Developer update for changes to 8.1.0 live update is out
Comments
-
The character select UI is still a massive downgrade and loss of functionality, even with the changes they're making from PTB. I'm baffled this is being implemented at all after how much negative feedback there was on this.
Disappointed that IW is returning to 100%, it's not balanced and buffing Stridor does not fix that problem, it's only a bandaid. This is a step backwards.
I don't think the Specialist buff really does a whole lot. It does make it much easier to use with Appraisal or chest offerings which is cool, but that's about it.
2 -
He's getting all of these buffs, without the compensatory nerf.
He is getting a nerf. Haste bonus from overclock reduced from 5% →3%.
Duration of overclock reduced from 4.7+1 slipstream → 5.7.
Cam tech removed.
1 -
The Specialist buff sounds like a joke.
"We'll give it a buff that only works when paired with Appraisal, while also massively enabling Weave Attunement."
2 -
Absolutely loathe that character select screen. No improvement can redeem it, just bring back the old one.
Singularity changes are excellent but I still want the 0.6 lock-on to be lowered to 0.5.
Knight needed Call to Arms base-kit and being able to remotely recall his guards if they want to get rid of the bug that should have been a feature.
4 -
After the massive amount of feedback on the knight changes this is all we're getting? Really not looking forward to this update unfortunately.
1 -
Absolutely loathe that character select screen. No improvement can redeem it, just bring back the old one.
Not gonna happen apparently.
2 -
Now i can play ultimate ore nearly silent Survivor. Iron Will / Calm Spirit (or Low Profile) / Light footed and Distortion.
No one can detect me ! /s
1 -
Why would anyone wana play calm spirit? None even uses scream perks outside of pig.🐖
0 -
Some Pinheads do
0 -
Well didn‘t see him for a while now. So chances are very low, that when I encounter one, he got a scream perk.
0 -
What new features, though? The ability to purchase cosmetics without going to the store, at the cost of user experience and detriment to the simplicity of the menus? The power to show me when a character has a new outfit or sale going on, because the popup on the store icon wasn't making enough money or something? Or maybe just consistency with the already bad new store UI, I don't know what new features are so important that they're willing to sacrifice ease of use and simplicity for, because the precious UI was just well designed. Steph was brilliant at her job and when she left for epic nearly every change to UI and overall UX has been negative (and the good changes, like the FOV slider, they revealed on Twitter they'd been pushing for for months before she left lol).
I'm trying my best to be positive, I really am, but I just cannot see a good angle for this.
4 -
This is pretty much a repeat of when they updated the in-game UI.
They release a new UI, people don't like it, they can't revert for backend reasons and then they improve it like a couple of patches later.
At least that means the customisation UI will probably be made half decent in 1.5-3 months.
6 -
Not sure what's going on with those Knight changes. I get they wanted to remove pincer strategies but man he's kinda got nothing going for him now. He's still pretty clunky to use and all it seems is that you have to go for long distance patrols but anyone with half a brain can just easily juke the guards now.
3 -
Even if it ends up looking half decent, chances are that it's still going to look like something from a mobile game in some way or form.
1 -
Idk, the current HUD we have is actually pretty good.
1 -
While the haste has been made basekit at only 3%, Soma Family Photo now gives a 3% hindered status to the Slipstreamed survivor on top of that, without decreasing Overclock duration, so I don't know if the haste change is actually a nerf or sidegrade. They did add the effect of giving a Slipstreamed survivor Deep Wound on teleport, so that is actually a buff to the add-on.
My mistake about the duration nerf. I didn't remember that. In my experience, though, the only survivor who really stayed Slipstreamed was the one in chase. Normally, survivors who got away with a Slipstream would get rid of it ASAP. So yes, the removal of extra time per slipstreamed survivor is another nerf. However, in my experience it rarely came into play anyway outside of that Iri add-on. The addition of the haste to basekit Overclock probably counterbalances this change, though.
I didn't know about the cam tech until now, but I'm certain that was a bug.
1 -
Soma photo only applies hinder for 3 seconds. It is only when survivor is inflicted, NOT when you teleport. Deep wound obviously enables tunneling through BT but i don't it is that useful. singlurarity is pretty good at machine gunner through BT because of rapid brutality and his overclock teleport. he catch-up fairely quickly to not need this whatsoever.
I'll probably be using his green add-on that reduces cooldown when inflicting slipstream+his iri add-on that gives wall-hack whenever you place a camera in 10 meter radius. That is probably his best two add-on's. His iri add-on is like Clown's Cigar box. People used to not use it because 6 meter radius was too small to be used as tracking tool. Now with 10 meter buff, you can just spam fire in front of you and anything in 10 meter radius around placed camera is detected.
Green add-on is replacement for his Cam tech which was nerfed.
0 -
The slowdown from Soma Family Photo will probably still have high utility with the playstyle of tagging survivors mid-chase with a biopod. That's probably what they intend with the change to Soma Family Photo. However, it do agree that it is a slight nerf, given that he receives less haste when teleporting. That said, the hinder might make it easier to tag and then teleport with proper pod placement, given that they move to cover slower. The deep wound could also work as increasing the overall gen slowdown effect of tagging a survivor even if you don't go after them. They now have to find an EMP and mend.
The add-on pass that the Singularity received is actually pretty huge. Pod cooldown reduction and a range increase are pretty significant upgrades, on top of the changes to the iri crystal and the Nanomachine Gel. The Android Arm buff might also make the spread of pods from one survivor to another a real threat.
0 -
Now that's a good question. What features are we gonna get for losing an already perfect UI? They MUST be really good for that sacrifice, otherwise it was just a waste of resources, time and nerves
0 -
spreading infection doesn't have rewards. They could made it so that every infection reduces the rate at which crates passively print EMP. Like 5/10/15/20% slower. right now i don't see reason to spread infection. I just see more tunneling singularities with this change.
0 -
the reason to spread infection is because it applies pressure as any marked person is potentially vulnerable to you crossing the entire map within a second and appearing behind their back with 3% haste and endfury fireup on steroids.
infected people cant do gens with cameras without EMP as they risk being immediately attacked, the cant traverse the map safely or come to their uninfected teammates without risking to infect them too.
it's sad we lost this mechanic, but it doesnt change the motivation to constantly infect anybody you can
1 -
Worst update over the past few years.
3 -
"Some players found the auto-aim frustrating because you couldn't target a specific survivor." You can't do that anyway, genius. Just try it. 2 survivors running together, the tracker is gonna go for whoever it wants, not who you want. And if you try to adjust by pulling the camera away, it resets both their tracks, and you end up not infecting/slipstreaming either player.
0 -
- When I have a biopod camera pointed in a certain direction, and I enter the biopod fully expecting it to scan the survivor the biopod is pointing at, autoaim can do a 180 turn and scan a survivor I didn't even know was there.
- When I have a biopod camera pointed in a certain direction, and autoaim massively turns the camera, but the survivor goes out of line of sight before being scanned, then it's very disorienting because I need to know instantly which direction the camera moved, and how far the camera moved, so I can calculate which direction the survivor went in comparison to where Singularity is actually standing.
- You can target specific survivors. If the camera is scanning the wrong person, you can quickly move the target window away, and move it back at such an angle that the survivor you want to scan hits the target window first. Also, if the survivors really are that close to each other, then it might be fine to just teleport to the wrong survivor, because you'll still be right next to the survivor you want to chase.
- I would much rather have a 0.6 second manual scan, than be forced into a 0.8 second automatic scan. I shouldn't be nerfed and punished because of a console accessibility feature.
0