Operation Health, Part 2
OPERATION HEALTH, PART 2 -
Two big issues to game health still seem to be gen speeds and tunneling. And this upcoming "Operation Health", Part 1 will only serve to shift some genrushing A tier perks like Prove Thyself and Built To Last toolboxes into S tier (which were already S tier to me anyways).
So here are some potential "Operation Health, Part 2" ideas below!
FOR KILLERS -
- Bring back old Corrupt Intervention. 120 seconds Entity block on three gens every match, every time.
Post-Edit: Collaborating with users below, the old Corrupt was maybe too powerful on High Tier Killers. Deactivation conditions are needed to balance the Perk between different tiers of Killers. I will put forward some slightly Killer favored conditions though; No deactivation until either 1) first hook, or 2) two Survivors have been downed but not hooked. (Survivors who were healed from a Down state still count towards the Deactivation condition.)
- Hex: Ruin now regresses at 150% max but is blocked by the Entity until the earliest, or the first, of these events occur:
- 4 minutes has passed into the match.
- Ruin has achieved 400% regression across the map.
- A 1K has occurred.
- 4 Dull or Hex Totems have been cleansed (including Pentimento and Plaything totems).
When only one of these events occur, Hex: Ruin will no longer be blocked by the Entity and it will also show its aura to Survivors who are within 8 m of it.
- Base regression kicks will now apply for -4% total regression. Overcharge and Brine will no longer stack together.
- Killer MMR based off of Kills is working well. But now, the difference between a 3K and 4K is very tiny in MMR points gained. There is no benefit to extending a match longer and longer for a 4K.
- Killer MMR based off of Kills is working well. But now, if a Killer gets a certain number of Hooks, i.e. no tunneling and spreading hooks & chases relatively equally, they will gain extra MMR points (albeit a small amount more) AND receive an insane BP match reward compared to a Killer who played into a rather quick 4K. An example follows below.
- For example, a 10-hook or 11-hook 3K by a Nurse is more MMR points gained versus a 8-hook 4K by a Ghostface. It may be a rather small amount of difference in the MMR points achieved by this Ghostface and this Nurse, but the difference is there. It counts for something. The difference in Bloodpoint rewards between them, HOWEVER, will be much larger. In this example, the Bloodpoint match rewards for the Nurse would be 45,000 versus 20,000 for the Ghostface (before offerings like Cakes). (Bhvr will soon incentivize BP for ppl just to play Killer, so why not incentivize it even healthier).
FOR SURVIVORS -
- For Survivors only, the old Ranking/MMR system returns (just not to Killers as well). No longer will more skillful Survivors pay for the mistakes of their newer teammates and die for minus MMR points. Or even worse, be killed for minus MMR points when being a team player and a rescuer despite having something like lobby-leading match points out of all five players in the match. The old, and now new again, system will factor in many variables to give you MMR points, whether you escape OR die. But yes, do try to escape if you want the max possible MMR points from a match!
- In the end game once Exit Gates are powered, the base-kit BT will rise to 8 seconds instead of 5 since DS and OTR won’t be activated anymore. The BT haste effect will also rise to 8 seconds.
- To improve Survivors' efficiency and confidence, a poor-man's version of Kindred will now be base-kit on all Survivors. This will also make face camping the hook far more dangerous for Killers to do.
- The fun factor of Survivor gameplay will increase even further in the future. More specifically, perks and items that can blind or stun the Killer and increase the Survivors' chances of success will be introduced over time! As a preview, there may soon be a new type of flashlight and perk(s) that will allow Survivors to blind Killers much easier than ever before. On the scales of balancing for fair gameplay, this will likely create a new type of blind and stun status effect in the future that will not save carried Survivors or potentially cancel Killer's Powers (like Shred lunges), as opposed to the slower-to-blind flashlights we have now (and will still have) along with their more powerful and longer blindness effects. Other balancing ideas for new perks and items that will also stun and stunt the Killer's progress are being explored as well, like in return for the stun, giving the Killer a temporary 5% haste, or giving the new type of flashlights/perks much fewer charges to make them more tactical. Keep an eye if a one-charge fast-stun becomes base-kit as well!
- The talk about fixing the parity between Solo Queue Survivors and SWF's (partial or full) is over, well mostly over. The in-game display for teammates' health states will now include below it the region of the map a fellow Survivor is in. Furthermore, there will be an in-game map that can be pulled up by pressing the Start button. This in-game map will not display any objectives or teammates, but it will do two important things. First it will show the regions of the map. And second, it will show where you are in the map, and which way you are facing into the map. (So no, you do not need to memorize every map and every region within it to make great use out of this important feature!)
Post-Edit: Collaborating with users below, the map does not include loop locations. Sounds good to me, too.
Any discussion positive or negative is welcome, of course. Cheers everyone!
Comments
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New corrupt is way better than old was. It's perfect for the set up play, which is it's design. Honestly, extended it to 3 minutes and that'd be cool too.
I like the idea of having a perk that deactivates with conditions, I think that can be applied elsewhere in a creative way. That said, I think the change to ruin was correct and 100% is fine. Passive regression is so valuable, it will still be a top perk.
Restricting the stack of OC and CoB? If people want to waste time and kick gens, they can do it. No reason to stop them.
The remarks on matchmaking, I don't really care to weigh in much there.
Basekit kindred is an amazing idea, I have seen plenty of forums mention this and it is such a good QOL addition.
Extending basekit BT at the end to compensate for DS and OTR turning off, I can get behind that. It could probably get a little confusing for people but seems like a good change.
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I love your thinking with the new Corrupt. If it was extended to three minutes but still deactivated with conditions, that would be just as good I think. I think the conditions to deactivate could be 1) first hook, or 2) once two Survivors have been been downed but not hooked. (If one Survivor is downed and then healed, this will still count towards the Killer's deactivation condition!)
I was also not necessarily turned off by Ruin's new 100% regression but only because for some strange reason I read the new perk as Entity blocked until a 1K or 2 minutes into the match or something along those lines. So naturally, when I realized how badly I misread the new perk change I thought "well, these deactivation conditions actually would be a really cool idea to add in there!" Glad you liked the idea behind them as well. And you were smarter than me for thinking about how deactivation conditions could potentially be added to other perks or ideas.
I also didn't think restricting the stack of Overcharge and Brine was necessarily needed. In my High MMR, I didn't think them stacking was a winning strategy in the first place. I was actually play-testing with Eruption the past week or so instead of Brine/Overcharge. My reason for it, though, was for the more Middle MMR's and the more full Solo Queue Lobbies. A stacking Overcharge and Brine could be pretty brutal to them. I know it, because I am a Middle MMR, Solo Q Survivor myself!
Very cool, I didn't know base-kit Kindred was already getting thrown around, but yeah it's the one perk when I was playing the game and thinking "Man, give this perk as base-kit and so many things are improved for everyone". But as a Killer Main, this terrifies me and I would want a very poor-man's version of Kindred as base-kit. So bring Kindred the Perk if you want the real power!
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Gonna go through 1 by 1
old corrupt intervention: absoluetly not, this perk single-handedly made every killer with snowball potential into absolute monsters. While the killer should be the power role, why does nurse need to half the map size? why does blight? why does spirit? It is still a good perk on killers that require some set up before they down people like Oni or Plague or Trapper or Hag while not being oppressive on already good killers.
proposed Ruin changes: why is it even a Hex perk anymore? I like the change to 150% regression but the rest seems dumb because its entire gimmick is that it provides a powerful effect that you can play around but that is also vulnerable to being obliterated if you dont protect the totem. Sure in some rounds it gets cleansed within the first 30 seconds and imo that sounds like a hex spawn problem, not a ruin problem.
The changes you gave turn Ruin into a Hex that isn't a Hex so i really don't like them. Rather change Hex and Totem spawn mechanics so they can't literally spawn next to a survivor.
I like the increase of kick regression, I don't like regression perks not stacking with each other, especially after Overcharge has been made worthless by the nerf it got (new devlog). They should stack as you use 2 perk slots for something that can be undone by touching a gen and goes on cooldown for a while after (CoB has cooldown)
MMR doesn't work anyways according to what devs said in a livestream so idc about any MMR changes.
No, just no. In some matches you can't help but tunnel. In some matches you can't help but camp. In some matches that is the optimal way to play. Sometimes survivors don't unhook and then you the killer gets punished for that? Sometimes the survivor kills themselves on hook and now you the killer gets punished by that? While i like getting MMR for hooking people more often that also doesnt work. What if you were farming? It should only give you additional MMR if you actually killed that person after hooking them multiple times.
Tunneling and Camping should be disincentivised by something within the game such as certain mechanics or perks that will lose you the game if you play scummy and bad. It should not say "you played a certain way that you can play and there is nothing stopping you from doing that so we punish you instead by not giving you BP".
I agree, the Emblem system is much better at telling you if a player is skillfull or not. Escapes = Skill is the worst system you could come up with.
No. That is the same problem as DS or OtR where it guarentees an escape. Also BT still exists. It should at least cost someone a perk slot to give someone a free escape and more opportunities to bodyblock for them. Also this makes stuff too complicated. New players are confused why suddenly the BT lasted longer, old players might accidentally miscount. This leads to more frustration than necessary. Also BT would become obsolete in the one scenario where it is better than OtR.
Yes please. I want some weird Kindred. That way the gap between SWF and solo decreases and camping gets disincentivised because people actually just do gens instead of running to hook and dying.
I only like the map idea if it is literally just blank. It should not have anything on it except the parts it is divided into and where you currently and and where you are looking towards. If stuff like loops or buildings are marked on there like an actual map I wouldnt want that.
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