Made + Hope = No need to drop
When there was an Overcharge + Call of Brine combo here, you worked faster. Be fair and kill both, as you know and as you love.
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Or just make every perk in the game meta
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What? They worked faster?
6.1.0 was released in July 2022, the nerf happened in April 2023. This is 9 months, Made for This is out for barely 1 1/2 months.
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Yes, but at that moment the killers had other, less difficult to implement alternatives. It seemed to me that the community figured out this combo only 2-3 months before the nerf. (At least, I started to see it with YouTubers right then.)
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I started to see it about a week or two after it came out...and it only grew in popularity with eruption joining them.
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Nah majority was using call or brian and obercharge after month or two. First people used thanatobia... eruption got used bit later commonly.
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It took like less than a month idk what you were playing but OverBrine + Eruption Was hard meta by like the start of September at the latest
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hope is fine MFT is the issue
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I'd argue haste stacking is the issue
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that should also be changed. however MFT is already just kinda bad design and sometimes straight up broken and needs some changes anyways while hope wasnt problematic until MFT was added.
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I would say the perk with highest number stay, or can only be stacked to a certain number max.
- Either MFT + Hope only use the highest number (7%).
- Or stacked to 7% max (so MFT still can be stacked with Dark theory)
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Just make it so the highest effect applies. It doesn't stack, just takes the largest number, like if someone gets Exhausted for 5 seconds and then 20 seconds it just makes them Exhausted for 20 seconds, not 25. If you use MFT + Hope + Dark Theory you still only reach 7%. That'd allow BHVR to buff other pretty awful perks to be a lot more useable solo without worrying about breaking the game.
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It should be.
I hope one day they will limit the total Gen regression time to 120 second or something, then they can buff Gen perks all they want. Gen perks should be strong, but just stack 4 of them is just stupid.
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This makes the most sense. You can still run multiple Haste-Perks, but they dont become broken together. (Even tho I would argue that most things which are possible with Made for This and Hope will be possible with Hope alone)
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Don't take away my hope
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Speed itself is an issue. I swear if BHVR ever add a killer with no ability, but with a standard speed of 5.00, he will destroy everything and everyone.
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I liked your idea. Non of haste perks are getting nerf but they are no longer busted.
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While this would solve all speed issues, this method is best applied to movement speed only. Otherwise, it may become a bad trend. The very idea of creating a build is in synergy, and this mechanic implies ignoring synergies.
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Funnily enough, they did cap regression once upon a time. You could only regress 25% of a gen.
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TAKE IT. KILL IT. NOW.
But seriously, the perk is problematic in itself. Even before the MFT, smarties were creating 120% speed. Such non-outplayable things should not be on both sides. It's just unhealthy.
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Feel like this approach should be applied to alot of things so perks don't need to be gutted under the idea of "too strong if you combine it with 7 other things". I may be abit salty about Freddy's only useful addons getting a nerf on the basis of ppl using them with various slowdown perks. The combo of "forever freddy" might have been a problem, but the individual pieces were fine.
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They used to have 3 tiers of each addon, like Trapper Brown/Yellow/Green bag, or spring, or setup speed..
Each of them alone was fine, the stack wasnt.
To my thinking, there should have only 1 version of them, green rarity only may be, and should be strong. Some Brown addons really not worth a slot (Silent setup, Haste 5sec after setup) those should be merged into 1 addon and be Green rarity
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This is already how it works with other status effects, like Hindered, Exhausted, Blindness, etc. Why not just apply that same logic to Haste too
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Because haste can have different values, not just On/Off (?)
Again, I like the idea, but we need to think about the mechanics of implementation. In an unfinished form, it can completely destroy the balance.
"Why does The Wraith's break rate stack between addons and perks? Let the highest value apply, not the sum of the values."
© BHVR in a future updates
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Hindered can also have different values.
Wraith's addons stacking remains consistent, because it isn't a Status Effect. Same with charge times and all action speed modifiers, because they are not Sttais Effects. Haste is the only Status Effect which does not work in this way (to the best of my knowledge) and both for consistency and the same of general game balance it should.
But even if not, and we go on a case by case basis, it should still work this way to prevent stacking (MFT + Hope) and allow worse Haste perks (like Blood Pact, Teamwork: Power of Two, Boon: Dark Theory, etc) to be made better without breaking the balance of the game. Sometimes synergy is too strong, and it's okay to remove that synergy for the sake of better game balance. Nerfing perks, or releasing them weak, because they're too strong only when used with other perks is how you create a stale meta where only a few options are worth picking.
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I don't think that is a good solution, because it overly complicates it. How do i know which gen ihave regressed x amount. Too much to keep track of as it is.
Better solution IMO, is introduce a 5th perk slot for killer, all gen defense perks go into that slot and can only go into that slot. Then every killer has 1 gen defense perk, and none of the others can stack. Then you can normalize them all. So lets say we decide that on average a generator should take 120 seconds to complete, so 5 gens take 10 minutes on average (split between 4 survivors). Then they buff/nerf all gen regression perks so over the course of a match, on average, they will extend the gen repair time to that. Then they can even buff the base repair speed to be faster even if they want, because now everyone gets a regression/defense perk. Numbers can be tweaked to w/e, but point is, normalize gen PROgression, then pick how long we want them to take, then normalize all gen REgression and defense, then make it so killers can only take 1 of those perks.
Basically, gen defense perks become the killer's version of "Exhaustion"
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I am sure that at one point, the decision to "never limit build freedom" and "everything goes with anything" was a good one, but fastforward 15 chapters or so, and the bloat is suffocating everything, ironically severly limiting design space, instead of offering the big freedom. Caps like you mentioned should be set in place, and certain perks should just be banned on certain killers or maybe have a reduced effect on them. This would warrant more accurate tooltips and specialized desctiptions, but would improve the gaming experience so much. How often did BHVR come up with a cool perk idea and someone thought "yeah, this sounds fun and might even help weak killers like Trapper" and then someone said "yeah, but it will make Nurse super OP" and then its effect was minimized.
Imagine if a perk like Awakened Awareness kept its original lingering aura reading, but not on Nurse and Blight, who would get the modern version. People are already using wikipedia for other games with builds, to gather all this more complex info, the game wouldn't suffer from a big of more tailored effects that don't neatly go on one single page.
Also, the game could need a sort of reset. From 2016 till now it has been sort of an arms race of gen speed and gen regression with some chases thrown in and now tunneling, when gen regression has become mostly unfeasable. Resetting things and reigning in some of the more outlier perk combos would help the game a lot.
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