http://dbd.game/killswitch
Haste and Hindered Changes
These changes, if they make it to live have, the possibility to both A) nerf haste/hinder builds that were niche and gimmicky, which takes away from fun build options, and B) almost directly nerfing the clown into his grave. His whole kit is about making the survivors slow and him fast, and taking away the ability to stack hindered/haste could be a problem. I will admit, basekit slowdown and haste aren't too bad, but what about his addons? Don't those stack with his basekit abilities to make the bottles do more? I feel like BHVR really just gave more reasons to use the meta perks instead of fun gimmick builds. I kinda feel like I have to vent about this but what do yall think?
Comments
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Clown is the one being under sold, he is way too strong with the haste/hinder builds he has, he is like the least interactive killer, don't tell me go for the yellow clouds, because:
A: They take time to spawn
B:they are usually by him as he sits and waits, and breaks your pallets instantly and your only option is to hold W, the very complaint killers have.
So if we want to keep the haste/hindered stacking, we'd need to nerf clown's stackable on his own. He has plenty perk synergy as it is and this is overkill honestly. I recommend you play against it and see how miserable it is to be tunneled by one, it's really boring.
Stuff like these changes will fix the survivor haste stacking and maybe make current Skull MErchant have the potential to be un nerfed because she can't do the same anymore. It's healthy for the game as a whole.7 -
Are we finally getting a Boon: Dark Theory buff? It'll still be niche but more than 2% could be nice…
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Players: OMG haste of broken, even 3% completely destroys the game.
Devs: we hear you, we deleted that perk.
Players: thanks.
Devs: actually, you have a point, we're fixing all of the haste interactions.
Players: wait, no.
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The issue with release MFT was that its activation condition was too easy and given survivors vs killer sizes and the existence of 110 killers, the perk could feel pretty bad in the hands of good survivors. Stacking with Hope was awful to go against but it was an endgame combination so I didn't have an issue with it myself.
I'm, pretty confident BHVR is not going to take the time to properly balance out the removal of haste and hindrance stacking. The amount of killers with basekit effects, and then their add-ons, on top of perks is going to kill a lot of build variety if they don't get it right.
If I have an add-on that gives 5% haste, why run a perk that gives 7% even if it is stronger than before. People are just going to run the one that has the highest number for the activation condition that they run into the most and ignore all the rest.
Imo, removing haste stacking is going to be a horrible change for the game. I'll be glad if BHVR actually gets it right and it ends up being great of course, but given BHVR's track record at balancing this game I expect a massive train wreck that won't get fixed for years to come.
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I don't think haste stacking will be gone entirely, you could technically run multiple haste procs to have haste more often if you want to maintain the faster playstyle, you just won't be overbearingly fast.
Not to mention if you want a larger speed difference, hinder still exists so /shrug
DBD should always be about the back and forth of the chase, and it's formula should be maintained to a point it's fun for both sides. Haste Builds will still be viable, more so now with the buffs on the way probably, it leaves room for better synergy and perk interaction anyways.4 -
So what happens with Trapper's Coffee grounds now? Does it stack with the basekit haste What about waterlogged shoe hag with rapid brutality?
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It wouldn't stack. The strongest effect would take priority over any others, and they'll update the UI so you can see the speed percentage change in real time.
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Coffee grounds isn't a separate haste effect it increases the 10% haste from the default to 15%
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Coffe Grounds increases the strength of the haste effect, but it's still a haste effect from only one source, so it will work as intended. It'll give you a 15% boost.
Waterlogged Shoe increases your default movement speed, it doesn't give you permanent haste. Therefore, any instance of haste will apply on top of Waterlogged Shoe, but only now the strongest of the effects. So, if you were to run Shoe, NOED, and Rapid, then you'd get a 5% increase to the new base speed caused by Shoe after hitting a survivor, and at all other times be 4% faster, as opposed to current, where you'd be at 9% faster.
Hope this helps
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predropping, prerunning and holding W are the biggest counters to him anyway, which most people don't really understand so they fall victim to his power. Unless the Clown is a really good killer player in general, and zones you. And yes, I agree, his usage of haste and hinder builds were really strong. And in general haste clown with strong chase builds isn't exactly the most pleasant thing to go against but can easily be countered by actual gen pressure and just poor map presence overall.
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