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Game Balance Attempt

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Comments

  • ByeByeQ
    ByeByeQ Member Posts: 1,104

    That breakable window idea is really intriguing and I like it. I think it should have a long animation at maybe 3+ seconds so the killer has a harder decision in chase.

    I would love to be able to break some of the atrocious windows that made it into Garden of Joy and Haddonfield. Some of those windows are so bad I would automatically break them if I followed a survivor to them even if breaking the window took 4 seconds.

  • SekiSeki
    SekiSeki Member Posts: 516

    Awesome feedback, I appreciate it. You got everything on the nose outside of the relic. I didn't have the intention of making it an item at first, but now that you say it, I like that idea. Letting everyone know that someone has picked up the relic is definitely necessary. I assume it would be similar to Pin-Head's Box, get a sound cue then have an aura reading on top of that. A few seconds after the sound cue, the skill checks would begin.

    Honestly, I didn't consider Lery's. Maybe change non-tile to house windows? It wouldn't affect every map but when I think about obnoxious windows, they involve houses.

    I thought about the locker thing with DS before and yeah, that is probably for the best.

    Appreciate ya for weighing in.

  • SekiSeki
    SekiSeki Member Posts: 516

    Yeah those windows are miserable. Even a 3 second animation would be worth it.

  • SekiSeki
    SekiSeki Member Posts: 516

    Changed Relic description. Changed non-tile window to house windows within the breakable windows section.

  • FeryGEN
    FeryGEN Member Posts: 629

    "Eruption:

    Generator regression from 10% to 8%. Incapacitated affect from 25 s to 16 s."

    dude, stop! I wanna report u...

    This perk was recently with these values, and you want to make it weak again, it is not very good with these values ​​either. Oh my god

    "Territorial Imperative:

    Now reveals the auras of survivors within the basement, no cooldown, no condition."

    hello basement trapper and hag?

    "Clairvoyance:

    Now activates upon completing any action on a totem, for up to 5 totems. Interacting with another totem resets the timer. Range is reduced from 64 m to 48m. Duration extended from 10 seconds to 15 seconds."

    Its meaning was originally to search for hooks, gens and a hatch, and not to abuse window tech.

  • SekiSeki
    SekiSeki Member Posts: 516

    Gen regression should not be as strong as it is. That is why everyone uses slowdown. We need build variety and nerfs to slowdown is the only way to do it.

    If they want to waste a perk slot to see auras, then go for it. You already want Agitation, Iron Grasp, Monstrous Shrine, MYC, Pain Resonance, the list continues. I'd rather them waste a perk slot on this than MYC.

    I don't understand what you mean by abuse window tech. I'm attempting to make the irrelevant perks worth running. I'm not hardcore set on it but I don't see how this is a bad change.

  • SekiSeki
    SekiSeki Member Posts: 516

    Hardcore debating just giving kindred base. Kindred would need a new effect. Not too sure yet.

  • SekiSeki
    SekiSeki Member Posts: 516

    Reworded Relic for clarity.

  • SekiSeki
    SekiSeki Member Posts: 516

    Added Hook change. Included calculation for gen repair penalties.

  • kaskader
    kaskader Member Posts: 283

    What is this cringe? yea nerf killers again after they became playable after a year.

  • SekiSeki
    SekiSeki Member Posts: 516

    Nerfing slowdown is not nerfing killers. You do not need slowdown to have a good game as killer anymore with good survivors. If anything, the buff to breaking house windows makes up for it. I play more killer than anything and I know how obnoxious those windows are. If you have specific input, say it. A blanket statement gets us both nowhere.

  • SekiSeki
    SekiSeki Member Posts: 516

    Changed description of Perseverance to not include self unhooks.

    I kind of feel deliverance would get a little too strong if I didn't add that in.

  • Jokersmile
    Jokersmile Member Posts: 95
    edited July 2022

    Scourge Hook: Pain Resonance:

    Generator regression penalty from 15% to 10%. Should also change it so that it does not apply its affect to Gens already regressing it pairs too well with other perks


    Eruption:

    Generator regression from 10% to 8%. Incapacitated affect from 25 s to 16 s. I would say keep it at 10 and reduce incap to 20 the perk already requires killer to kick the gen then get a down but yea 25 seconds is a bit much

  • Jokersmile
    Jokersmile Member Posts: 95

    This is true i only bring one regression perk now and have been using Enduring and Brutal alot more

  • SekiSeki
    SekiSeki Member Posts: 516

    That is an interesting idea, though would it not hurt the survivors more in some cases?

    Example, you have Call of Brine and Pain Resonance.

    The survivors have two gens nearing completion. One gen is 95% and the other is 80%. The 80% has survivors actively working on it and the 95% has a downed survivor next to it. The killer kicks the 95% gen and hooks that survivor on a scourge that hits the 80% gen because that is the highest that is not actively regressing. Now both gens are pressured by the killer. The only person that knew about the 95% gen is on a hook and that is going down with CoB.

    I know that is niche but that is what I thought when you mentioned it.

  • Jokersmile
    Jokersmile Member Posts: 95
    edited July 2022

    I mean yeah its something that could happen but as a killer main if i want a regression build Pain Res is gonna be in there because it always targets the gen with the most completion you can kick the gen with overcharge, COB and eruption then hook and get 15% on top of that as it is right now its just too much not so much because its only 15% but the way it works with other perks even jolt is too good with it

  • SekiSeki
    SekiSeki Member Posts: 516
    edited July 2022

    I see your point. What about a diminished effect if it hits a gen already regressing?

    Upon hooking on a scourge hook, the generator with the most progress will instantly regress 10%. If that gen is already regressing, then it will take 5% regression instead.

    Yeah, I don't like how you can stack regression like that. I'll keep thinking on it, appreciate you bringing it up. Let me know what you think.

  • SekiSeki
    SekiSeki Member Posts: 516
    edited July 2022

    Added white to yellow intensity change for action progression of auras dealing with Ties of Light.

  • SekiSeki
    SekiSeki Member Posts: 516

    Added nerf to Fearmonger. The blindness seemed to counteract the intention of Ties of Light. Obliviousness should get more value for killer and be less detrimental for survivors.

    Let me know if this seems too much of a nerf.

  • SekiSeki
    SekiSeki Member Posts: 516

    Added Quality of Life Section. Changed introduction and removed closing remark.

  • SekiSeki
    SekiSeki Member Posts: 516

    Starting to think that Perseverance should be disabled upon stunning the killer.

    As someone else mentioned, it is a team-based play to save someone from being tunneled. One stun will tell everyone the killer is tunneling so that is their warning to act and save their teammate.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Breakable windows, no. This will be so op with current killer chase buffs.

    Hook change will be good nerf for camping.

    Perseverance, this looks so op. DS was alright, we don't need that.

    Ties of Light, good buff for solos.

    Being healed is not your decision. Survivor can heal you with For the People and you can not do anything about that. And then Bubba got you down and you no longer will use your DS. This does not look healthy change.

    I am not sure how Relic will works. So i have no opinion on that.

    Fearmonger does not need any nerf. It is alright perk. Oblivious effect will be so strong, i think this effect is good on Plaything. Which you have chance to remove it.

    Other perk changes looks alright.

  • SekiSeki
    SekiSeki Member Posts: 516

    Yes, I agree with you there but even the Haddonfield windows? Those just feel like time sinks with no way to stop them.

    Perseverance: Even the mini DS does? Was using that as a warning so other players know the killer is tunneling. Yeah, I see base kit ds as a lot but the mini one I could kind of see.

    The healing was to counteract people using no mither or exponential to abuse the base kit ds. I feel like it if was included this way, people would need to play around it, and a teammate healing the downed person, in some cases, would be a team mistake. Now that you mention it though, it makes me think people would intentionally sandbag another in this manner.

    Relic is meant to counter face camping.

    Fearmonger was changed to not suppress the Ties of Light buff. Though I do agree with you about the oblivious change, that should be for plaything.

    Got me thinking now, instead of the mini ds for perseverance, make it where it extends the pickup of that downed survivor. That survivor has a struggle animation before pickup. Maybe like 4-5 seconds before the pickup can start. Maybe make that have it's own flashlight save timing.

    I appreciate you giving your input, the perspective helps me with where I need to adjust and gets me thinking more.

  • SekiSeki
    SekiSeki Member Posts: 516

    Would like to know your opinion on that change to Perseverance.

  • SkeletalElite
    SkeletalElite Member Posts: 2,717

    Action speed penalties are already multiplicative. Only benefits are additive when stacking.

  • SekiSeki
    SekiSeki Member Posts: 516
    edited July 2022

    I've never actually tested this myself; I didn't realize that was the case. Maybe then adding a cap of 30%.

    Thanks

  • SekiSeki
    SekiSeki Member Posts: 516

    Removed Breakable Windows. Overhauled Perseverance. Conspicuous action change. Fearmonger change. Changed regression penalty to cap at 25%.

  • SekiSeki
    SekiSeki Member Posts: 516

    Added Calm Spirit buff.

  • SekiSeki
    SekiSeki Member Posts: 516

    Added in Sadako change.