Balanced Landing Got A Nerf. Guess What It Needs Now...
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Lithe is better at extending than DH. I give DH credit for its versatility though. Glad we're on the same page.
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Balanced was unhealthy on quite a few maps purely because of the stagger reduction. Removing the speed boost will not fix anything.
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Yes, it is valid. Walking everywhere is dumb
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You can remove the speed boost and keep the cooldown.
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That's a very fair point that could be a good balancing of it
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Thank you! 🤗
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I truly think compared to other exhaustion perk, the only highlight of balanced landing is its stagger effect. My suggestion is to shorten the duration of sprinting, or maybe slightly increase cooldown time (maybe to 50 seconds) but keep the passive during cooldown. You cant loop infinitely with this perk, but still do what it is supposed to do well. As of now, this is undeniably the worst perk of all exhaustion perk, and by a large margin.
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Yes. I hate dealing with the sprint burst on Balanced Landing. I'd much rather face survivors who have a stagger reduction. It gives me so much frustration to just see survivors zoom away to a non-trap zone when I'm playing Hag.
I would push this change above most issues in the game.
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I do hope you know that no one is going to notice this simply because it's a two month old sub-forum.
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yeah, but making new threads all the time clogs feedback, which I may end up doing anyway because of the reason you stated :/
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Yeah. It's one of those things where you hope your forum is seen first so that it can make it to the top of the discussions list.
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It's now the same tier as Lithe. It doesn't need a buff, the other exhaustion perks need a nerf.
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Sprint Burst is the definition of a balanced perk imo.
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This is scary. I don't want this forum to revive.
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I don't use it because I hate walking around trying to preserve my exhaustion perk. So yes I can see why it is balanced from a survivor perspective. BUT when playing Killer there is nothing more annoying then finally finding someone, and the first thing that happens is they sprint burst into a safe loop - you know full well at that point you're not gonna catch them, but if you don't chase them at that point they are just going to jump right back on that gen and complete, while 2-3 other survivors are out there also doing gens.
It's a gross manipulation of the amount of time the Killer has to complete his objective, and imo should be either reworked or nerfed.
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Being injured isnt really a cost for survivors tho. Especially since pretty much the main killers used either already cause people to go to their dying state(ghostface, myers, leatherface, billy, oni), or have a lot of other ways to expose survivors. Exposing has been the main meta for killers nowadays. So there is literally no difference between being injured and being healthy other than grunts of pain, which is why a lot of people tend to use iron will.
Compared to Lithe: it's literally sprintburst with the CONDITION that you need to use a rushed vault speed. If you already need to do a rushed vault speed, that 10% isnt going to matter that much.
Let alone that I think that Sprintburst, like Dead Hard actually should have a trigger button rather than just using it. Especially now that exhaustion doesnt go down while running anymore(which im not really complaining about, but the only reason sprintburst was more useful than other exhaustion perks was that you could trigger it twice or thrice during a chase, while for BL and Lithe you needed to look for a place to use it in the first place).
Honestly, if they released a survivor perk that has the old passive as a better version(aka, 80%-95% stagger reduction, which still is worse than the 100% stagger reduction that killers get) in a similar way to how No Mither also is a worse Iron Will. Then I'd be fine with that. But the whole reason why Balanced Landing has the passive, is because its one of the most specific requirements in the game. There were practically no maps where you could drop far enough to trigger the speed boost in general. In fact, the movementspeed boost wasnt part of the perk untill tier 3. There are some spots where you can cheese the movementspeed out of it, but overall, its the hardest exhaustion perk to pull off during or right before a chase.
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Dead forum btw
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It may be dead for now, but I like to visit the graves of threads I've known and pay my respects to the things that should have been.
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Yeah because with Lithe it provides a HUGE gap between the killer and you since now the killer has to either vault the window or walk around it. Balanced is just sprint burst but worse.
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I agree it needs a buff, while it's true SB, Lithe and DH didn't have a passive, these perks were consistently used on any map. Whereas BL requires maps that have a drop, and dropping usually puts the survivor at a severe disadvantage because of the stagger, that's why the passive on this perk was so useful, it opened up drops to be reliable places to juke if the survivor had the perk, but now it's a one trick pony and map specific, the nerf destroyed what made it unique.
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It's funny most of the time I've used Balanced Landing I always ended up on shelter woods.
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Honestly the only thing that physically hurts about this perk is the existence of Macmillian Estate - Shelter Woods - which is just one large area without hills or ANY way to activate this power short of jumping into the basement from the top. They really need to add a landmark build in there or at least make the center tree climbable in some way.
The perk itself isn't very strong for sure but the very first time you use it against the killer - you will get SO MUCH space from it that it's pretty nutty due to how most verticals waste so much time for the killer - think Midwich or the walkways on Ironworks of Misery (Also a Macmillian map)
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You do realise Balanced landing was nerfed because it was the reason infinite’s existed ?
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It’s really annoying when people don’t read what is in the post, but then they proceed to comment on something different. 😆
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Woahhhhh necro.
Only buff BL needs is more second floor drops on more levels. Otherwise it's fine as a stealth juke.
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That sounds more like poor map design than a problem with the perk needing a nerf.
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Infinites haven't existed since shack got nerfed.
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You are correct. Infinites, as in loops that are actually infinite, haven't existed since then.
However, loops that are so strong that the Killer has to leave or else they are basically throwing the game, did exist. Balanced Landing enabled most of them. Do I think that they should've reworked the maps then taken a look at Balanced? Yes. Am I upset that it got nerfed? No, it deserved it. No other Exhaustion perk had an effect that activated even when Exhausted.
It was merely made more consistent with other perks :)
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You prove a valid point but my question is why should balanced landing have a passive that isn't affected by exhaustion over the other exhaustion perks. Dead hard, Lithe and Sprint burst all have the haste effect but don't have the same properties as balanced does.
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Personally if they gave the perk no exhaustion or sprint burst after you land it could be good.
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Because it needs it. Survivors are automatically stunned after falling from a height and thus are slowed considerably. The passive makes it so that the perk functions as intended, without it, you would almost always be hit after falling from any height. It would be like getting Adrenaline while crouched, speed wise.
You simply don't need that with Lithe, Sprint Burst or Dead Hard.
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I'd actually argue the other Exhaustion perks needs to be brought down to BL's level.
None of the Exhaustion perks have downsides, costs or anything really. Just a strong second chance effect for nothing.
At least BL is much more situational for its powerful effect.
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Are you saying that sprint burst, able to managed on any map, is more reliable to survivors and more frustrating to killers than Balanced-very-situational-use-Landing? Just to be clear, I'm not being antagonistic here. Only that there are a lot people in this thread trying to compare SB to BL. The two are not comparable. SB has use anywhere and when to use it is entirely up to the survivor. BL on the other hand is entirely dependent upon the map to gain to max benefit.
When you add in the questionable hitboxes, BL was potentially OP on a few maps at best and mediocre to pointless on many others.
Now it's a 'meh' perk at best when a survivor either has no other options or wants to try something as a lark. Or the Killer is so focused on Meta that it can be made use of.
Tl"dr people are by in large going to pick perks that are useful on any map as opposed to situationally useful/OP on some maps.
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You still would get staggered from falling with BL, it reduced the stagger by 75%, which was useful to have when you were exhausted, because typically when a survivor falls, they're stunned in the location for a second which typically allows for an ez hit to the killer given they don't get stunned. Balanced Landing literally did what its name suggested, and reduced that stun, but also gave you a sprint so you could gain some distance. The Perk was not as powerful as you think. It was only poor map designed that made the perk so strong. Generally when the perk was used normally in a map, a basekit Bubba can catch up and down a survivor that just used Balanced Landing, as you can see here: https://www.twitch.tv/aspacehamster/clip/ArtsyExquisiteReindeerM4xHeh
It's honestly one of the weakest exhaustion perks.
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Again you're right but right in the wrong aspect, you don't stagger when you fall if your not exhausted, they didn't completely remove the stagger reduction it just only works when your not exhausted that's what it should of always been.
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Then why, pray tell, was it used so much?
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Everyone already knows the answer to that, it was OP on the new chapters map, Stranger Things.
They opted to nerf the perk instead of fix the map.
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Exactly! You go to Shelter Woods with balanced landing? No perk for you!
Playing as killer, I would take old balanced landing any time over the constant Sprint Bursts/Dead Hards every single match.
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Its the best exhaustion perk for quick stealth jukes by far. And shockingly, having one exhaustion perk that gave a constant passive over all the other was unfair. Who knew
Its more risk/reward than the others. Except for dead hard because I mean, lets face it thats the best one for chases.
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just scrap the exhaustion part and just make the stagger the main perk and fix maps and tiles that made it game breaking like haddonfield and the harvester
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It's the only exhaustion perk with stealth functionality, but it's extremely useless.
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thats like saying ruin should have passive regress and then 5% regress on hitting good skill check and it also should not be a hex perk
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Because I want Balanced Landing to lose the exhuastion aspect of the perk and just give the stagger reduction?
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yeah, no sound no stagger would be pretty overpowered and i dont wanna see haddonfield offerings every game just because of one perk
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That wouldn't be OP, if it lost its sprint, it would just be a stealth perk for juking, it'd be no more OP than urban evasion, but you'll get more use out of urban evasion, I also think very few people would pick BL if they removed its exhaustion aspect.
It's already the weakest exhaustion perk, the stealth function is useless because it's an exhaustion perk, it's meant for chases, not jukes.
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The BL-Nerf was still not needed at all. The Maps which came out since the Nerf would have been totally fine with old Balanced Landing as well (like, next to each Window on a second Floor is a Drop) and the Maps where BL was problematic are still a nightmare for Killer.
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"Let's nerf a perk because of bad map design."
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"I think we've done a pretty good job so far"
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Yeah, exactly. This was my main point when they nerfed Balanced Landing - the Maps, where it is a problem (or which got called out for being a problem because of BL) will still be a problem.
And if we look at it:
Haddonfield-->No Killer wants to go to Haddonfield, even with nerfed BL
Badham-->Will be better with breakable Walls, but again, the problematic Spots did not need BL.
Ordmond-->Got told that the Lodge is insane with Balanced Landing. It is an awful Map anyway, even with nerfed BL.
Asylum-->Again, got told that the Main Building is horrible with BL. But without, it is not enjoyable either.
So the problematic Maps are still problematic (except for Badham, most likely).
Also, I got told that with nerfed BL, the Devs are more free to create Maps and Loops. Now, lets look at the Maps which got released since then:
Sanctum of Wrath-->The only really reliable BL-Spot is the Sanctum, but next to every Window is a Drop which can be used.
Saloon-->There are some Window Drops on small balconys, but everyone of those has a Drop in it for the Killer.
Midwich-->Not good designed for either side, but again, next to each window followed by a Drop is a normal Drop.
So all those Maps look like they were designed with old Balanced Landing in mind, even with Stagger Reduction you would not be able to create strong Loops.
So yeah, in short - the Perk got changed because of bad map design and more freedom in future Map Design. The bad Maps are still bad and the freedom in future Map Design would have worked with old BL (so far).
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