My views on the perk changes
![Jay_K](https://us.v-cdn.net/6030815/uploads/avatarstock/nEFNAOVQLJF6B.png)
FYI this will be a long post so read if you want to.
I'm going to try and stay as impartial as i can regarding killer vs survivor because its not about us vs them.
Also these are just my opinion. I understand people won't like my opinion but thats just tuff lol
I'm only going to address the meta change and some of the big changes to non meta
Killer Perks
BBQ Chilli - I only run this perk for the blood points. Yes the aura reading is good but most of the time i forget about it anyway. What BBQ currently does is forces me to hook every survivor at least once to get the most out of the perk I can. Without running this perk now as i don't get blood points it kinda does incentivise you to ignore the strong survivor and have them escape whilst securing your kill on weaker survivors.
Ruin - I don't overly like running gen slowdown as i like to go a different route (devour hope) but i think this change is very fair. after the first survivor is dead unless your in a 3 gen situation ruin isnt going to give as much value as you already have a lot of pressure with it being a 1 vs 3. That being said this nerf does incentivize killers not to tunnel someone out of the game so that they can keep the perk alive.
Pop goes the Weasel - Originally I thought "5% thats nothing" but its a bigger nerf than 5%. Current pop gives 25% regression of an entire generator where as new pop gives 20% of the current progress. This is a huge nerf as it renders it useless compared to other gen slowdown perks unless you are defending a gen thats nearly done.
Corrupt Intervention - This nerf to corrupt is a game changer for solo queue survivors. If your solo queue and you see corrupt currently there is a good chance that 2 or 3 hooks are being got before the first gen pops (depending on gen split) Now soon as one survivor is down the killer loses their perk. Giving survivors more options to spread out making it much harder for killers to defend. On the other hand this does give the killer incentive to hit and run everyone first then down someone. Similar to legion playstyle.
NOED - The big perk everyone wanted nerfed into the ground. and the nerf it got was...tiny. The fundimental issue with noed still remains that its to powerful end game and rewards bad gameplay. Being able to see the aura of the totem although is good if you happen to be near by will very rarely be used. I personally don't run NOED but when going against a killer with NOED once i know they have it im instantly hunting totems but my team mates are either just leaving the match or throwing themself at the killer. The main issue with NOED is its to free and IMO a token based system would have been much better than simply showing the aura of a totem in a small radius.
Scourge hook: Pain resonance - The nerf to this perk also kills dead mans switch. Now what a lot of people forgot when killers started comboing this perk with dead mans is the moment a gen is blocked it stops all regression on that gen. So if you run both perks you would get the instant regression but not the ongoing regression. Not having this perk stop survivors working on a gen now causes the 25% regression to be quickly fixed by survivors especially if more than one are on the gen. A fairer comprimise would be to not have the notification but still have the survivor be kicked off the gen for a second so the combo could still work.
Lethal Pursuer - This is an excelent buff as it gives the perk more use than just 9 seconds of use
Scourge hook: gift of pain - The buff makes this perk viable as game slowdown expecially the buff to monstrous shrine
Monstrous Shrine - Its about time this perk got a buff. Allowing the basement hooks to be scourge hooks makes all other scourge hooks more viable.
Survivor perks to follow
Comments
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Now for the survivor perks
Dead Hard - This is both a nurf and a buff imo. The nerf comes from not being able to use it when you want for distance. So no longer will it be used simply to reach a pallet or window. however timed well this perk now extends chases much more. What was used to reach a pallet or window now has the potential with the 1.8 seconds of speed boost of reaching an entirely new and potentially stronger loop. All in all I like the nerf/buff
Decisive Strike - This nerf has been a long time coming. Not having this be able to activate after the last gen pops will now stop the DS/Unbrekable infinite combo that tends to happen. I agree with some others that maybe now this needs to have the ability to activate after every unhook during the game but all in all a fair nerf. The 3 second stun timer just brings it in line with what DS used to be and brings it in line with other stun timers such as pallet and Head on.
Borrowed Time - Due to the small base kit version this perk has been buffed. You still get your 15 seconds of endurance however now you also get 15 seconds of 7% speed. This means for good survivors (or against lower skilled killers) more chances to make them whiff by faster spins. Behaviours comment about hoping this perk won't be used as much due to the base kit version doesnt justify buffing it. Personally this perk could have just had the increased endurance time but left the speed bonus at 5 seconds.
Iron Will - This is a great nerf. It still helps stay stealthed from survivors but doesnt make them audibly invisible and the perk feels more balanced now. No more iron will bush gamers.
Self-Care - I've already seen the jokes around "my team mates will now be self careing for 5 hours in the corner". Think about it. If your injured healing yourself you should be slow at healing. I mean you have just been slashed/smashed/hooked by a killer your not going to be in the best of shapes. Saying that I think the double nerf it got was a bit extreme. Either it should have had a lower healing speed but still give the efficiency bonus to medkits or keep the healing speed but loose the efficiency
Spine Chill - This has been a controversial nerf. Although it helps me as a killer i can see why survivors arn't happy. The perk has been nerfed to a point were there is no point running it. The value speed should have never been a thing imo but instead of having it just line of site it should have stayed the same but have killers who are undetectable not trigger it. I mean they are undetectable for a reason.
Saboteur - Great buff. Survivors needed a way to see were scourge hooks were especially now with the buffs
Off the Record - The big buff that everyones talking about. This perk i'm undecided on. On the one hand i look at it and think "meh it isnt actually that great" but on the other hand it does stack so well with other perks. Now this perk will be either really strong or kinda meh depending on the final wording of the perk. If it puts survivors into deep wounds like BT does then i think its fair. If a survivor wants to run cross map to just get hit then thats a survivor doing nothing else for up to 80 seconds. On the other hand if its just endurance (like mettle o man) and it trigures as a protection hit then some insane combos could form. I think everyone needs to hold off on judging this perk untill we know the exact wording of the perk as currently its just to vague.
Thats all the notible perks i believe
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