So what will the new meta be?
Late to the party just been reading the changes so new meta this is my thoughts:
For killer with big nerfs to gen kicking + pain and the survivor nerfs to healing I'm thinking Corrupt, Deadlock, Sloppy, Franklins sounds like a meta build to make it even worse for survivors with healing and still having something to deal with "gen rush" which will be worse.
Survivor probably a lot of SB which I can see being annoying having four SB survivors now with DH nerfed. And Prove Thyself and perhaps Overzealous will be in builds since healing nerfs will make "gen rush" even more important. SWFs will of course use COH a lot for fast healing each other.
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Toolbox bnp inner healing with built to last resilience sprint burst vigil I put you any money
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Corrupt Deadlock, and Sloppy ran by virtually everyone.
No Way Out, Gift of Pain, Jolt, and Pop seen here and there.
So in other words, a meta less varied than before. Yippee….
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Good points I think with faster gens No Way Out will still be used a lot and perhaps Noed since killers will count on fast games. And Inner Healing yes I like that perk playing survivor and it will be stronger now, without buffs so to say. And going strong on gens early with a strong toolbox is something we should see more of.
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tl;dr
Killer:
Facecamp with Deadlock.
Corrupt, Sloppy, NWO, Jolt, Franklin's, NOED, STBFL, Fearmonger.
Survivor:
Staying injured and gens before friends.
SB, Adren, Resilience, PT, Reassurance, Kinship. Spine Chill might enjoy a comeback with the resurgence of stealth hit'n'run. Medkits in solo, toolboxes with bnp in swf. You will also see a lot survivors just give up on team survival and run Sole Survivor builds.
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Anti-healing for killers and gen rush even more for survivor is my guess. I never saw gen rushing in solo queue but I guarantee it'll happen now. Sprint Burst will definitely get an increase in usage. Overcome has been my staple exhaustion perk since Jonah was released (never used DH) but with the healing changes there's no point having Overcome anymore as I imagine ill be injured more than healthy now. I'm switching to Sprint Burst. Considered Adrenaline but it's laughable to think I'll see endgame now lol
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For killers probably the gen-lock-stuff; Corrupt even more so than before, Deadlock, DMS. As Regression probably mostly Jolt for M1 killers. Also no-healing-builds with sloppy and potentially also coulro (especially if they have an add-on for mangled/hemorrage). -- I also see more flashies being used so potentially lightborn or franklin's. Potentially more Fearmonger.
For surv Resilience, "SB/Lithe away" more popular among stealthy / less aggressive players. SB or maybe Background player too among more aggressive players who time it for saves. SB for aggressive players. Prove will stay. Botany may replace coh. Overzealous might join the meta pack, so will potentially Inner Healing.
If aura reading becomes more popular among killers then maybe Distortion. If Inner healing doesn't get popular I could see stacked coh+shadowstep become more popular in swf. With three or four of them you won't need to rum far at any given time.
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Corrupt, Deadlock, NWO, Jolt/Sloppy.
Adrenalin, PTS, Resilience, SB
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NOED (and maybe No Way Out) will be back as an Adrenaline counter, with survivors playing Adrenaline/Resilience/Prove/Toolbox combo every game to rush gens to counter the slow heals.
Sloppy will be used by most M1 killers, you will see more hit&run killers (Wraith, Legion, Pig, Ghostface) with Nurses Calling and stuff. Some killers will stay with gen control, using blocking perks like Deadlock, Corrupt and Dead Mans Switch. Other killers (M1 again) will use more chase perks like Spirit Fury, Enduring, Brutal and others will use more Aura perks to be constantly in chase (you need hook pressure to counter the missing gen control).
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There are some obvious changes to make after the PTB, much like Background Player the last time.
I expect the healing charges will have be reduced from 24 to 20, Sloppy/Coulrophobia will be nerfed about 20%, and Self Care will be buffed from 35% healing speed to 50%. Due to how these healing speed reductions have a compound effect on the increased healing duration.
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Your real question is what will people complain about next and what will be nerfed next 😅
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You're giving me ideas for when I actually do boot the game up and play killer once these changes go through, hahaha.
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Slug meta: chain down survivor to interrupt gen rush
Infectious Fright, Sloppy, Jolt, Deadlock
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Without Circle and with the increased healing time and decreased med-kit charges, I expect hit-and-run as well as 3-genning to be rampant, two of the most boring strategies as they rely on rarely committing to chases and instead just repeatedly injuring people, leaving them and trying to catch them out of position for free downs. Sloppy Butcher as well as the various Mangled add-ons being the defining elements of that meta, of course. Jolt might also see a surge in usage (pun intended). Slugging will be more attractive as well, as healing up a survivor from the dying state will also take longer. Sloppy, STBFL, Jolt could be the new M1 meta. (But one can also still just use Corrupt, Deadlock and No Way Out, which are as amazing as ever.)
Against those strategies, remaining injured is not really the play, so I for one don't expect to see Adrenaline and Resilience become as ubiquitous as Dead Hard and - to a lesser extent - Circle had been. Sprint Burst will definitely be the most commonly used Exhaustion perk, and not only because it is arguably the best, but precisely because it can get you out of positions that would otherwise entail free hits. Maybe alongside Vigil. I also think Built To Last with med-kits will be seeing much more play than it does currently. SWFs will probably have dedicated Autodidact users.
Expect to see many more toolboxes and Brand New Parts. With med-kits, Syringes and Styptics getting nerfed, toolboxes and BNPs will be all the more attractive, particularly because they help with breaking up 3-gen clusters (or just rushing out gens against what would otherwise be a long war of attrition with the hit-and-run strategy).
Any player on either side can still be totally fine using a variety of builds and strategies, however. These things are really not that rigid, the "meta" isn't as defined as people make it out to be, and ultimately the matchmaking simply is such that not only are matchups and loadouts much of a tossup every time, but a good or even just competent player can do well even without perks altogether. I do think the healing nerfs hit solo queue particularly hard, however. Reliably being able to heal up was a sort of saving grace in solo matches, without that things will get dicey quickly. Bond, Aftercare, Autodidact, We'll Make It are perks people should be using much more often.
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