What changes do you want to see from the patch?

Aneurysm
Aneurysm Member Posts: 5,270

So a lot of users are clearly unimpressed with 6.1.0. (and I haven't been able to play enough to develop much of an opinion yet but I feel like discussing things anyway)

But I've mostly seen talk of the problems and not potential solutions (if required) so whether you like the patch or not, what do you want changed?

I.e. planned solo info changes introduced quicker, slowdowns nerfed, base endurance longer, base DS added, gen speed reverted, patch 100% reverted, etc etc

Comments

  • Moemarti
    Moemarti Member Posts: 20

    I agree. The extra 10 seconds on the generator is the worst

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Eh, whatever makes survivors happiest within reason. I only draw the line at a complete DS revert. The free escape was ludicrous. They can have the stun back, though. I would not mind if they kept every killer nerf and reverted every survivor nerf outside of the aforementioned DS.

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,889

    4 second ds (because I doubt they'll completely undo the nerf)

    Thanatophobia nerfed back to 4% per stack but works on booning as well

    Increased hook timer to compensate for longer gen times

    Hard cap for healing/repairing speeds. For example, self healing caps at X seconds and can't get any faster while gen times cap at Y seconds and can't go any slower. Not sure about the exact numbers that would work.

    I know the devs have said they won't give kindred for free, but something similar should be considered. It wouldn't benefit swf in any meaningful way but help solos tremendously.

    Keep the incentives at 100% at all times (once they are reintroduced), otherwise bp gains are garbage.

  • Aneurysm
    Aneurysm Member Posts: 5,270

    These sound pretty reasonable. I've recently started to think there should be caps on healing speed and gen speed too just because there's too many perks at this point to limit their synergies with each other.

  • Remedicist
    Remedicist Member Posts: 1,096

    Caps should definitely be introduced. I understand why they weren't a thing long ago, but times have changed since we now have a ton of stackable perks that decrease or increase action times.

    Personally, I would like to see a 4-5 second stun from DS, revert Thana to previous values or change it so it affects heal times and gate opening times only (to fit the theme of fear of dying), and maybe decrease the value of Pain Res (since 15% of 90 seconds is a lot off a gen) or increase the value but make it like pop where it affects the current value of the gen instead. A form of kindred being base kit and status action icons next to survivor names would be nice as well for survivor information.

  • Adjatha
    Adjatha Member Posts: 1,814

    Either restore BBQ or make the token system baseline.

    It literally makes the game better for both sides. Removing it was extremely misguided.

  • Laluzi
    Laluzi Member Posts: 6,129

    Improve Botany, Pharmacy, and Calm Spirit so that they're not nerfs in the name of buffs. Revert Self-Care. Fix Spine Chill so that it's not stronger than before.

    Cap action speed slowdown.

    Lengthen the built in BT (or change how it works so that it actually functions as a soft anti-tunnel and not just 'wait 5 seconds and then smack') and remove hook grabs on healthy survivors.

  • GeneralV
    GeneralV Member Posts: 11,075

    Buff Self-Care, PLEASE.

  • Nathan13
    Nathan13 Member Posts: 6,706

    Revert the DS stun nerf and self care.

  • Biscuits
    Biscuits Member Posts: 1,097

    Increase the base line borrowed time to 10+.

    Revert the decisive strike nerf to stun duration.

    Nerf save the best for last to 3% per stack. And/or have it lose stacks on M2 hits.

    Thanatophobia can only proc on M1 hits.

    Increase the skill check zone of Overcharge.

    Longer hook timer, Add 5-10 seconds.

    A system to discourage stacking of 4 regression perks. (Similar to exhaustion for survivors)

    Remove spine chill proccing when killer is in range, have it only light up for a terror radius.

    Add double blood point perks that do nothing but give you extra blood points.

    Remove the ability to one shot down when near hooks, Chainsaws, Iri head hatchets.. etc.

    Take away some killers abilities to use their power near hook, doctor for example (M2 not control).

    Allow players to bleed out faster when slugged.

    Allow overcome to trigger off of endurance hits.

    A system to encourage killers to go for all 4 survivors, possibly a combo system that would increase blood point games for the match. Maybe even guarantee pips if the killer manages to down and hook all 4 survivors without double hooking one.

  • Sadako_Best_Girl
    Sadako_Best_Girl Member Posts: 662

    Buff basekit borrowed time, either revert the gen time increase or nerf existing regression perks, and revert the DS nerf. With how fast you can get downs now increased gen times really aren't necessary.

  • Seraphor
    Seraphor Member Posts: 9,365
    edited July 2022

    Extra 10 seconds is fine. But Thanatophobia did not need a buff in line with this, it needed a slight nerf, to 4% per stack.

    Killer speed boosts are fine, but in light of this, DS did not need a nerf to 3s. It can safely go back to 5s now.

    Spine Chill now hard counters every stealth killer. It's too much at once. It should be Line of Sight AND 36 meters, not OR.

    Self Care didn't need a nerf. This was a solo survivor perk, not a SWF perk, it's just penalised solos more.

    Also Ruin, BBQ and Pain Res changes removed the incentives to not camp/tunnel. Keep Ruin's killswitch after a survivor is eliminated but return it to 200%, give BBQ some kind of incentive for hooking every survivor again, and nerf Pain Res to 10% regression while returning it's noise notification, but still leave out the scream that would trigger DMS.