8.7.0 | PTB Patch Notes

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Comments

  • Unknown
    edited April 15
    This content has been removed.
  • Choaron
    Choaron Member Posts: 472

    No offense but there's zero need for any testing to notice how worthless Rapid Response is.

  • IamFran
    IamFran Member Posts: 1,657
    edited April 15

    • When you heal another Survivor, for each hook state they have, heal 30/40/50% faster and gain +3/3/3% progress for succeeding great skill checks.

    Behaviour released "We'll make it" again. ¯\_(ツ)_/¯

    • Duty of Care:
      • When you take a protection hit while healthy, all other Survivors within 16/16/16 meters gain 25/25/25% Haste for 4/5/6 seconds.

    A perk for premades, middle finger for soloQ players again.

    • Rapid Response:
      • When you do a Fast Locker Exit, you suffer from the Exhausted status effect for 30/30/30 seconds.
      • When you gain Exhausted, you see the Killer's aura for 1/1.5/2 seconds.
      • Exhausted prevents one from using perks that cause Exhausted.

    Kinda ok, but does not justify spending 9.000 iri shards.

  • ratcoffee
    ratcoffee Member Posts: 1,764
    edited April 15

    Edit: I am realizing I misread the description of that one perk

  • LockerLurk
    LockerLurk Member Posts: 937
    edited April 15

    Survivors can also open gates after the last gen is completed. The issue here is some do not.

    Frankly why not let it be 5 minutes after? Endgame timer is 2 minutes and a lot of players don't want to give a BMing group or Survivor the satisfaction of a teabag or haha moment. Why bother hunting for Survs when they clearly want to waste your time, and why bother giving them a free out by doing it? It shouldn't be on the Killer player to police and correct Survivor griefing, and make no mistake, refusal to go for gates to annoy the Killer is griefing, as is standing in the gates taunting them until they hit you out. When you can freely end the round any time and purposefully choose not to in order to annoy the other side, I don't care which side it is, that's griefing. It is done to annoy and frustrate people. That's what griefing is.

  • crogers271
    crogers271 Member Posts: 2,458

    Going against some of the comments in my thoughts

    Do No Harm - Seems fine. Compared to We'll Make It, I can see this being nice for situations where someone else gets the unhook, or you are healing someone who has been hooked but not the target (they took a protection hit, got slugged, etc.). It's not going to radically alter the game or anything.

    Duty of Care - Yeah, its easier for SWFs to take protection hits, not impossible for soloq though, and everything is easier for SWFs. It's another way survivors can go for anti-tunnel protection.

    Rapid Response - The fast locker exit just seems to create confusion about what the perk does. 2 seconds of aura reading off something like dramaturgy would be nice, but not amazing.

    Basically nothing seems broken, a few of them could use minor buffs, but they all have some use.

  • Wishbonium
    Wishbonium Member Posts: 1

    I think it's a countermeasure against hackers holding the game hostage.

  • Brimp
    Brimp Member Posts: 3,209

    Yeah rip Penti. Sure it needed nerfs but nothing THIS bad. All because some people didn't want to take off second chance #4 or medkit to run an anti-totem perk or map.

  • LockerLurk
    LockerLurk Member Posts: 937

    I think these perks are very niche but ok if buffed slightly. I really think it's OK to encourage OTHER builds. I actually think more perks should be niche like this and it looks like BHVR agrees.

  • crogers271
    crogers271 Member Posts: 2,458

    I actually think more perks should be niche like this and it looks like BHVR agrees.

    This is a guess on my part, but I think with how many perks there are we're at a point where many new perks won't change the game, but will be modifications of things that can exist. Like: here's another slightly different way to boost healing, here's another way to do anti-tunnel, etc. Maybe they'll surprise me, but I'm not sure how many more perks that feel unique there can be.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,222

    thank you for making Oni 180s a true thing again, he finally feels like good ol' Oni and this made me definitely install the game again <3

  • GeordieKiller
    GeordieKiller Member Posts: 437

    or better yet instead of giving the killer the option to give up which lets be honest the survivors that are forcing that gets a ego trip where they will be like "ooo look we made the killer quit haha" just make it where they are revealed constanly and exposed so killer will have it easy to hunt them down and get the game over with

  • Aliendudus
    Aliendudus Member Posts: 2

    In the PTB it says that for the Ashy Slashy cosmetic for Ash Williams he has voice lines in match is this true?

  • thrawn3054
    thrawn3054 Member Posts: 5,910

    Honestly pretty underwhelming.

  • Rickprado
    Rickprado Member Posts: 638

    TBH, i'm quite worried for the Haste / Slowdown changes. It will reduce the build diversity by a lot, harming specially M1 killers who used haste builds, mostly for fun. Also, this will make killers gravitate even more toward Anti-gen perk, which is the most boring ones - although extremely necessary.

    Unless there is a extremely strong Haste / Slowdown perk coming, i think this change will be a bad change, moving players toward the most meta perks. Other perks should be buffed or this change should be reverted.

    Also, the nerf to Pentimento will just kill totem builds. If the problem is being too strong on SoloQ, just add an aura reveal from 8m to the rekindled totem. This will be enough.

  • Firellius
    Firellius Member Posts: 4,770

    I think Rapid Response and, to a lesser extent, Duty of Care are products of a somewhat new-ish design philosophy for survivor perks.

    Which basically boils down to 'what do killers want out of survivor perks?'.

    This is something that stood out the most with invocations, because when playing as killer, you couldn't really ask for a better perk than one that requires survivors to spend 60+ seconds NOT helping their team, in the basement, and then gets them perma-broken.

    But I see something similar here. I think the reason that Rapid Response is an exhaustion perk instead of a 60-90 second cooldown is because killers do not like Lithe/Sprint Burst/Balanced Landing, and so BHVR uses a new survivor perk as a tool to try and lure survivors away from using those.

    Duty of Care, to a lesser extent, encourages survivors to throw themselves at the killer to give them free hits.

    It feels like survivor perks lately are designed specifically to cater to killer players, not to survivors. The only exception here is the healing perk, but that one is effectively a more conditional version of We'll Make it.

  • Jtflorencio
    Jtflorencio Member Posts: 195
    edited April 16

    UNBOUND

    Pain lingers in the air, an alluring aroma that excites the impulses.

    When a Survivor becomes injured by any means, Unbound activates for (+more seconds please) "30/35/40 seconds"

    Grants a +10% Status Effect for 10 seconds after vaulting a Window

  • Jtflorencio
    Jtflorencio Member Posts: 195
    edited April 16

    With the "Unbound" buff, do you think it'll stop being a meme perk? I really think they should increase the seconds, not Haste its okay 10%…. but the time it takes to deactivate.

    When a Survivor becomes injured by any means, Unbound activates for "30/35/40 seconds" (10 seconds more).

    ——————

    Batteries Included It's a shame it doesn't receive buffs since Haste won't be able to accumulate, and the map offerings are going to receive changes... sad about that.

    ——————

    Fire Up !!! I wish it could start with a token. 6/12/18/24/30/36% …. Even if they lowered it to 5%, the perk is simply horrible. 5/10%/15%/20%/25%/30%

    ——————

    Dark Arrogance. Same as above, because I would use "risky" perks. remove the negative effect

    image.png
  • Shadow101
    Shadow101 Member Posts: 8
    edited April 16

    Please revert the haste/hindered change where they don’t stack. There are a lot of fun, niche builds that you can do by stacking those effects on both killer and survivor, and it is very sad to never be able to use those builds anymore. It takes the fun out of using them, and I’m not sure how useful those effects will be anymore. Also, please change the quest system’s color scheme to how the challenges look. I’m not sure why you changed the color, but it looks so dull and bland. I miss the beautiful, bright colors of the blue with the yellow bar that fills up whenever you progress/complete a challenge (now quest). It always made me happy to see those colors; especially when that yellow bar popped up whenever I progressed/completed a challenge. Please bring this color scheme back, but allow an accessibility option to change it for people who are color blind. I attached a screenshot of the color scheme for the challenges (now quests) that I was referring to when I said what I want the quests to look like. I also want to mention an issue I encountered when I was running adrenaline and hope in one of my matches as the new survivor. I was injured before the last gen was done, and I believe right before the last gen was done, I was getting healed by another survivor, and I didn’t automatically gain one health state since I had adrenaline, but I did gain the haste effect, and once that haste effect was gone, I gained the 7% haste effect from hope. But the fact that adrenaline didn’t automatically heal me from injured to healthy is concerning, and I don’t know if it is because I was running other haste perks, but only adrenaline and hope activated during end game.

    Post edited by Shadow101 on
  • thynderbird
    thynderbird Member Posts: 40

    How dare you insult treacherous crows. Ik its bad, but when it works, its satisf

  • Fuzzycube
    Fuzzycube Member Posts: 285
    edited April 26

    Why not just add a hard cap for Haste and Hinder status effects instead of having them not stack?

    For example the haste cap for survivor could be 7% (That’s what Hope gives you so I assume that’s the maximum BHVR want) however there could be an exception or different hard cap for any Haste status that specifies a duration (Maybe a 50% haste cap?).

    For example with Exhaustion perks such as Lithe or other perks such as Babysitter (It’d probably be fine to include niche miscellaneous things such as the Refined Serum add-on in this category).

    So to summarise in this theoretical suggestion for survivors there could be a 7% Haste cap for anything that doesn’t have specified duration and a 50% Haste cap for anything that does.