Dev Update July 2022 Thoughts
Comments
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Please explain to me how Built to Last and Streetwise - perks that benefit all items (and in the case of Streetwise, even those of all nearby allies) - are going to be more beneficial than a perk that currently only helps medkits. And how the devs plan to get around someone using or acquiring a Camping Aid Kit or Emergency Medkit with only Botany Knowledge equipped being unable to fully self-heal. All they are doing is killing Botany (at the very least for solo players, who needed it the most in the light of the Self-Care nerf) - which was not even meta!
It is simply illogical to make a perk handicap the user. Itโs why you never see No Mither. Why weโll never see Calm Spirit - an already obscurely used perk itself. Autodidact. We could be here all day.
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Medkit efficiency should not be a thing with current medkits. If medkits were nerfed, I'd think differently. They added that to botany to keep the balance.
This is a great solution. It would eliminate the problem with brown medkits not fully healing and would just make more sense.
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...Because they're perks that revolve around item efficiency and new Botany Knowledge is a perk that affects non item healing? I'm not sure what you're even asking here, it's not as though Botany had its one thing taken away and now it's useless. It's not even like Calm Spirit where its new downside actually affects what it's used for.
You bring Botany if you want to heal other people quickly, or if you want to make better use out of self-healing with something like CoH. Those are both very, very strong uses of Botany Knowledge, the perk has not been killed even slightly.
Also, solo queue players do not need and have never needed either Self-Care or Botany Knowledge. BK did help, but SC has always been an active detriment for all but the very few who knew how to use it properly. Solo queue players ""need"" a method to heal themselves in the clutch scenarios where teammates aren't around, and there are still plenty of those.
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They don't add healing speed.
I agree with you that the medkit should fully heal that survivor, but without the added speed of botany. Botany should be for healing others without a medkit. Not for SC, not for medkits. It is a great perk by that alone, it does not need to be bloated and overused paired with medkits.
Calm Spirit, I don't get myself. Idk why they had to add the debuff to an effect that isn't worth it.
Edited:
Well put.
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Yes, it was Botanyโs one thing. It allowed a survivor to pair it with a First Aid Kit (yellow), with no other healing perks, and get two full self-heals out of 24 charges. It brought value to the Gauze Roll add-on, which adds 12 charges. If I want to heal others quickly, itโs going to be Weโll Make It for 100% faster healing or Circle of Healing so we can all heal ourselves.
Yeah, CoH and Botany will be a fast heal, but requires two slots. Which is fine. But this nerf kills any build that only featured Botany with a medkit.
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"[...]this nerf kills any build that only featured Botany with a medkit"
Yes. Don't use it for that anymore. Realise its potential for other things.
In general, killing the standard common builds is the point of this update. This is one of the better changes- it keeps a good perk very good, better than before even, but pushes players to use it differently and to find other tools to fill the niche that it once had. That's a good thing, not a bad thing, as unlike other perks Botany Knowledge gets to still be very very good, just shifted to a different role.
If you want more self-heals, bring something like Streetwise or Built to Last. If you want fast healing specifically for healing your teammates or you want to pair something with CoH to further make the time investment break even, bring Botany Knowledge.
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The Thana calculation is bugging me, anyone else want to weight in? haha
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Survivors second chances were ALWAYS far and beyond stronger than even a killers BEST slowdown stacks. Every single slowdown has a counter. Every. Single. One.
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yeah the whole patch ruined because of a few bad eggs
sure it would be nice if the patch could be perfect, but we both know everyone views perfect differently, meaning you cant please everyone
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โA few bad eggsโ... we see what you did there. ๐
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Hahahahaha
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It's not entirely ruined, don't get me wrong. This patch will make playing killers in a 'normal' way less annoying for sure, and it is welcomed for that. I honestly can't wait to try it out and feel the difference while playing something like Sadako or Wraith. And unlike others, I really like the grind and prestige changes that were announced.
What I fear is that it will really make playing survivor a lot worse than it already is, and even in a swf if the overall experience is just unpleasant then people will just stop playing.
Also genuinely haha'ed to your pun
@SekiSeki have you ever studied mechanical physics (even basic)? The concept would be the same as the space relationship with time and speed:
Total charges to complete a generator are fixed and are the "space" to travel. Your basic speed is the unit: 1 charge/second. Buffs and debuffs affect your moving speed as you go on: you get tired (ex thana) and move 22% slower -> instead of 1 charge per second, you complete 0.78 charge per second. So to complete 90 charges, normally you would require 90 seconds (90 charges / 1 charge/second = 90) but when you're tired you progress more slowly, so to complete the same amount of charges, it takes longer ( 90 charges / 0.78 charges/second = 115 seconds)
It's easier if you write it as fractions on a piece of paper and notice how the seconds, being a denominator in a denominator, moves upwards and becomes the final unit
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I would not have expected it to work that way. Yes, if you factor in charges, it makes perfect sense. Huh, well thanks for clarifying.
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Also, I just realized Lightweight went through and I'm crying. Haha, lightweight meta.
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The devs do not want insanely fast heals, which are possible with new botany and a green med kit. I agree on that being problematic.
They want to mitigate that by adding the efficancy debuff. Which I think is a bad solution.
Thats why I wrote why not just make the 50% speed not work on medkits? That would also prevent stacked heal speeds, and it would be much more of a "natural" solutio imo, given that Auto Didact has the same restricton of not working for medkit heals.
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Wait
I dont even see what i did there
Am i dumb??? (dont answer that pls)
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Release date 19 or 26?
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Mixed opinions. I would say 19th but some have said end of month, so 26th. Nothing solid at this point.
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Pleased with the meta shuffle/shift. Freshened everything up, imo the game needed it ๐ Some good reworked perks in there such as DH, BT and Corrupt.
As for perks that directly affect my style of play, the only loss is Iron will, its a shame to lose a specific skill set as stealth is something I like, but it opens up the opportunity to try something else I guess. On killer I love tinkerer which only changed a little so its all good, happy with the boost to Jolt as I like that on Dredge.
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Disappointed.
Further nerfs to survivor gameplay - with only two nods towards the huge buffs killers got. Most of the July patch notes are aesthetic changes rather than balance adjustments... so i kinda dont care for most of the changes because there is a lack of meaningful changes
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a bad killer playing out of their league should LOSE that match. The fact that there are crutch perks that can literally change a complete loss to a kill or two is astounding to me - especially considering the competitive angle that BHVR is trying for
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I'm not sure if you're serious, but if you really didn't see what you wrote: check my name, then check your message ๐ณ
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Haha, you should have left it. He'd be thinking on that all day.
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oh.
my.
god.
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Well yeah, that's pretty obvious I think! You're putting words in my mouth. I'll elaborate to say a bad killer playing within their league should have a chance to win their match without having to contend with the tiresome habit of draping the discussion about the mechanics of the chase in moral language about what is deserved and undeserved, and what constitutes being a good or bad player ๐
Also until they start showing broad support for tournament-level play, I don't think it's accurate to frame MMR as aiming to make the game more competitive - from how I've heard them speak about the system it seems more about balance and match quality.
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if a 'bad killer' needs to contend then they arent playing in their league
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