I just realized something
That BHVR doesn't like Gen regression... back when the game started there was no Gen regression (no Gen kicking)
Now Old old Ruin... it effected the skillchecks and offered more regression
Pop... Hooking a Survivor and kicking a Gen within 45 (30) seconds offers a big % of Gen regression
Now put them together... for a time
And then Ruin & Undying... dead within 3-4 months
Then Call Of Brine & Eruption... dead within 3-4 months
Comments
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Prove thyself is fine. But Toolbox & Hyper focus needs a change.
Gen time should never be touched by perks/item.
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well it's complicated...
Some perks were changed because some people are crying too much and others BHVR decided to kill for no reason.
1. Old old ruin it was unfair to the people who were starting.
2. Pop was a fair perk, it was only changed because BHVR wanted a new meta, so it killed the perk.
3. I don't know how i feel about original undying, it wasn't fair but it wasn't broken either.
4. Eruption doesn't even need to be discussed.
5. 200% ruin was Fine.
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If they didn't like gen regression, why would they add regression perks in the first place?
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“Survivors don’t like regression” you mean. Next midchapter we’ll be in huge trouble cause there’ll be literally no good gen perks to run, cause there ain’t no way Call of Brine or Pain Res make it out alive.
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Everytime a gen regression perk get nerf another one take it place and it usually stronger than the last. Behavior will buff some gen regression perks or come out with some new ones on the upcoming killer. Just settle down
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Prove thyself should be nerfed a tiny bit.
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I'd say they had good reasons, firstly regression isn't particularly fun to play against for a similar reason for intsta-heals or similar mechanics, having the opponents immediately undo your work feels bad. A lot of survivor mechanics like insta-heals, insta-blinds and old ds which undid progress still can in away, but in a heavily nerfed state like gen regression. Gen regression gets targeted more at the moment because there is more of it and it's a newer part of the game compared to these other mechanics, as such needs more refining still in where the devs want it to be.
To be fair some of these needed to die, release ruin undying made matches into a complete diceroll for survivors. Even if you efficiently found all the totems the time and gen progress you'd give up if you ended up having to cleanse 5 would lose you the game anyway, but not cleansing ruin would lose you the game against most competent killers anyway meaning you HAD to get lucky with undying rng or map rng and hope the killer wouldn't interrupt you while cleansing the totem as they saw you aura.
Current eruption meta leads to games that drag on, with killers never chasing survivors outside a 3/4 gen from the very start of the game, games that drag on for twice as long despite people interacting with each other less quickly gets boring and repetitive and unlike ruin undying this is a sentiment I've heard from both sides.
I would briefly like to mention PgtW as it's a change I, controversially, liked. In a game where survivors have a lot of progress on gens and the killer needs to fight tooth and nail for every bit of pressures, being able to keep gens under control with it still works in a very similar way than it did pre-nerf. Remember 20% of 90 seconds is 18 seconds (20 with the base 2.5%) while old pop was 25% of 80 seconds which is also 20 seconds, so the time it gets you on high progress gens is very similar than it was before. But in a match where the killer is doing well, survivors are on 3 gens with not much progress, having the killer come over and delete, at the time, 20 seconds of progress, just feel awful when the gen only has that much progress. Old pop made difficult games winnable for killer, which I'd say it still does and is a good thing, but also made games difficult for survivors suddenly unwinnable which feels awful to play against. As a simpler way to put it it scaled too well with the killer's snowball, acclimation of advantages that get you more advantages, the game is already very snowbally and it's probably worth to not add on to that with options that scale to well with people winning as they quickly lead to matches that feel unwinnable. The perk dropping off isn't because it's completely dead but 1) it synergises poorly with the current meta as it can't be applied to multiple gens per down and 2) people's general perception of the perk is worse than it actually is because it's a nerfed perk, a common issue in any online game.
I will say I don't like 10% of current regression on the proposed eruption nerf, mostly because I don't think 10% is enough regression to warrant it. But generally any change that stops these 20+ minute games of "gen defence" simulator is healthier than no change.
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Alright... here goes
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lol BHVR doesn't hate gen regression, 5 will get you 10 the new killer will bring yet another one. Also, last time I checked, CoB isn't dead.
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I don't think they hate gen regression, because they still keep gen regression perks in the game. But the perks are just tricky to balance. When they are too strong, survivors don't really get a chance to make any progress which is a bad experience the devs don't want. But when they are too weak, killers don't feel like they can really compete against good squads.
With the survivor hud changes, hopefully we'll see better changes for killers.
Personally I think current % regression is healthier for the game, because it means it's harder for killers to reset progress completely.
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Ok... So I will take the blame for this... once again I did suffer from a stroke almost 2 years ago and it effects my memory and thought processes
But Ruin and Pop... Ruin and Undying... Call Of Brine, Overcharge and Eruption... Oh and Ruin and Huntress Lullaby it's what I used
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BHVR is fine with gen regression. But they've shown repeatedly that they're not ok with 20+ minute slogs and survivors having to do the same gen multiple times, which is what players inevitably turn the game into with slowdown synergy. They're not going to let killers have brainless gen defence simulators. And that's fine.
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"Just settle down"
Have you met us?
Seriously though, I do appreciate the plea for patience and sanity. Hope many take it to heart!
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Survivors don't like Killers regressing Gens... and these changes prove that
It's the same as:
Ruin- changed from .50 charges per second to .25 charges per second (excluding OG Ruin)
Pop- changed from 25% of 90 to 20% of current progress
Now...
Call Of Brine- changed from .50 charges per second to .3125 charges per second for 60 seconds
Overcharge- changed from .1875 charges per second to .2125 charges per second (at the start) then grows to .50 charges per second to .325 charges per second
SH: Pain Resonance- changed from having all 4 Hooks permanently SH to having tokens and 15% of 90 to having 4 tokens (1 per Hook) and 25% of current progress
Also the fact that when the game was released there was no Gen kicking action
BHVR needs to realize why we as Killer players run these perks on another level then "oh they are using X perk more then the others... let's nerf it"
And the fact that they even added 2.5% of current progress to the base kick is annoying to say the least
Oh... I just remembered putting COB and Overcharge together is .6375 charges per second for 30 seconds
BHVR also needs to realize that % of current progress doesn't matter...
But who am I....
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