http://dbd.game/killswitch
Some Haste instances that need buffs were overlooked
With the removal of Haste/Hindered stacking, a few perks were buffed to compensate for the fact that they cannot stack anymore. However, there were a few perks/addons that are very underused that did not get a buff at all.
With Haste no longer stacking, it is important that the individual perks shine on their own, as they are going to lose synergy with each other. A lot of niche combos will be lost and it's very important that work is done to compensate for this loss.
Cheap Gin Bottle/Sticky Soda Bottle and Leather Loop/Infantry Belt
These addons are very lackluster by themselves, and are only really decent when stacked. Their combined values need to be put on the respective purple addons, and the yellow ones reworked to have a different effect.
A note about Clown in general, a lot of synergy was removed from his Yellow Bottles with this change. I suggest that instead of applying the Haste Status Effect, they just increase the movement speed without applying the effect, so they retain their synergy with perks like Rapid Brutality and Play with your Food.
A similar change could be considered for Overclock Mode as well.
BFFs
A staple fun endgame Legion addon, generally paired with NOED to stack the Haste effects. This addon should be buffed to 10% so it stands better on it's own. This would be the equivalent of the current effect with NOED, which it is almost always paired with, and is not overbearing.
Batteries Included
This could really do with a range buff, maybe a little extra linger too, even without Haste stacking. Perhaps it could go to 10% speed, but that may end up being problematic due to the indefinite nature of the Status Effect. The NOED synergy was why it was buffed back to it's PTB iteration on release, and it's going to lose that too.
Boon: Dark Theory
I don't think a 1% buff was enough. It should be 4-5%.
Game Afoot
Awkward to trigger for a lackluster effect. It should go to 10% to allow you to close the distance better. It's also way overdue major bugfixes as it still doesn't work with a large range of killer powers.
Machine Learning
This perk garnered negative attention after its buff due to builds that would let you become extremely fast during the endgame, and recieved a duration nerf as a result. Now that this will no longer be the case, Machine Learning should go back to a 60 second duration instead 45 seconds.
Shadowborn
This perk just needs a whole rework regardless. I do wonder where the proposed change on the roadmap went, as that was pushed back from January and hasn't been seen again since.
Teamwork: Power of Two
This one is in an odd spot due to it sharing a very similar design space with Blood Pact, and they are often stacked together currently. By itself, it really doesn't stand on it's own.
However, buffing it to 7% Haste would make it almost identical to Blood Pact, so there needs to be room made in the design space to differentiate the two.
I would suggest putting Power of Two at 7%, and in exchange, Blood Pact gains a new effect that grants a significant healing speed bonus for healing actions involving the Obsession and the perk holder. Something around the ballpark of 50-75%. This would allow Power of Two to stand on it's own, while giving Blood Pact a more thematic design that differentiates it from its counterpart.
Comments
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The haste of batteries include should be given to the killer based on the gen progress. Then it does something in the early game.
I hope for vault speed increase rather than more haste for dark theory and that they fix the general boon problems (too small range and too loud).
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The idea for Batteries Included seems a little overcomplicated. I think it's fine to have perks that aren't as effective in the early game and ramp up as the game progresses, it's just Batteries Included is a little underwhelming in its effect.
A vault speed increase for Dark Theory is a nice idea though.
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Agree with this.
Except Dark Theory, that perk needs a rework.
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Some? You mean most. Almost all of them. It's actually annoying. I'm a proponent for making Haste and Hindered not stack anymore but the execution here is so lacking. Why change barely any perks?
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Agree. If you announce to remove stacking, you should have cooked up a lot to justify it.
All the perk changes in the ptb could have been done without removing stacking.
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I think you forgot Babysitter. That should be set to 17% to match current outcome.
They forgot about quite a lot of perks/addons overall, which I see as quite a big issue.4 -
I'm not sure if Babysitter applies it's own Haste effect or it just increases the strength of the base Haste effect in terms of how it works technically.
Either way, it should be changed to match it's current behaviour if the upcoming changes will result in it being nerfed at all.
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you really think bhvr would put anything more than the bare minimum effort?
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It's really weird to me that they are setting themselves up to spend a lot of time & ressources buffing/reworking a whole bunch of perks and add-ons by removing Haste/Hinder stacking (reducing variety and indirectly nerfing a few Killers) instead of just putting a cap to Haste (like 8% for Survivors, for example, in order to keep Haste strong without making Survivors able to outright be faster than the Killer, even more so for 110% Killers. 8% Haste without time limit/exhaustion is still very strong even if it requires more than one perk & setup) that only Killer powers, exhaustion perks & add-ons can circumvent (to preserve perk & add-on variety as much as possible, leave Killer powers alone and still allow buffs to weaker perks & open the doors for future Haste perks without worrying about stacking creating problems).
We know that making effects not stack on a perk-to-perk basis is possible, so some very strong Haste perks could simply have that caveat if their effect are judged too strong if not just on their own.
Putting a simple cap would remove so much work and negative consequences on variety (not to mention significantly mitigate negative reactions, if the forums/YT/Reddit are to be believed) that it baffles me that it wasn't the first attempt to fix the issue.
Removing stacking not only hurts variety & hurts certain Killers, but also severely limits the future of potential new Killers with Haste/Hinder as a component in their kit (like currently Clown, Wesker, Singu and Trapper to name a few even without any add-ons). It'll just make things more complicated and costly long-term.
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Babysitter is a separate effect, it got indirectly nerfed because of the stacking change and I agree it needs a buff to make up for it.
They changed NOLB on the PTB to increase the default effect instead of applying a separate one (so it effectively still stacked), but Babysitter received no changes
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Among many more! Drop-Leg Knife, Knight haste after guard placement, Freddy snare slow, Singularity haste, Parker's headband, ect ect.
Literally tons of base killer ability and addon haste/hinder effects left unaddressed with this change.
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I would argue the removal of stacking makes it easier to add killers with Haste or Hindered in their kit going forward, because the devs can give this hypothetical new killer a number without worrying about all of the ways it could be nickel-and-dimed up to an unintended and unbalanced number.
This way, the killer has the number they have, and can't exceed it without using a perk that's already designed to allow killers to move at that speed for that duration under that condition.
I'm not saying what the devs are doing here is perfect, but I 100% see how just removing stacking is less work. No more micromanaging what could be combined with what, no trying to hit the moving target of what the fair cap number should be or coding in exceptions and caveats… everything just gets to stand on its own merits and can be stronger as a result.
I do wish they'd had more buffs in this specific patch, though. Some things are gonna be a bit weaker for a bit because of it.
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