The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
A Proper "Nerf Nurse" Thread
What is this thread?
I know some people are definitely tired of seeing "nerf nurse" threads, especially the ones with little to no contributions towards providing proper feedback an ideas, so I went out of my way to collect some of the community's best ideas towards lowering Nurse to be on par with other killers.
This is not a thread about me complaining about Nurse, while I do have my issues with Nurse, this thread is entirely devoted towards community ideas. I want people to have a place to properly discuss potential ways of balancing Nurse in a productive way.
Community's Ideas...
Special Attacks:
Many people in the community want Nurse's Blink Attack to count as Special Attacks. It's pretty common knowledge that Nurse's Blink Attack counts as a Basic Attack, which grants them access to slowdown such as Sloppy Butcher as well as Exposed perks such as Make Your Choice and Star Struck. These perks can be really problematic in a casual setting so reducing the effectiveness of such is a good start.
Pallets:
As many of you know, Pallets are borderline useless against Nurse, and while you can stun a Nurse while they are Blinking (which requires good timing and skill), doing so will in most cases still result in a hit. To make things more fair for the survivors who get the proper timing down for such, many people in the community believe that the Nurse should lose all of their power's tokens and be forced to recharge their power when stunned by a Pallet. Which would require the Nurse player to play around Pallets more cautiously, using their ability to go through walls to their advantage to avoid said Pallets.
Reduced Terror Radius + New Lullaby:
This one community idea is meant specifically to reduce the potency of Star Struck on Nurse but allowing Nurse players to use Exposed perks. Reducing the Nurse's Terror Radius does not completely elimination the usage of Star Struck but makes it less likely to be used in certain settings, however due to the reduced Terror Radius, survivors might not be alerted so much to the Killer's positioning, so a Lullaby mechanic similar to Huntress or Trickster is meant to supplement such.
Before replying/commenting...
Remember that subjects such as game balanced are entirely subjective, many people will have different opinions and ideas. Please remember to follow the Forum's TOS when discussing and debating, as well as being mindful of other's and their opinions. Please be civil.
Comments
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Special Attacks:
This is kind of a no-brainer. I'm not sure what the hold up is here. It's not even that Starstruck Nurse lacks counterplay. It's that you end with a really slow and boring game when survivors do actually counterplay it (happens like, 1 out of 100 times, but still). You'll see survivors like myself running clear across the map the second a survivor goes down on their half of the map, and then they'll wait out the exposed timer before moving. It's a slog. It's either busted synergy if the killer is actually good at the game and the survivors don't play around it, or a really boring and slow game if the survivors do choose to play around it.
Pallets:
I have some issues with the talking points around pallets with Nurse. They aren't your first line of defense against Nurse. They aren't even your second line of defense against Nurse. It's akin to saying hammers need changes because they aren't good at taking out Philips head screws. You have some time during the stun window to make some distance. Losing both tokens is a bit harsh for any Nurse not running recharge add ons.
Reduced TR/Lullaby:
I feel like that would be way too strong in the killer's favor. The biggest part of Nurse's counterplay is distance. Survivors are already insanely bad at making distance for whatever reason with a directional 32m TR. 75% of survivor's problems against Nurse come down to not running early enough. I feel like reducing her TR would impact that even more.
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If you want this thread to be useful, you might want to ask for NEW suggestions, that haven't been mentioned on these forums before. Some people are tired of the Nurse threads because they never suggest anything new. Will this thread be any different, or will it just be the same tired suggestions again?
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All productive discussion is allowed, if anyone has new ideas on balancing Nurse, it is welcome in my book, and they can feel free the reply/comment with it. I just posted some community ideas to provide some simple talking points to start out with, but the main focus of this thread is civil discussion about balancing Nurse.
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That lullaby idea was actually mine! I feel so special right now!
Okay, but in all seriousness, I have issues with the idea of making Nurse's blinks special attacks. I used to agree with it, but talking with the devs/former devs has made me reconsider.
Namely, Nurse physically lacks the ability to chase without her blinks. Even Huntress or a T1 Myers are at least faster than survivors, so they can get hits normally eventually. Nurse cannot. She needs to blink. Her complete reliance on her power is unique to her, even if other (usually 110%) killers also tend to rely on theirs.
Now, a common solution I found would be to make her 105%. This would be horrible. She's slower than survivors for a reason. If you were to make her 110%, and then remove her ability to go through walls... now you get an Old Deathslinger situation where you are dead if you commit to any action in front of her, only this time, this includes dropping pallets.
Not to mention... what perks is Nurse supposed to run? Info perks have lately lost their reliability with OtR and Distortion becoming popular. Chase perks are redundant or otherwise useless on her. All that's left is slowdown and... well, everyone gets to be miserable then.
A fair point with the Lullaby, HOWEVER, I should point out that Directional Lullabies are nothing new. Trickster's gets louder the closer he gets (until it's replaced by his TR), while Sadako's completely spoils the exact direction she's coming from. So there's no reason Nurse's lullaby couldn't be directional as well.
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Special Attacks: In my opinion, the best suggestion I heard was making the lunge after Blink a third type of attack. That way, if perks like Starstruck are too powerful on Nurse, then they can be adjusted to not work while still allowing access perks such as Sloppy Butcher.
Pallets: I don't really have an opinion. Using a pallet against Nurse makes as much sense against a Huntress that can hit accurately with hatchets. I don't see pallet stuns happening that often and most likely just giving the Nurse an easy hit. If it were pulled off, should it get an extra reward? No opinion either way
Reduced TR + Lullaby: Unnecessary if the Blink lunge is a third type of attack. The TR would probably still be helpful at 32m for survivors since people should become cautious as soon as they hear the TR.
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Someone who can do a reasonable take that isn't just nerfing everything to the ground so much that Nurse is unplayable? I agree with all your changes honestly, these are all super reasonable so big props. I honestly genuinely haven't seen such a genuinely balanced take on something on the forums in so long lol. I don't even know whether I could give feedback cause all of these ideas are like perfect, where it removes the unfun aspects of going against Nurses and keeps the aspects that make Nurse unique.
I was really tired of seeing people come up with ideas on making Nurse more your average killer, removing a blink, nerfing her remaining good addons to the ground, stuff like that. Where it just genuinely is just trying to make Nurse into a rework Freddy situation. I guess the only issue is that like GrimReaper was saying special attacks also mean less perks work with Nurse meaning less variation, but I personally only use info perks and Shadowborn so I can't really say much on it so I wont.
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They ARE a third type of attack.
There are three attack types; Basic, Special, and Sub Basic.
Sub Basic attacks are a sub group of basic attacks given additional properties. Nurse's has a unique modifier to her lunge speed due to her low base movement speed, but otherwise entirely emulate a basic attack. Other examples include Legion's Frenzy, Pig's Dash, and Slinger's reel into M1.
Perks only acknowledge two types. Special and Basic, so Sub Basic attacks tend to be caught in the middle, unsure exactly which to be considered. That's why Pig's and Legion's were basic and changed to Special, and Nurse's and Slinger's remain basic.
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That's interesting, thank you. In that case, if adjustments are warranted, I'm hoping that would make it easier to code Nurse's attacks so that any perk that is overly powerful could be changed without affecting access to other perks that require a basic attack but aren't overly powerful.
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A lot of these ideas are taken from various community members but have been thrown around so much that pinpointing who actually had the ideas first place is insanely difficult. I just picked the ideas that I liked the most to provide talking points for community discussion, since I feel like a lot of people either just really over-nerf Nurse or dont provide a good area for discussion (since it is either heavily one-sided or not civil discussion). The main points I picked just focus on reducing some strong areas and creating strong counterplay or ways of play for both sides but still allow people to discuss these ideas as well as talk about new and possible solutions towards balancing Nurse.
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I don't know where I heard this suggestion but I really liked it:
Give Nurse 5 blinks and both recharge add-ons basekit. BUT, reduce the range of her first blink to 12 meters, and every following blink travels 6 meters at max.
Maybe increase her movement speed to 100% so she can get around. But no matter how much you dress up her power, it'll always be both the strongest, and most unfun power to face unless you fully rework her.
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Special Attacks:
Turning the nurse's basic attack into a special attack will prevent her from using certain skills like Sloopy Butcher, Jolt, Knock Out, Franklin's Demise, NOED, etc.
Apart from NOED which is really a rather aberrant skill in itself, especially with the nurse, there is no reason to deprive the nurse from using the other skills.
Pallets:
What about the nurses who get knocked out with a paddle when they are just walking, and not teleporting?
In addition, when a nurse is currently knocked out by a pallet in the middle of a teleportation, she is already getting tired and needs to recharge her teleportation token(s) that she just used.
Reduced Terror Radius + New Lullaby:
Preventing the nurse from using Starstruck is simple: just reduce her terror radius to 1m when she carries a survivor.
This would not make her more dangerous at all, because while she is carrying, she cannot teleport or perform charged attacks.
So there is no problem if her terror radius is almost non-existent during this phase.
Indeed, survivors do not need to hear the nurse to know where she is when she picks up the survivor; the survivor's aura is clearly visible on the ground and disappears when the killer picks him up. And even with Knock Out, they can still pinpoint the nurse's approximate location by listening for her terror beam before it disappears.
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So in the case of Special Attacks.... are both Blinks considered Special Attacks or is it just one
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Well I genuinely appreciate this balanced outlook, because it's genuinely like something I think a lot of people can get behind besides I guess the more extreme people. As I am one of the people who is fine with any nerfs to the genuinely too strong aspects of Nurses kits and unfair perk combinations like starstruck. It was honestly a little disheartening to see how lopsided all these discussions were in the past and still are, so I'm glad there are people like you on the forum. Cause all the negativity is really not fun to interact with nevertheless discuss with in the first place.
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What an odd thing to say. There isn't anything new to say because it has already been said.
Apart from a full rework (which I am all for), all the small changes that could be given to nurse to make her less oppressive and dominating, have already been said.
Such an odd thing to say...
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I would rather that wasn't the case if im being honest, I kind of despised the extra blink addons as they were always meme addons in my opinion, so please don't make Nurse have to use 5 blinks to get around cause just imagining playing as Nurse and hearing the screeching sound 3x more as you try to get around is already annoying as it is. :c
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Ez fix: remove Nurse's blinks, make her 120% movement speed with 8 stacks of STBFL basekit.
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They should have just made the constantly screech spam from the can't blink bug back before they finally fixed it basekit as nobody would play Nurse if their eardrums explode.
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Its not nurse the problem. It's her power design. Dbd's chase system doesn't have a space for her (it seams).
You can rework her making her a 4.4 m/s with 1 blink only. Every proper nerf would make her totally unplayable. People asking for nerfs never play this killer. It has the lowest killer rate for a reason. PC is not the only platform guys...
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Coming from a former Console player, I struggled with my Nurse Adept because survivors would give up, not because Nurse itself was hard, it took me 3 games before I understood how to use Nurse's power. Granted, I have played a lot of games that require good tracking, prediction, and timing in order to do well, so Nurse came naturally to me. Im really tired of people saying that Nurse is hard on Console/any platform that isnt PC when many people have showed it is not the case, and myself included have been able to play Nurse without such difficulty that people stress over.
My main issue with Nurse is how her counterplay is not clear to most survivors. In a casual setting, most survivors do not know the proper counterplay to Nurse since she plays different compared to other killers (for both sides). The main points I put address some problematic areas of Nurse as well as providing some counterplay survivors can pick up on and learn.
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Reducing her terror radius will result in surprise blinks and grabs. Might not be the best decision???
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I play controller and have fun with her. She is not impossible. But you know what nerfs would mean. The fact she is low in the killer rate is because she is the most difficult killer to play. She is the only killer you don't menage to do anything when you start to play this game from 0.
Numbers are not an opinion.
The fact she CAN be the strongest killer in the game doesn't mean that the nurse in front of you is actually that strong and oppressive. Most people loose before even starting.
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A lot of my nerfs mentioned quite literally have little to no effect upon people learning Nurse. Read through it yourself and think about scenarios in which new players would be affected by it. (To define new players, I mean people who are decent at killer but have no experience with Nurse; Im not talking about people who are new to the game itself and pick up Nurse for their first killer, since it would objectively be a horrible idea to do so.)
- People who are going to be learning Nurse should not be using Exposed perks, since it directly hinders their learning process, kind of like new killers using NOED, which can hinder their learning of the macro/micro game.
- People who are going to be learning Nurse can learn to avoid pallets, and most survivors at low MMR are likely to misuse pallets anyways so people learning Nurse should not have any issues. It creates a new area for learning for both sides, and new ways of playing for both sides.
- (Ditto Point #1 For Lower TR + Lullaby)
A lot of the ideas I picked I thought about deeply. I made sure to think of ideas that would apply to all skill levels and create areas where people can learn and adapt new playstyles for both sides.
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would be better to jsut delete her from the game tbh no survivor will miss her in fact the game would be healthier lol and many could get back
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I think Nurse can work in DBD, they just need some changes to bring her down a bit, since there are areas in which she is problematic.
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Nah we don't miss people made of stupid
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a bit? she needs massive tweaking if she is going to stay in actual DBD, she is a misserable experience to go against if she knows what she is doing.
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I would avoid using insults, even if rather tame, this is an area for civil discussion, and insults normally lead to conflict regardless of how tame or severe they are.
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We were not talking about a total reduction of its TR, but only when she carries a survivor, so that Strastruck is no longer of any use to her 😉
Depriving her of her RT while transporting a survivor would give her absolutely no advantage. The only consequence would be that she would no longer be able to use Strastruck.
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As a "Proper Thread" I agree with this nurse nerf idea.
Because it is specific and clear about the reasons and rationale.
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I definitely agree with the first two- making her attacks Special Attacks is a no-brainer that I'll touch on more in a second, and I think losing her tokens when she's stunned gives the survivor some more options for dealing with the most oppressive power in the game. I don't think pallets are really the most impactful stuns though- wiggle-off stuns, Head On, and Decisive Strike should also drain her tokens, because those are straight useless against her in the current state.
For the third, though, I don't think that's as good an idea. Since her Blinks should be Special Attacks anyway, reducing her TR isn't going to be necessary. If anything, she should probably have a bigger Terror Radius like Wesker does, so survivors have more advance warning. Though, I don't think that's necessary so much as one option that could be explored, I don't think her TR needs messing with personally.
Regarding Blinks for a second, I'm not sure why so many people respond to that by saying she'd have no way of using Basic Attack perks with that change, because... yeah? That's the goal? It's the whole idea, to stop her from using Exposed and other impactful perks. Still, it's not actually true- she currently has a gimmick addon that makes her 115% in exchange for disabling her Blinks after she lands a successful attack, so just retool that addon into a brown with slightly different parameters and it can allow for builds where Nurse uses Basic Attack perks.
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"Regarding Blinks for a second, I'm not sure why so many people respond to that by saying she'd have no way of using Basic Attack perks with that change, because... yeah? That's the goal?"
There is no problem with the nurse being able to use Sloopy Butcher, Gold K.O., etc. These are not perks that turn her into a weapon of mass destruction.
Only NOED becomes abused when in her hands (but generally speaking, it is NOED himself who should leave the game).
Regarding the "Exposed" status, there is no need to deprive the nurse from using the perks that include it.
Except for Starstruck (but the solution is simple: TR of 0 when carrying a survivor), the Exposed status does not really need to be removed from the nurse's possibilities.
There are 9 skills that work with the Exposed status.
If we remove NOED and Starstruck, which I agree with (but whose problem could be solved without changing the nurse's attack), there are 7 left.
Out of these 7, only Devour Hope is really dangerous, because it affects everyone, in addition to generating a totem that is sometimes very well hidden.
Dragon's Grip / Make your choice / Haunted Ground can be avoided by hiding until the malus disappears.
Hubris requires to knock out the nurse with a paddle, so it happens very rarely (or on baby nurses who don't know the maps).
Iron Maiden : besides the fact that, technically, once the first survivor is exposed, everyone can potentially have the information, and thus avoid going into a locker, this skill is only moderately effective with the nurse, as it is extremely situational, even if it can surprise survivors who are used to hiding in a locker to avoid the teleported attack and get out of the locker while the nurse is tired
Rancor: if the nurse has already killed the obsession during the game, the skill becomes useless (unless coupled with others allowing to change the obsession); and if the obsession is still alive, she had the whole game to understand that it is Rancor and therefore sneak in endgame.
Make your choice can become very dangerous if coupled with Floods of Rage, but this is only one of hundreds of combos.
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Going through the list of perks makes it easy to lose sight of a very core concept- that being, it is too strong for a killer to be able to instadown you through walls. Yes, a few of the Exposed perks aren't very good in general and thus the Nurse has a hard time using them, but the ones that she can use become too strong by the very nature of how the Nurse's power functions.
You also have to consider that it's not just the Exposed perks we have now, it's any Exposed perks the developers want to add in the future. Current perk design is hamstrung by the fact that the Nurse might make any new perk completely busted; that's what happened with Starstruck, which is an only pretty okay perk on most of the roster and a nightmare on the Nurse.
As for the other basic attack perks that don't inflict Exposed, they are acceptable collateral damage. One thing that might be fair would be to retool the Nurse's addons to give her back some of those perk effects, where applicable- one for giving Sloppy Butcher's effects, one for giving Franklin's Demise's effects, and so on. Some of them aren't a problem, but enough are that the Nurse's Blinks should be special attacks.
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I like OP's suggestion and would be very happy if 1, and 2, got implemented (3, is a bonus that I don't really need).
If these things were not very acceptable, then I would go for alternative solution - make nurse 105% killer when not using power, but make her effective speed when using ability at most 120% killer. Meaning prolong these actions: ability charging speed, blink speed, after blink speed, fatigue time and token recharge time (including that token recharging starts after fatigue finishes) - that overall average time will at most be 120% (or 4.8m/s). When you think about it, 120% speed is already pretty fast - even more so, because she can ignore elevation and all the other things, that block any other killer - so she would still be quicker then most killers.
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The third change wouldn't be necessary with the first one.
About pallets, what if she couldn't traverse dropped pallets and the blink would break the pallet and give her a longer cooldown (kind of like Blight, but a tad bit longer). Would make them a bit more useful against her.
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You assume that Nurse players are either overperforming, or they're still learning Nurse.
The reality is most Nurses aren't overperforming, and they aren't "still learning" how to play her. Nurse has an extremely high skill cap, and most people aren’t reaching it. This is why the stats show her as not overperforming in the all MMR graph, and not overperforming in the top 5% MMR graph.
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Someone already made this point and I already addressed it. A lot of the stuff I put does not hinder someone trying to learn Nurse, I made sure to consider all skill levels when picking which ideas to put.
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You didn’t read my post. Most Nurse players aren’t “still learning” to play Nurse, and they aren’t overperforming either.
It’s not one or the other. People don’t magically switch from “still learning” to “curb stomping everyone”
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"I made sure to consider all skill levels" was put for a reason. I considered new Nurse players, people who are average, and high-level Nurse players when picking the ideas. A lot of the stuff mentioned do not change much about Nurse's basekit for a reason.
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The only real problem is Starstruck and eventually NOED, the latter being a perk that all killers could honestly do without.
It is very easy to prevent the nurse from using Starstruck, by changing her TR when transporting a survivor. No need to touch her basic attack.
However, a modification could allow some killers to be up without affecting the nurse, and that, however, would be interesting.
Let's take the example of Jolt, who has a range of 32 meters.
Now let's imagine that we create, in addition to basic attacks and special attacks, a third type of attack (which already exist somewhere), teleported attacks, which would only be specific to post-blink attacks. Let's call this new type of attack "M3".
This would allow Jolt to be up for all the other killers, while keeping him as he is for the nurse; example :
- Jolt caused by an M1: 40m range
- Jolt caused by an M3 : 32m range
As for NOED, in order for the nurse not to be able to use it anymore, it would be enough to code the status "Exposed" as follows:
AS LONG AS [exposed status] occurs when there are 3+ unrepaired generators left on the map
THEN [exposed status] can be triggered by an M1 or an M3
IF [exposed status] occurs when there are 2- unrepaired generators left on the map
THEN [exposed status] can be triggered by an M1 only
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This could be rephrased by the following proposition.
If nurses were A.I.'s who learned consent, then yes, they would all become unstoppable machines because they could use 100% of the nurse's abilities.
The fact is that players are limited by their psychological abilities, intelligence, and reflexes.
Some may spend thousands of hours on the Nurse and never get beyond "Pretty good Nurse" while others will quickly grasp how it works and become geniuses.
Nurse has been around for 6 years, in 6 years the number of players who are hand nurses has had time to grow and set up, but that doesn't mean they are always progressing.
Some will remain forever "relatively gifted" nurses, without ever going further.
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I disagree that those two are the only problems, as Make Your Choice and Haunted Grounds (+ Retribution) are both very strong on Nurse, but even assuming that it is only Starstruck-- even after you fix that perk, you still have the problem that no Exposed perk can ever be very good or it'll be broken on Nurse.
Returning back to at least five of the Exposed perks (MYC, Haunted, Devour, Starstruck, kinda-sorta NOED) being a problem on top of future Exposed perks also being a concern, is it not just much simpler to make the Blink attacks Special Attacks? That neatly solves the current problem and future-proofs Nurse against problematic perk synergy in the future.
There is the mild potential issue of perk synergy, but realistically, only a handful of basic attack perks are any good and at least two of them have already been translated into standard addons for many killers - Sloppy Butcher and Franklin's Demise - so there's no reason Nurse can't get the same treatment there.
You don't have to overcomplicate this with a third type of attack, you can just tweak Nurse to be in line with every other killer. Not using basic attack perks is a tiny price to pay for the strongest and most oppressive power in the game.
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You didn’t consider the fact that most Nurse players aren’t overperforming. The vast majority of Nurse players in your games aren’t overperforming. That is what the kill rate stats showed us.
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That's not the way to go cause every killer should be able to use every perk. Sure some killer are better with perk x the other killer but they can still use them. Nurse with m2 blinks can't use any m1 perks cause she is to slow. And I think that will start a very unpleasant chain reaction cause it's bound to start why can killer x use perk x why can he use perk y bla bla bla you know what will happen. At that point we can just get rid of perks that's ctually do something. I can already see how the very next thing would be people wanting the same for hag after teleport
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While I empathise with that position, there has to be a line. The Nurse shoudln't get to ignore all the fundamental rules of the game without giving something up, and even beyond that, the ability to instadown through walls is too much.
Either the Nurse needs to be completely overhauled from the ground up with a wholly new power, or she needs to have her ability to use Exposed perks taken away. She can't have any version of her current power concept and basic attacks without being in the same spot she is now; overwhelmingly the strongest killer and miserably oppressive.
As I mentioned a few posts ago, too, the Nurse has an addon that speeds her up. Make that her brown meme addon and this problem disappears, because the Nurse will have a way of getting M1 attacks.
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Would be all for that I love playing with matchbox cause I suck with normal nurse but I love the esthetic of her but a Iri addons in nothing I can regularly drop
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Make your choice can be avoided if the person who picked it up remains hidden and inconspicuous until the end of the malus; the only time this perk becomes really dangerous is when it is coupled with Flood of rage.
And even taking this combo into account, if the nurse is in the middle of a chase when Make Your Choice activates, there's not much point in stopping the chase altogether to go to the other end of the map.
"Not using basic attack perks is a tiny price to pay for the strongest and most oppressive power in the game."
I don't see why a nurse should be deprived of a whole bunch of perks, because of the fact that some other perks like NOED or Starstruck are a problem.
If I want to play Sloopy Butcher on my nurse, there's no reason why I can't.
Removing NOED, and preventing her from using Starstruck by reducing her TR when carrying a survivor, but leaving her K.O., Sloopy Butcher, etc. as well as the other perks that any killer can use makes much more sense to me.
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I feel like this entire reply I made to someone can apply to this. Just my analysis from the data but personally BHVR never really gave us much information to work with.
Killrates are borderline meaningless when it comes to showing how balanced a killer is, killrates are not a justification for nerfing or buffing a killer, instead I get a grasp for their strengths and weaknesses, I then balance around those strengths taking all skill levels into account.
Most of the nerfs mentioned only affect high-tier players, in which Nurse is considered to be overperforming. Players who par average with other killers should be minimally affected suggesting MMR does it's job properly, but at that point, it's not an issue with the changes I make, but more so the matchmaking providing a proper platform for players to learn and grow, which it does to an extent.
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Even if I were to agree that MYC is not a problem (which I don't agree, the Nurse knows who is Exposed and knows they have to be nearby), that still leaves NOED, Haunted Grounds, Devour Hope, and Starstruck.
None of these perks are problematic on other killers, just her, so none of them should be removed or nerfed, and reducing her terror radius doesn't fix the other three on that list. It also, again, does nothing to protect against future perks being busted on her.
For the handful of perks that she would want to use and that aren't OP on her like Sloppy, I still maintain giving her addons with those effects is a better call.
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Kill rates are meaningful, because they are based on the matchmaking system that the game uses. It doesn’t matter if the top Sadako player has a lower MMR than the top Nurse player, because both killers are being run through the matchmaking system.
Kill rates can tell you that Nurse isn’t overperforming in games that use MMR matchmaking (i.e. not the custom games). It doesn’t matter how Nurse performs in specific custom games, because that’s not the main game mode.
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You know the Addon that shows the Blink Location ?
What if Survivors could see the Blink Location.
Thats just an idea. No idea how that would play in a real Match.
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