Devs update
I will divide this post into 3 sections.
1) Changes to prestige system, grind reduction and play more needed role are nice. Can’t complain about it.
2) Baseline changes
Longes gens - bad direction, holding M1 at generator is the most boring and unfun part of the game. Extra 10s, 50s total are not solution to negate slowdown perks needed for killers. Regression speed is bad and need to be adressed. If survivor completes solo gen in 90s. Regressing whole gen takes roughly 6mins. In 1v4 it’s really not good. Changes like basekit corrupt for 40s, new nerfed non hex ruin for first 4mins or something like that would be way more effective. Because lot of killers need to set up before chasing survivors or need to build up power. 2,5 % per kick is better than nothing. But 1,8s spend kicking gens with current regression speed is nor worth it. As I play in higher mmr kicking gens overall is not good, it’s more timewasting. In that scenario I would like to see a minipop basekit. Let’s say you remove 8 % of gen after you Hook someone. It force you to play healthy and still worth it go kick a gen.
Camping and tunneling - Basekit BT is okay. Haste might be bit higher. But this is focused more about tunneling than camping. So camping will be still powerfull and gives 1 for 1 playstyle. I would prefer to see something like Pyramid head has where after certain time closer to hook it relocates. Making area weaker with less hook. That would punish for camping. But i feel like camping we’ll be more common with lack of baseline changes to killers.
bloodlust, speed bonus, cooldown, kickin speeds seem okayis, nothing crazy yet not bad.
3) Perks
BBQ - a big milestone to all of us. I guess it will be still good to decide where to go after hooking survivor.
Corrupt - Will be still good for trapping killers and higher mmr where it takes some time to get a down.
Ruin - as base regression speed is very bad, this perk is quite joke to be a hex anymore. Better be an early game perk with like 4min duration. You still don’t need to kick gens, which is boring part of killer role, but hex totems are risky and this one is not worth a perk slot.
Pop - Will be fine in late game.
Pain resonance - most sad to me. A nice healthy perk that required a scourge hook. Bit of regression, nothing too crazy but a nice informative part that has been entirely removed. Forced not to camp. Now you have not a crazy regression without any informative part. Don’t think anyone will run it. I hope they nerf the regression and keep informative part. Again you didn’t need to kick gens. Whatever… Short lived meta, nerfed with 6 year meta perks.
Noed - very sad about this one. As it’s almost the same. Would like it to not be hex and doesn’t have instadown. But instead makes you stonger in endgame. Faster break, faster cooldown… still is lame perk used mostly by players that struggle to get a single hook per game. But okay, you will now have higher chance to save camped teammate. So at least it will force teams less to leave.
Dead hard - nice change, looking forward to see it. Bit scary that it will still make a momentum to reach pallet and avoid hit standing at the window and then vault it. We’ll see.
BT - ok, not fan of camping nor tunneling.
Self care - now it really takes as long as gen :-D
Iron will - massive nerf, no one will run it anymore.
Spine chill - no one will run it either. No more speed would be fine as it still counters stealh killers. But with a line of sight requirement it will be Dead perk. Stealth killers will be happy though I guess.
Decisive strike - the stun duration is not needed imo. The endgame deactivation is nice though.
Overcharge - will be situational, but seems interesting. Most of the time won’t get to a point where 400 % will be applied.
Eruption - nice change, might be used now.
Coulrophobia - with it’s current effect won’t be run at all anyway.
Dark devotion - nice change. Crow mama can snipe across map and sneak then, like it.
Surge - nice change. Hope that in the future it won’t require basic attacks to proc.
Monstrous shrine - bad idea, bad effect Camping basement will be strong to apply effect of other scourge hooks multiple times and the MS has very weak effect to be a scourge hook
Gift of pain and Thana - bad bad bad, making holding m1 at gen longer will be boring. But with weaker gen slowdown perks it’s okay i guess we will see.
Lucky break - nice change. Strong perk already, might be seen a lot.
Off the record - weird one, kinda nonsense over endgame and nerf of DS. Basically is DS, BT and DH in one perk that lasts nearly forever.
Hope - slow killers will cry.
No one left behind - if haste stack, it will be nuts.
Overzelous - busted when cleansing hexes.
deja Vu - Won’t be use. 3s faster gen is not worth it.
Dark sense - interesting rework, not meta but not useless.
Overall. Baseline changes to slowdown is not enough. Tunneling won’t be that easy but camping isn’t really touched. Perks changes are mostly okay. Hoped for not creating such a strong perks like Off the record. Some meta will remain - BT, DH, Corrupt, Pop, noed. And some perks will be a past - ruin, pain resonance, Iron will, spine chill, Self care. Sadly we will need to kick a gens more. Sadly camping will remain. But overall it’s a step towards healthier dbd. At least devs understand they need to work on baseline game and this is good start.