Feedback and Suggestions

Feedback and Suggestions

Some Killer, Survivor Perks and Killer Perks. Should to update.

For me, as a player who has played this game for over 5,000 hours and plays both Killer and Survivor, as well as being from the SEA (Asian Server), I have some opinions on balance that I think need a little adjustment.

First off, I play both Killer and Survivor, and there are things I agree with, such as "Killers are too powerful and unfair to Survivors" and also "Some Survivors are too strong and unfair to Killers."

Killer:

The Nurse: To be honest, I’m kind of tired of it. I’ve posted feedback and suggestions many times, but it seems like the developers aren’t paying attention to player feedback as much as they are to the ridiculous statistics. The Nurse has a low pick rate but a high kill rate, according to stats. However, for the Asian Server, The Nurse has been an ongoing issue that hasn’t been fixed for a long time. She’s not that hard to learn, and after just one month of practice, a player can master her. On the Asian Server, there are a lot of strong Nurse players. In many of my games, both Solo and SWF (Survivor with Friends), we almost never survive when facing The Nurse. The Nurse is the only Killer in the game that breaks all the rules; she doesn’t need to break pallets, cross windows, or loop with Survivors. She’s above all the game’s mechanics.

To be honest, I’m not sure exactly how she should be nerfed or adjusted. Initially, maybe they could add cooldown if she misses a blink or reduce the maximum blink distance from 20 meters to 18 meters. Increase the cooldown for charging a blink to 3 seconds per charge, or use the same principle as The Artist—if a charge isn’t fully charged, she shouldn’t be able to blink. These could be potential adjustments.

Killer Perks:

Franklin's Demise (The Cannibal): This perk is problematic. The conditions for use are too easy. The items that Survivors bring often get wasted after being dropped on the ground. The charge time is very short, and there’s almost no chance to get the item back for reuse.

Weave Attunement (The Lich): This perk is too powerful. It works even with items that Survivors drop themselves, as long as the charges are not used up. The problem is not just the aura range being adjusted from 12 meters to 8 meters, but it’s the unfairness of the conditions. While the perk Human Greed (Dracula) only shows the Survivor’s aura for 3 seconds, why does Weave Attunement have the aura visible at all times? If you’re going to make Weave Attunement show the aura continuously, why not make Human Greed work that way too? Choose one—either show the aura continuously or just for 3 seconds. Please decide.

Weave Attunement should only work with items that have already used up their charge and not those that the Survivor drops voluntarily. And please choose whether you want the aura to last 3 seconds or continuously while within range, and make it consistent across all perks in the game.

NoWhere to Hide (The Knight): Personally, I think this perk should have a cooldown of about 30-45 seconds. That would be ideal for me.

Survivor Perks:

Distortion (Jeff Johansen): I have to mention Distortion because it is currently the only perk in the game that hides the aura, while there are many perks that show the aura of Killers (not counting Add-Ons). Based on my experience playing both roles, I have to admit that when I play Killer, I don’t like Distortion. It’s too powerful. The conditions for its use are too easy. Starting the game with 3 tokens, you can gain tokens by being within the Terror Radius. It almost always has tokens available to use. But personally, I feel that in the current patch, Distortion has been nerfed too much. I think Distortion should follow the same mechanics as Birds of Torment from The Artist. For example, start with 3 tokens, but once you use a token, you can’t gain more until you’ve used up all 3 tokens. After using all 3 tokens, you need to collect 3 tokens again before the perk can be used again (by staying within the Terror Radius).

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