after shes done her fatigue she can Blink again immediately, at the risk of maybe loosing line of sight on a Survivor and wasting her charges.
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This would make her literally garbage.
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I'm not sure how turning KLB from range to aura reading would make it any less broken tbh ....
Same for anxious grasp. Don't get me wrong, I like the ideas but you gotta think about how broken they could be :')
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How about we do it for Killers like we all are advocating to do for survivors?
Buff the hell out of every other Killer to get them to Nurse's level (or atleast to A tier in the current lists) and then adjust survivors to compensate, which would be the whole solo-swf crap weve been advocating for.
Oh wait, Community biased.
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make her like oni
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Explain
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Literally useless garbage in phase 1. Complete non-threat that survivors can literally just ignore.
Does all that for 2 blink+chain blink which is still just as completely avoidable via mindgaming as it already is now. Then becomes utterly useless garbage again.
4.4 is utterly useless without a power. 4.6 without a power is awful on literally any decent tile let alone 4.4. Even with the power, it’s god-awful for literally everything except just chasing a survivor to a point blank window/pallet and then blinking over, which just makes it a worse ranged killer.
This is a terrible idea in literally every single way.
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Make her blinks special attacks, adjust her second blink to have shorter lunge, give her some fun add-ons that don't really buff her power, but change her playstyle and are not complete trash, that's all she needs.
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Having her power be something you work for. Some powers are strong enough they shouldn't be active all the time (corrupt purge, demon dash & strike) but they're balanced by having restrictions on them.
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Corrupt Purge: A ranged multi-hit ability that gets screwed over by fountain RNG on a killer who is a useless M1 without this power. Injured doesn’t matter if there’s no anti loop and no mobility.
Demon Dash/Strike: A hyper fast dash that can be done continuously across the entire map and an inherent AoE multi-hit instadown that gets screwed over by maps, predropping and running. On a killer who is a useless M1 with literally zero anti loop or mobility until at least the first hit happens, which can easily be delayed for 2-3+ gens.
You sure that’s the examples you want to go with? lmao
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So plague and oni are bad killers?
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I can understand that dislike, although it wouldn't have to be exactly like those two, it could be more like dredge who is harder to prevent from charging up. I had an idea a while back which was more of an Oni/dredge style which would be built up more via killer input
https://forum.deadbydaylight.com/en/discussion/comment/3122537
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Reduce everything about blinks by half, they go half as far, charge twice as fast (so the time vs. distance is still the same). Rework range addons to do something else. Her blinks are now 10 meters for the first one, and 6 for the second one. Make her 4.0 movement speed. Give her an on cooldown 30-60 seconds global blink that she can go anywhere she wants but can't attack out of it.
This allows her to keep her chase game strong, but nerf her map pressure about without completely destroying it.
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Hope this is a joke. Is there anything else devs can do to make your game easier. Maybe give us killers toolboxes.
My reason is that the nurse is fine after she was butchered last time.
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Are you saying to get rid of her blink recharge, because if that's what you're saying she'd be arguably even stronger than before.
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Rework her add-ons and add a better communication system
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The easiest and best way to balance Nurse in my opinion would be to reduce the reach of her third blink. Meaning her lunge range. Copy paste:
- Reduce her post-blink lunge range. With her current lunge, she merely has to blink within the approximate vicinity of a survivor, there's a fairly big margin for error since she can make up for inaccurate blinks or survivor jukes with her lunge. With a reduced lunge range, she still has all the advantages innate to her ability, only players have to be more precise with her blinks to actually hit survivors, and well-timed survivor jukes can actually work out more often. The amount by which her post-blink lunge range should be reduced comes down to experimenting, maybe the -50% of White Nit Comb is a little too much, maybe -33% is better.
- Make her blink hits not count as basic hits. Nurse already has insane snowball potential, there's no reason why she should also be able to capitalize upon the Exposed status effect from perks like Starstruck, Haunted Ground, NOED, Make Your Choice and so on. Blight's rush hits don't count as basics, and he's still a great killer. You can instead add an Exposed effect to the underpowered Matchbox add-on, where any survivor within Xm of the Nurse after she performs a maximum range blink will suffer from the Exposed status effect for a couple of seconds.
Range add-ons are thankfully getting fixed next patch to not also increase blink speed, but they are still a bit much because they substantially improve her already amazing ability, with no downside. The downside should be that they increase blink fatigue and/or recharge time by as much as they increase range, percentage-wise. Although with the reduced lunge range these add-ons could already be much less problematic, so perhaps the increased fatigue/recharge time should only apply after blinks that actually went beyond standard range, and only by as much as they did.
The only concern with the lunge change for the devs could be that it makes her even less accessible for new players. But those accessibility issues have always been there, new players would always have to invest time to get the hang of Nurse anyway, and besides, they've shipped multiple add-ons that make Nurse play more like a normal killer, by increasing her default movement speed - maybe Nurse should have those add-ons in her info box or something, as a suggestion for new players. These add-ons by the way also kind of alleviate concerns people have about Nurse then not being able to make use of basic attack-dependent perks at all, insofar that there's still builds in which she can use them.
Oh yeah, and I also agree that stunning Nurse should be much more impactful, since it's a high risk and low reliability maneuver that currently also has a low reward. It should remove her blink tokens and they should only start recharging once the stun animation has fully played out.
Post edited by zarr on3 -
She is nurse main so that made him/her probably angry. Well even I agree that would be too much nerf. Range and recharge needs to go even fatigue add ons. Well recharge add ons could still be kept if they only work if nurse use already add on which makes her recharge longer so her 3 blink add on would still be viable. Then her second blink should count as special attack but her first will still count as m1 so startruck will not be so strong with her. Maybe exposed perks could get buffs then as well as she is reason why they can't be any stronger and reason why wesker perk got recently nerfed as well.
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Did you make that image or did you just find it somewhere?
It's mostly good.
Anxious Grasp: This is better than Awakened Awareness as she doesn't even have to pick up and drop to use it. Granted it's only a 16 meter range but I don't think this addon should be in the game.
Dark Cincture: This yellow addon would easily be her strongest and most used addon. I think at 10% it would make her blink speed even faster than the old range addons stacked used to. Is this a bad copy of a Huntress hatchet flight speed addon? Written words cannot convey the disdain I have for this suggestion.
Dull Bracelet: Another disgustingly strong yellow addon. A Nurse could play with this and go on auto-pilot. 1st blink to within 16 meters of a survivor and 2nd blink in whatever direction this addon makes her face. This addon would be straight broken with the Torn Bookmark that this rework appears to leave unchanged.
I think the Nurse could do with more meme addons than other killers.
Imagine something like the Dark Cincture making her snake on her way to the blink target rather than just travel in a straight line, but still cover the distance in the same amount of time. No advantage but it sure would look cool, and maybe even sound cooler too.
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very carefully
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Gotta give credit due where credit's due: BHVR already did that with Nurse (nerfed/balanced her very carefully).
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She's fine as she is. I definetly don't main her and my opinion is totally not biased.👀
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that's the neat part: YOU DON'T
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Oh, I made it myself. I've made one for a couple of killers xd
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Allow stunning her in blink and in fatigue (to get stun and fatigue combo timeout), add 0,5s cd between 1st blink and 2nd blink (but allow charging second blink in this time - you just can't let go immediatelly) /1st blink and attack (rn she can down you without materializing from survivors point of view), slow down her blinks so, that her avarage movement speed (charging, blinking and recharging combo) can't go over 4.6m/s (also meaning range addons increase token recharge time and recharge addons shorten max distance travelled).
But make her matchbox ultrarare something different/better as this one makes no sense (at least buff the speed bonus to 4,4 if nothing else).
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Also... Keep her blinks normal attacks and don't nerf/remake her in any other way. If she would actually give some space for survivors to dodge/outplay/mindgame her and it would actually have some impact (which slower blinks would actually achieve), then I don't care about starstruck/agitation combo - as it would have counterplay for good (better then given nurse) survivor...
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