The new Nurse. A guide to blink trough your struggles!
After so much threads about how Nurse is now bad or dead, I couldn't help myself to write this little guide with those that now struggle playing her. I'm an experienced Nurse player that still loves her to death and I thought this could be helpful for those who are or want to try her out!
Introducing: New Nurse 101!
Base power: Not gonna lie, the change was very harsh and unexpected by most. A good portion of her map pressure was heavily nerfed but hope is not lost! The addiction of cool-down can improve your blink management, as well as knowing when it's better to use 1 blink just to get close or roam, or 2 to go for the kill.
Right now, from my experience, is way better to use one fully charged blink to move around the map at the time. This not only helps having a blink every time you move, but also not incurring in a situation where you do not have any blinks in case you find a survivor!
"But Nurse is so slow now! I don't know where to blink and If I waste my blinks I lose precious time!"
That's where I found myself using tracking perks such as "Whispers", "Discordance" or "Barbecue & chilli"
Whispers: Sporadically hear The Entity's Whisper when standing within a 48/40/32 metres of a Survivor.
Each time a Survivor is hooked for the first time, gain a stack-able bonus to all Bloodpoint gains up to a maximum of 50/75/100 %.
All of this perks helps greatly since I will always know where to blink without wasting any time. Nurse now struggles even more than before if you happen to blink to the wrong position, pin-pointing the right location has never been more important.
"But isn't using perks to correct the flaw of a killer bad game design?"
Not really, it's more like a compensation to synergize with a power already extremely powerful and full of options. This isn't a fix, it's a solution to a weak point.
I'd like to add that Nurse still has the power to completely ignore any kind of defense survivors have against any other killer, having a weakness to this immense power is justified and using perks to help out (NOT FIX) the Nurse is just as fine.
As we all know, add-ons were drastically changed (for a good reason) and most of them got extremely useful and neat, while others just... went into the trash-can.
I'll be listing a tier list of add-ons you should consider using and what you should avoid.
White nit comb: Increases Bloodpoints for Blink Attack Score Events by 100% but moderately reduces the post-blink lunge range.
Explanation: Yeah... this isn't good at all. The lunge range is extremely important to a killer like Nurse and this downside doesn't compensate enough for the extra BP, avoid.
Dull bracelet: Increases Bloodpoints for Precise Blink Score Events by 100% but moderately reduces the blink maximum range.
Explanation: Even worse than White nit comb, the downside is atrocious and feels terrible to play with, it's not worth the downside at all.
Wooden horse: Moderately reduces the extra post-Blink Fatigue duration applied by missed Blink Attacks.
Explanation: As a rule, you don't want to be missing your blink attacks, however... the fatigue duration is quite significant and can help getting back from a mistake. I suggest using this if you're new to Nurse.
Plaid flannel: Allows The Nurse to see Blink Target Locations.
Explanation: A fundamental add-on for those learning Nurse, but gets considerably pointless the longer you play. It's not bad... but it doesn't really shine.
Spasmodic breath: Hitting a Survivor with a successful post-Blink Attack temporarily disables Spencer's Last Breath and increases The Nurse's base Movement speed to 4.6 m/s. This effect lasts for 60 seconds.
Explanation: This add-on does have the potential to be useful (Starting a chase with somebody already injured is always a good thing) but the fact that the effect lasts for so long doesn't really pay back that much. The add-on is still viable but does requires some perks to be effective, making it not very good for most people.
Torn bookmark: Adds 1 Chain Blink Charge but blocks the Nurse from blinking trough places she has no line of sight of (Such as walls)
Explanation: Broken on paper, not really good when used. Any survivor that has a bit of brain knows that LoS considerably hinders Nurse... now, try adding the fact that this add-ons makes walls impossible to pass trough and you get the idea.
With just 96% movement speed you'll never catch up to a survivor using walls, meaning that you will have to give up tons of your chases and move on if you don't wish to face a disgraceful defeat. I consider this add-on to be very situational and often requires the use of a Map offering to be even considered usable.
Pocket watch: Moderately increases the length of the Chain Blink Window.
Explanation: The add-on offers more time to charge up your second blink (this means more distance) and calibrate your aim. Undeniably helpful for those who are not used to the very brief window of time post-blink.
Catatonic's boy treasure: Considerably reduces the extra post-Blink Fatigue duration applied by Chain Blinks.
Explanation: The reduction of fatigue is quite noticeable and helps greatly into keeping track of survivors as long as you chain more than one blink. I recommend using this in case you need 2 blinks to hit most of the time.
Very good Tier:
Metal spoon: Hitting a Survivor with a successful post-Blink Attack causes their sounds of pain to be moderately louder for 60 seconds.
Explanation: Don't underestimate this little guy. This is basically the perk "Stridor" in the form of an add-on which is very good during chases in case you have trouble tracking down survivors, not only that... but it also counters the perk "Iron will", a perk that is quite popular due to the existence of the killer "Spirit".
Dark cincture: Moderately reduces the Blink Recharge time.
Explanation: For the lovers of the no-cool down Nurse, this really helps giving that feeling. During chases, you'll have 2 blinks at your disposal more often meaning that your chance at ending chases and applying pressure will drastically increase.
Bad man's keepsake: Hitting a Survivor with a successful post-Blink Attack reveals their Aura to The Nurse when they are healing or being healed within a range of 28 meters for 60 seconds.
Explanation: Nurse's calling in a (tooth) nutshell, a great alternative to the already powerful perk if you intend to use any other perk. Also... who doesn't love a good jumpscare?
Heavy panting: Considerably increases the maximum Blink range but considerably increases the charge time as well.
Explanation: Did you love the feeling of the omega blink? This will basically feel the same. An extremely strong add-on that does wonders.
Fragile wheeze: Considerably reduces the Blink Recharge time.
Explanation: "Dark cincture" but on steroids. Extremely good!
Ataxic respiration: Moderately reduces the post-Blink Fatigue duration.
Explanation: What is fatigue again? You can abuse this thing quite easily to get close to survivors since the fatigue will be very short with little to no downside.
Anxious gasp: Blinking past a Survivor causes them to scream and awards 200 Bloodpoints in the Deviousness Category.
Explanation: My new personal favorite add-on. There will be no walls or hiding place protecting survivors anymore using this thing, make them scream and here goes the chase! Also, free bloodpoints!
Kavanagh's last breath: Tremendously increases the maximum Blink range but tremendously increases the charge time as well.
Explanation: I heard you like omega-blinks, this is close to broken in certain situations.
Jenner's last breath: After blinking, allows The Nurse to immediately blink back to her original position by pressing the Active Ability Button. This effect must be triggered before The Nurse succumbs to the post-Blink Fatigue.
Explanation: Most survivors like to run to you when you're blinking towards their position, this completely negates that possibility making this a very scary add-on to face.
Campbell's last breath: After reappearing from a fully charged Blink, The Nurse immediately blinks at half charge in the direction she is currently facing.
Explanation: A note, if you charge the full blink, the half charge blink will consume 2 of your charges. Meaning that you will always have to possess 2 charges if you want to use this. This add-on is quite possible one of the best since it completely negates counter-play in certain situation and YOU decide whenever to take advantage of it or not by releasing the blink just before you fully charge it.
"Bad man's" last breath: Hitting a Survivor with a successful post-Blink Attack grants The Nurse the Undetectable Status Effect for 16 seconds (Has a cooldown of 60 seconds)
Explanation: Do you enjoy free grabs? Free hits? Jumpscares? This add-on is just for you!
Matchbox: Increases The Nurse's base Movement speed to 4.2 m/s but removes 1 blink.
Explanation: While the downside is quite noticeable, the fact that you still have a blink available but move faster than survivor anyways make this a very good add-ons for those who struggle too much with the use of multiple blinks.
Combination of add-ons:
"Bad man's" last breath" + "Bad man's keepsake"
A fairy simple combo yet very effective. The use of the undetectable status effect allows you to do easy sneak attacks to survivors without having any time to react. You can combine this add-ons with the use of perk "Sloppy butcher" for maximum efficiency.
"Matchbox" + "Ataxic respiration"
By abusing the fast recovery from "ataxic respiration", you can get very close to survivors without the need of hitting them while at the same time taking advantage of the movement speed granted by the matchbox to always keep them in your line of sight while your blink recharges.
"Fragile wheeze" + "Ataxic respiration"
This is the best combination possible if your objective is to blink as much as possible. The faster recovery time plus the diminished fatigue allows to always have at least one blink at your disposal in any situation, including the one where you wasted 2 blinks.
Note: "Dark cincture" can be used as a substitute to "Fragile wheeze" even tho less effective.
"Campbell's last breath" + "Heavy panting"
Arguably the best combination if you wish to travel the map as soon as possible. The combined increased distance plus the instant second blink (which takes in consideration half of the distance you traveled with the first) allows huge potential in covering the map.
Note: Kavanagh's last breath can be used as a substitute for "Heavy panting" for even more map coverage.
"Torn bookmark" + "Jenner's last breath"
A very niche, yet effective combination. "Jenner's last breath" uses one blink charge to go back to your original state, meaning that if you happen to miss you first blink, you can tap the secondary button to have a second shot at hitting that pesky survivor who thought running to you was a bright idea.
"Time and space"
"Pocket watch" + "Heavy panting"
More time to charge your blink equals more distance. Simple and effective.
"Ambulance" (Please don't)
"Spasmodic breath" + "Matchbox"
Basically, you will go fast.
"Nowhere to hide"
"Anxious gasp" + "Metal spoon"
For those with good hearing, you'll enjoy this combination. Reveal them by blinking, hit them for the loud noises. There is no escape.
"Ataxic respiration" + "Dark cincture"
The combined reduced cool-down between blinks with the reduction of fatigue allows one to have numerous chances to get a hit.
"Heavy panting" + "Bad man's keepsake"
"Bad man's keepsake" reveals survivors healing in a range of 28 meters, Heavy panting increases your blink range by roughly 30%. Doing the match, your first blink will actually reach 26 meters allowing an unexpected attack from survivors with average reaction times.
"Metal spoon" + "Fragile wheeze"
The increased sound from pained groans is great! Combine it with a fast recovery from blinks and you'll get a very oppressive combination to keep the chase under your control. You will hardly be losing anyone as long as you got decent hearing.
Thank you for reading the guide so far! I'll keep it update to help Nurse players dealing with the current difficulties!