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Re: Healing and Diminishing Returns in BHVR's Own Words
Diminishing returns on top of diminishing returns is what I think will be the end result, which means a lot of math for no tangible difference.
To use the example they used in the stream: Botany Knowledge and Desperate Measures at 60%.
Right now, that would turn a 16 second heal into a ~7.62 heal.
After the change it would be a ~8.65 second heal.
Botany on its own would be ~10.67 and Desperate Measures would be a flat ten.
Right now, taking the second healing perk they use as an example would save all of 2.5 to 3 seconds. After their change, it will save 1.5 to 2 seconds.
Taking the second healing perk was never some broken thing. Is the change of a second a huge deal? No, but they're really overcomplicating something for very little gain when they said they wanted to avoid overcomplicating things.
And if we start throwing in even more healing perks it gets even sillier.
We'll Make It, Botany, Desperate Measures, and let's throw a Circle of Healing In -
We'll Make It would be an 8 second heal. Burning three more perk slots would take that down to 3.9 seconds.
What would it be with the new system (just for anyone doing the math I think that's 16/((1+1+(1*0.5)+(0.6*.25)+(0.5*0.125))
Or
5.89 seconds.
All of that to adjust the end result by two seconds. I look forward to explaining it to confused new players.
Re: Diminishing Returns Response
They're outside the scope of what the new system is designed for.
If the system can't account for it, it's a bad system. It shouldn't be that this system, which is supposed to deal with stacking perks across the board, just so happens to only affect survivor perks, just because these survivor perks have more simplified and consistent design.
There'd be outrage if, following the system, Botany got changed to 'gives one extra charge whenever you heal for two charges', subsequently making it exempt from the system because 'well technically it's not an action speed buff!'.
If it's that rickety and arbitrary, there's no point in even trying it.
Re: Diminishing Returns Response
The underlying idea to prevent oppresive stacking of perks is totaly fine. The implementation thats mentioned just means several perks will be even less played than before. Also, it doesnt preven regression stacking at all, cause the implementation only refers to mechanical stacking. You can still run Pain, Pop, Eruption, Turn back the clock to halt games. Its funny how everything they implement is basically not or just unbelievable less refering to killer.
Re: Diminishing Returns will Fail
Massive AntiFun change- I don't run full meta builds myself, I like stacking various status effects such as haste or antiheal on killer, or healing on survivor. With these changes why would I run those for less and less value, when I can just stick on a few non-stacking meta perks…
This punishes players who like making specialised builds way more than meta players, which shouldn't be the outcome as everyone running meta can make the game stale.
Ex: A survivor running a meta build with sprint burst, we'll make it, deliverance, and decisive strike will not be affected at all by this change, while the survivor running botany knowledge, empathetic connection, and we're gonna live forever will be? Makes sense..
Also looks like it'll make perk synergies way more confusing especially for new players.
Big 👎️ BHVR
Re: Diminishing Returns will Fail
But thats not the case. The meta perks like Pain Res, Pop, TBTC, Ruin or Corrupt dont stack. The only builds which get hit are builds with only slowdown (Penti, Thana, Dying Light or Sloppy, Leverage), but they are not really meta.
Edit: CoB and Overcharge will also get hit, but who plays that as best in slot?
Re: Diminishing Returns will Fail
I started cautiously pessimistic and am just going more and more pessimistic.
By BHVR's own stance, this didn't work with Haste and Hindered stacking. That should have been the easiest one to do. Somehow its going to get better by doing more things at the same time?
Healing - this is silly. The way DbD math works is that healing inherently becomes less beneficial with each perk, something BHVR has said.
Repair Speed - I guess we need to know how. If it doesn't apply to toolboxes, what's the point? Is running Resilience and Deja going to be nerfed if run together? Would that even be noticeable?
Gen Regression - Kind of the same on needing to know how, but will Pop and Pain Res somehow nerf each other if they are in the build.
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I rarely say this, but yeah, likely a killer nerf unless there is something on the repair speed side they aren't telling us. Survivors will now basically be forced into having diversified builds and killers can't stack their meta thing?
As @cogsturning has said, really weird for them to be doing this coming off anti-tunnel where they said they don't want to force playstyles on people. They need to make up their mind on that.
Re: still getting bmed when i do exactly what survivors want
Not to mention there is survivors who think t-bagging on the door or giving them last hit is somehow them telling the killer good match. Heard that few times so some of them are not doing out of malice but still seem to be somehow clueless that its usually seen like that.
Re: Why no Ghoul Nerfs???
With your logic, Spirit is M1 killer and she is 4.4.
I don't think Ghoul should be 4.4, just that your reasoning is flawed.
Re: Diminishing Returns Response
Another concern is, I usually run Desperate Measures and Do No Harm. The Do No Harm would be fine on its own, but I run Desperate Measures mainly for the unhook speed. Is the unhook going to be nerfed along with the healing speed, even though Do No Harm doesn't touch unhooking speed?