Kill Switch update: The issue affecting Baermar Uraz's Ugly Sweater has been fixed and the cosmetic has been reenabled in all queues with this update.

"Make X basekit"

Recently, a lot of changes got pushed through with the intent of removing unfun occurences. The most obvious one is the baseline BT. The annoyance of getting farmed by soloQ teamamtes not running the perk and still choosing to unhook you in the face of the killer died down in an instant.

I think everybody agrees that this was a necessary and healthy change.

Unsurprisingly, it has lead to other perks being thrown around as potential additions to the basekit, such as Unbreakable, DS, or (for killer) some form of regression.

While there is the possibility of "solving" an unfun strategy like slugging or aggressive altruism, i think it would take away from the charm and variety of the game as a whole. If each survivor has access to a type of unbreakable, a lot of perks like WGLF or exponential would not be seen anymore. Same goes for any perk that assists slugging for the killer.

As a result, survivors and killers automatically have less perks to choose from if they want to go optimally. In the end if everything gets solved this way the only perks that remain are boring speedboosts/slowdowns and chase/exhaustion perks.

A more elegant, but also difficult solution would be to make sure each strategy has its own place, all the while not being viable when done ad nauseam. I would like to play a game where:

  • Decisive strike is a tool for clutching against a tunneling killer, without providing aggressive survivors a get-out-of-jail-free card.
  • unbreakable is threatening to turn game around in which the killer got overzealous with slugging, rather than forcing a struggling one to commit to a hook they know costs far too much time in a tough situation.
  • Deadlock providing a way of slowing a gen down, more as a tool to gain time playing around the gen, not in order to gift leatherface a way of camping more efficiently.
  • Infectious fright has its purpose for short term slugging, wtihout nurses being able to continously down survs without hooking once.

I think if every Strategy, including every perk designed to combat them, would be at a specific power level, the game would be perfect. All strategies, even the ones you may consider unfun have their place in moderation.

I don't mind getting chased directly after being unhooked once in a few games, I do care about getting somebody tunneled off 5 times in a row.

Considering all this, I think we should be focusing on what is in desperate need of fixing, instead of speculating about fixes the implications of which are too far-reaching. I'm sure everyone can name 5 things of the top of their head that need a change ASAP, for me it looks like this:

  • Eruption/COB (especially eruption that perk is nuts)
  • Medkits
  • Nurse (basekit) / blight (addons)
  • BNP (dunno how this abomination managed to stick around)
  • Map design (hurts a lot of killers like trapper and collison based killers)

Thanks for reading my utopian vision of what could be, although I'm sure some of you have complaints/disagreeements and I'd love to hear them.