Best Of
Re: PTB Gamemode
One thing to consider with all of this, is certification. Right now we can put things on the PTB branch of steam with relative ease, even if the build is not fully polished - all translations done etc. That is not something we could do on part of the main game, also the certification process takes time, our production timelines would have to change pretty drastically meaning there would be less time for changes to the game etc.
Mandy
Re: This game just has Nostromo?
3 Nostromos in a row on billy, then on tha trickstar 2 times Lary, 3 time Midwich :(((
Its a curse aint it?
This game just has Nostromo?
My God i feel like i only play in Nostromo is this event, someone can turn off this terrible map ?
Re: Does anyone actually like Tricksters map.
I actually don't mind it, having played on it several times on both sides. There are some strong tiles for sure but also some very weak ones.
Re: Diminishing Returns Feedback
When strong perks remain Strong and mid perks get out on life support
Re: Diminishing Returns Feedback
My main problem with diminishing returns is it will kill build variety and push people further into the meta. As someone that likes making fun combos with perks like Babysitter with No One Left Behind for example so that the survivor I unhook can zoom to the gate, or No One Left Behind with Desperate Measures so that I can unhook someone really fast without trading, I don't like this change at all. The situations where I can put this build to full use are already rare.
Why is my build getting slighlty nerfed (in those specific cases) while a build with Decisive Strike, Unbreakable, Sprint Burst and Vigil which is meta is still running rampant? Some people say this will be better in the long run since individual perks can now be buffed. So what I'm hearing is people are going to run only the strongest of each type of perk: the strongest/most universally useful healing perk (Botany Knowledge, We'll Make it), the strongest generator speed perk (Resilience, Deja Vu, Fast Track), the strongest haste perk (Hope) and so on.
What will this even achieve? Blood Pact, Power of Two and Dark Theory, even more dead. Run Hope instead. Desperate measures and Empathic Connection? Dead. Run Botany Knowledge because it's more consistent. Deja Vu, Fast Track, Prove Thyself, still meta. Full Circuit, Soft-Spoken, Friendly Competition, Overzealous? Dumped in the trash. Why run Do No Harm when I can use We'll Make It? Because I can use it even if I'm not the one that unhooked? We all know nobody is going to use it over We'll Make It just because of that and the fact that it only works at full strength on death hook, while We'll Make It works every time and for 90 seconds after the unhook. Why run Flow State when No One Left Behind Works better for unhooking speed? And if I want to use the cleansing speed buff of it then I'll use Counterforce instead. If I want the healing part I'll use Botany Knowledge. Someone can argue Flow State can be a "jack of all trades" but it only works at full strength on endgame, which you might not reach at all, and even if you do it won't last more than 5 minutes, this is why people only use it in tandem with other perks. Any of the other perks I mentioned provide more value over the entire match. No one will run Flow State, and like it, many other perks will suffer the same fate. If you double it's numbers then suddently it's some of the other perks that become worse. Let's say we buff Empathic Connection's healing speed. Suddenly Botany Knowledge is outclassed, since Empathic has another effect and the same healing speed. So we buff Botany Knowledge too, suddenly Desperate Measures isn't worth it over it. So it's the same problem. These are just a few examples of perks I can think of.
Specialized builds are simply fun. Blood Pact, Power of Two, Hope, Dark Theory stacking can be a problem, sure, but the amount of setup needed to simply pull it off is almost impossible, not to mention against some popular killers like Blight it simply doesn't work. I have only seen it as killer once in a thousand hours and they were just a duo having fun and not even doing generators. Do we even want to punish these players?
Yes the nerfs are not game breaking, heal stacking and haste stacking is still possible and "viable", but it pisses me off that meta builds are still untouched while our fun builds are being nerfed.
Anyways, that's my feedback.
Re: Diminishing Returns Feedback
No, the Meta never budges because there are no good Perks released. And it is quite hard to nerf the old Perks, because then you would leave Survivors with basically nothing. And even some of the old Perks already fell off, you see way less Adrenaline nowadays, since it got nerfed too hard. Just as an example.
Btw. to your previous post with Hope being #42 of the most used Perks and this being fine and showing that there is no need for a Buff… PGTW was #15 before its Buff and still received it. But I guess this is different then, eh?
Re: Another survivor patch
I would try to argue with your opinions…
but there is nothing.
Fast Track is Dead
Survivor Perk Updates Fast Track
- Whenever another Survivor is hooked, you earn 1/2/3 Token(s), up to 9/9/9.
- While repairing, whenever you hit a great basic Skill Check, spend all Tokens.
- For each Token spent, the Generator gains 1/1/1% permanent progress (was 2%).
Wow fast track got nerfed I'm so not surprised welp had its 15mins of fame is geuss a mid perk now trash
