Why is Borrowed Time intentionally badly designed?
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If you depend on perks to make saves... you’ll never understand how to counter the situation properly... BT is overpowered and should be nerfed to a 1 use skill perk again (works for both players but no longer works when the EGC starts).
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The perk gives you 14 seconds to get away from the Killer and mend, or it forces the killer to waste an additional 14 seconds chasing you. Both are considerably better than the alternative: Getting downed again immediately after getting unhooked.
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Yes there is, hooks arent in pallets so by the time the bill gets the person off the hook, he is already on the ground
That is why it is a perk
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Oh, so you agree with me, then? Good. Then BT will always activate, but the Deep Wounds timer will always tick down if you're not mending.
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You are being so focused on complaining about the survivor side of things you dont even realise. If you see scratch marks near a hook, go back to it, that is not camping. Hit the healthy person, down him what IS possible when they are farming someone and bit the borrowed
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Take a moment and reread the comment for god sakes. My favourite part of your comment: "the non-camping killers get ScReWeD over because they may be running something that makes terror radius bigger (MaP-wIdE) and the person getting unhooked gets endurance while the killer isn't even nearby" of course the killer gets screwed because the survivor has endurance when he is not near.
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Yes, I am aware. But I feel that, if they were to buff it, it's going to cause more discontent in the community with that change. There will be many players who complain that it's TOO overpowered at that point considering many already complain that it's too overpowered. I understand where the OP is coming from but the few killers it doesn't work on seems fair from a balance standpoint.
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ITT I 've learned:
1) Farming with BT is used to bully the killer (not to eff over other survivors. Bullied they say. I kid you not).
2) Farming with BT is to waste killer's time and punish them (not to give free hits on the unhooker, remove an entire hook stage on the unhooked and giving one easy and possibly two downs, while neither survivor is repairing gens).
3) Bad players using BT to farm = We must not look at situations where BT could be used as anti-camping as intended. Because.
4) An unhook with BT right in front of the killer has no counterplays whatsoever (hook trades are disgusting apparently. You were on the hook and you're the one who must get your arse back on there).
5) BT in general has no counterplays whatsoever (because if you get unhooked you have to go down and immediately, no 15-second nonsense).
6) All those complaining are being chronically persecuted by hook farmers as soon as they turn around, when they so much would like to leave the hook, They absolutely 100% never camp.
I'm genuinely at loss of words as of how anyone believing any of the above to be the reality in game would even be able to manage 1k on average. Actually, scratch that. I know perfectly well how they get exactly 1k.
Seems balanced to me as well. Let me crunch some numbers and look at an actual situation.
If BT procs when a typical 115 (4.6 m/s) killer is exactly at the limit of the 32m range, it will take them about 7 secs to get back to the hook (actually 6.95). Assuming the unhooked doesn't run straight to them and that killer doesn't go all the way back to the hook, because they spot scratch marks or the survivor, let's round them down to 5 secs or about 9m from the hook. That's the point when the killer has at least a general idea of where the survivor is heading and tracks them down. There will be still 10 secs of endurance status left during which the killer has to catch up, which can easily run out if the survivor is not goofing around. 110 killers will take longer to get to the survivor, so less likely they will still be protected by BT. Faster killers will have to contend with longer time left on the clock, which means the survivor can at least run to some sort of cover or they can tank the hit, thus BT again working as intended.
Seems fine and fair to me. People who don't camp don't get punished.
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I think one major problem would be it would give away any of these stealth killers being neaby if the BT pops. I really want the devs to do something about camping instead so we don't need much BT ... I am just tired of using the same perks just to have a chance to get away if I get camped
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Yeah, not like BT got two undeserved buffs in the last patch or anything...
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Now you no longer have to be in a chase, you just have to keep running and they'll never have DW tick down...
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😥
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'We'vee done a pretty good job so far''
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I don't have so many problems with BT because I don't tunell or camp but I don't like It. I totally understand why survivors need it but in my experience, people just use it to farm each other in my face or annoy me. Or both.
This is very tipical: I had one stressful match with survivors running in infinites, camping pallets, trying to blind me and whatever. I lost. Then I find one distracted survivor and I got him. Immediatly after the hook the others survivors just trow BT with a massive body block and they don't care because they had speed boost btw. Exit gates are 99% as usual and... I lost again. Like I said, I don't complain against this perk but I not gonna lie. It's annoying
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Where is the drawback of the perk? Can we just make this basekit for survivor? I mean in lowranks people are unable to equip the perk and it can lead to lots of frustration.
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Ok im saving this text in my google keep
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Unfortunately its actually quite balanced compared to other surv perks, like at least the other surv is a free hook vs DS or Dead hard
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I'd rather it be a trade.
It transfers the hit from the person rescued to the rescuer. This preserves its purpose of protecting the rescued survivor but prevents completely unsafe hook rescues with no consequence.
We can change it to distance based if this change went through.
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