http://dbd.game/killswitch
9.1.0 | PTB Patch Notes
Comments
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As a killer main its really frustrating to see repeated strings of what seen to be very poorly thought out changes: xenomorph, Artist, and now Knight and Clown, that do the opposite of what the claimed intent was, while also making them overall feel worse to play. It feels out of touch and like the balance team is just looking at stats in a manner of first order thinking instead of going to second order and thinking "why?"
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The best time to fire your perk design and balance teams was nine years ago.
The second best time is today.
All of this patch is awful, and you should expect to need to rework these awful decisions three years from now after you finally remove your head from the sand.
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A few things to note:
Apocalyptic Ingenuity doesn't show the aura of broken pallets at all. It also rebuilds the pallet in around 5 seconds instead of 8 seconds like the perk description says (so i assume the perk description is incorrect).
Last Stand's fast vault sound effect doesn't play, at least on the survivor side. It also feels really clunky to use, the killer isn't stunned until the very end of the vault which means trying to use it to stun the killer by vaulting into them just results in you getting hit before the stun comes in, or for the killer to end up being stunned when you vault away which visually looks very strange because you're already far away from the killer. In gameplay I usually only get the stun when the killer tries to swing for a vault that i already would have made without the perk. Its also very weird being a 1 time use, and its killer dependent because against stealth killers i find i can never use this perk at all. Perhaps it would be better suited as a perk that activates when you get unhooked?
Conviction's broken timer can be affected with vigil, which means if 2 survivors heal you after you pick yourself up you can completely bypass being downed. A simple solution to this is to make the broken status permanent and only end when you get downed, similar to moment of glory and clean break. You can also use plot twist to down yourself during the broken timer to ignore the downside and become healthy when you recover.
Keys are bugged with residual Manifest and Scavenger, if you open a chest with a key and then rummage the perk will be used up but you wont get an uncommon flashlight or toolbox, you just get a random rare item. I think both of these perks should get a sports flashlight and commodious toolbox instead of uncommon, so maybe that is a way you can fix these perks. otherwise, they are currently non-functional.
Teammates rummaging through a chest that you opened with a key also counts as you opening a chest for moment of glory, apocalyptic ingenuity, and specialist. This is most likely a bug, but if its intentional then the perk descriptions should be updated.
If you use appraisal to rummage through a chest you opened with a key, you are also guaranteed a rare item for each time you rummage through that chest. This does make appraisal super fun to run with keys so i urge the developers not to remove this, but to instead update the wording of keys or to allow appraisal to guarantee rare items. I personally have been having a super fun time running chest builds, and using keys to open chests feels great and allows for a lot of fun, I would be disappointed if this gets nerfed.
I should mention that better together is still very confusing for solo queue because survivors dont know if the yellow generator is a blast mine or trail of torment. It should work like the guide class in 2v8 where it highlights the generator in red and reveals your aura to your teammates, so that the perk accurately portrays information instead of confusing your teammtes.
Overall as a survivor I really love the item changes, maps feel useful now, keys are super fun to use with chests, and the fog vials are a blast to use. Though from some footage i gather fog vials don't always hide survivor scratch marks, which i assume is a bug.
I appreciate the addon design for maps and keys, though i do wish there was an addon for the key that directly affected the way they interact with chests. Personally i would really like an addon that reveals the auras of chests when you channel the key, as they can be very hard to find without running plunderer's instinct. As for the fog vials, most addons don't really feel that impactful other than the iridescent addon, they could use a bit of tuning but i still appreciate the design of making each addon unique and useable. I'd love to see an addon rework for medkits, toolboxes, and flashlights in the future with the current addon design philosophy. I feel many of those addons are outdated.
Post edited by venusmoder on1 -
Except, ironically, for Stealth Killers, meaning that they have a new advantage and strength - being able to ignore aura reading perks like these. In fact they're the only Killers now that can do this.
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Apologies, I was under the assumption we were having a discussion. You're just here to ridicule. Of course no one is running this perk, it's only on the PTB. Nice attempt. We're here to discuss the new perks on the PTB so the devs can make adjustments, if needed. It's a very strong perk, and people already have shown videos on just how ridiculously strong it is. However, considering you're not here to participate in a discussion (the fact you're pointing out that people using this perk at all is a "dream scenario"…come on…I guess the new account with low posts makes sense, now), I won't be continuing attempting to do so with you and will instead continue with people wanting to have a productive PTB discussion on a perk coming soon. Don't bother trying to reply - I won't be seeing it.
Anyway, back to the actual discussion, we've seen a few people point out how this can be used to be completely invulnerable to pickups. While this remains true as SEVERAL people have pointed out in PTB videos which some people pretend don't exist and say it's a fantasy, it should at the very least be considered as being disabled during the endgame collapse, as it is an almost guaranteed escape if a pallet is near an exit gate. Since throughout the match natural pallets will be reduced, survivors can just simply create one near any exit gate. From there, all survivors need to do is go down at that pallet. If killer picks up, stun, and out the exit they go. If instead the killer chases the saver out the exit gate, then the person just picks themselves up and gets a few options for escape such as running to the other gate, hatch, and so on. This perk essentially forces the killer to slug, but the perk in itself punishes for slug. It's just a lose-lose situation. The killer can't possibly pick them up, and if they leave them, they get themselves up. This is, once again, a perk that highly discourages killers from hooking survivors. Not only does it make hooking them impossible, but not hooking them is punished.
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This is also why I feel like Killer Mains generally seem to be very frustrated with the game even when they have an obvious advantage, as we had for two years now. The changes feel like they're done haphazardly based on people who play in a way that isn't coordinated, which may be what the Devs intend the game to be but then there's nothing for Killers to defend against teams who don't play like that. It feels out of touch especially when the perks nerfed for Killer are ones that genuinely aren't high picks and don't cause issues; I can see nerfing the gen perks but why Franklin's, for example?
It also really feels like feedback we DO give about Killers that DO need the help to feel less clunky, is ignored. Multiple times Chucky Mains told you the nerfs felt bad and the devs proceeded. Multiple times Kaneki mains said the Ghoul changes were the incorrect ones to nerf him and made him clunky, and the devs proceeded. Multiple times Ghostface Mains have told the devs that the haste from 2v8 should come to 1v4 in some sort of limited way to give him map pressure, but the devs won't do it for some reason when every other Killer seems to be getting haste lately. And multiple times, Xeno and Sadako and Plague Mains said the chest spawns should not prioritize over Killer items, and that wasn't changed at all until Springtrap came to the Fog solely because a bunch of people came to the game to play Springtrap - that's why it was rolled back, in fact it was even said by the Devs that this spawning issue was intentional when it ruined the game for those Killers and even affected Survivors on some Killers.The Devs always seem to listen to Survivor feedback about things. But it feels like when Killer feedback is given, it falls on deaf ears. When suggestions to make Survivor more fun are given the Devs eventually always seem to add it, but when suggestions to make Killer more fun are given, the changes come never or years down the line. We had to wait 9 months for MFT, a perk we told you from the End Transmission PTB was an issue, and we had to wait 6 years for nerfs to things like Dead Hard, Hope, Adrenaline, and other perks that felt awful to handle as some Killers. The last two years of buffs for Killer felt like breaths of fresh air because it seemed like finally Killer problems and feedbakc were being listened to, but now we're backsliding with changes like the ones to Knight and Clown? Why?
It doesn't inspire confidence. It doesn't make it feel like the Devs play Killer at all. And it genuinely gives the impression that the Devs either don't play their own game (not true) or genuinely believe half of the game - which is so varied that your round outcome and how frustrating it is can depend on what Killer you play, when you play, and the map you get - is too strong because those Killers could play with less frustration than before, up until this patch.
It hurts. It really really hurts us as people who enjoy this game and trusted the Devs. We're not asking for more 4ks or a 100% Killrate here. We're just asking for the game to feel balanced for everyone in the roster, so you can play whatever Killer you wish and still win about 60% of the time. That was what the changes so far led us to believe was the case. Now the Devs are going back on that, it feels like. And that really hurts.
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I have some thoughts on the recent perk changes as a Killer/Surv player:
Killer Changes:
Insidious - the reduced cooldown is fine but it won't really make it more worthy of a perk slot. It needs something extra. Some people have suggested making undetectable perks last longer, maybe by 6/4/2 seconds would help it become better.
Franklin's - removing the item charge loss is just unnecessary. Items themselves aren't a necessary tool in game and so losing or not having one at all doesn't mean the game is unplayable. It seems totally fine to keep the charge loss but maybe decrease the rate at which it loses charges to compensate for the aura change.
SURV Changes:
Any Means Necessary - this isn't enough of a change to make it more playable. Adding a secondary effect, like seeing the Killer's aura while raising a pallet would make it better.
Streetwise rework - the ability itself is okay but I think the additional charges should only apply to 1 item from a chest so that you can't just keep getting over-charged items and distributing them out to the team. Items are already an strong addition to a team.
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Also, could we maybe get a 5% haste in Night Shroud for Ghost Face? It would be helpful to get around the map, as he feels really slow when you want to sneak up on people.
Please address corn blindness on your map. It's actually unbearable having to deal with a map full of it and not being to stalk unless you are close enough for a grab. This also hurts any short 1st person killer, like Xeno. The map is so unenjoyable because of how corn renders and blocks vision, and considering these killers play close the ground frequently, that's your main view most of the game. Seriously, when I load into a Cornfield match I want to disconnect its that bad.
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The Main issue I see the new perks is Bully Squads. These perks will increase turning perks being used and Will create a a Epidemic of infinite Stunning. Which is why I think this chapter Deserves more time before release.
If the changes go through then Killer needs some Basekit stuff to counter the new mechanics from the survivors. I would add Basekit for when the killer Is Stunned more than 10 times in a match they will be Granted 50% faster Stun recovery for the rest of the match. Which this will help balance the new perks that stun. For the perk that gives endurance to survivors around a pallet stun I would rework this Perk because this will encourage Sabo Squads to abuse this Perk. Franklin's Demise was never needed a Nerf and removing the Items losing charges while dropped actually makes the Perk pointless. The Perk was ment to counter items Like Medkits, Tool boxes, Flashlights or other item that Survivors have. Yes it can be a annoying Perk to go again but it was ment to face SWFs like Sabo to Regular bully Squads and this is happening with healing being very Over Powered at the moment which this Perk helped counter this issue that's has been said for a while now.
Like if I'm the Killer and I'm against a SWF Sabo Squad. If i hit the survivor that is Sabotaging my Hooks and I use Franklin's Demise to Make one survivor lose there Toolbox to eliminate one toolbox I'm able to counter that and get my Hooks in peace. With the Nerf the SWF is able to pick there tool box back up and continue Sabotaging my Hooks making my efforts of eliminating the Sabo Squad to have a Decent game all for nothing.
If Franklin's Demise gets This Nerf than The Killer Needs a Anti Bully Squad Update before that nerf happens. I'm sorry for being mean but it's the truth
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The engine? I'm not the most tech savvy person so uh...bear with me...
What does that do? Would it mean better performance, graphics, etc? I'd be down to try the ptb for once if that's the case.
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I think i should also talk about clown for a little bit.
The design goal of clown is to make yellow bottles used more and purple bottles spammed less, because purple bottles aren't super interactive or interesting, you throw on a survivor and thats it. But by removing the delay of yellow bottles, you have essentially removed the skill ceiling for clown, its now super easy and mindless to just throw a yellow bottle at your feet and throw a purple at the survivor. The delay of the yellow bottle would force the clown player to think ahead and set up where they want to run to so that they can get the haste, and there is a lot of nuance to angling the throw to get it to land in the right place, so that the speed boost activates right when you walk through, but not too far that it gives the survivor a boost too. But now that skill ceiling, all that nuance? completely gone. I think the "buff" that removes the yellow bottle delay actually makes clown a lot less fun to play as and against, and it should be reverted.
the overall speed difference has also just been nerfed, beforehand it was a 25% speed difference (29% with flask of bleach), but now its 24% (and 26% with flask of bleach). this is just a clear nerf, and the overall less hindering time and the nerfed addons make clown feel really bad. Cigar box has such a small aura reading range now that its basically useless.
I can get behind decreasing the purple and increasing the yellow but the speed difference and duration NEEDS to remain the same. Clowns only strength is his great antiloop, but like every other m1 killer he really struggles with prerunning and holding forward and these changes only serve to nerf his antiloop while not addressing any of his main weaknesses. If the goal was to make clowns yellow bottles aid his mobility, then a 2% increase really isnt enough. I would say it would be interesting to try and swap the yellow to 15% haste and purple to 10% hinder, but this is already the ptb and such a big change REALLY shouldnt be rushed to live. Clown really needs more time and consideration.
I love a lot of the survivor changes, but i sincerely hope this iteration of clown does not go to live. A lot of these changes really need to be reverted.3 -
Oh babes again you have been very silly.
You brought up the clown in your message about how "survivor sided" the update is and how we shouldn't be nerfing mid to low tier killers and then you now say that getting kills with clown is "super easy". Well.... make up your mind little man, if he is super easy to get kills with which is what you most recently said why were you crying about him getting changes in your earlier message and how he is not a strong killer?
I get you were trying to belittle me for not being a baby and trying to make out like I play the strongest killer in the game when I don't, but you really need to try and make it a bit more consistent between messages. Some of us are able to follow a thread and will notice that you can't keep a consistent view. Throw your toys out of the pram again here if you like.
I also pointed out I don't need a 4 slowdown/regression meta set of perks but you couldn't spin that in any way to make you look "smart"? So you stayed away from that.
I see exactly the type of person you are. Someone who tries to spin every response in to the poster being the problem. You're the problem babes. You are bad at the game and because of this you expect BHVR to make it so the game can be won every single game by even the worst killer players. I think it is hilarious you say you get 3 or 4k every game but the game is survivor sided...
Basically, you lie in all of your posts to make it look like you got the upper hand but because it is a lie, you can't consistently apply the same information throughout multiple posts. I am cringing for you so much right now.
Rage on baby boy.
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Just want to point out this disrepect that the killer community has been feeling isnt just due to this patch it has been growing for awhile now.
For me it feels like we have to be louder and fight more on voicing our concerns against the survivor community only to be gaslighted or just "wait and see on live" perfect example as some people used is MFT alot of killer players instanly saw the glaring problem with it and rightly pointed it out in PTB but sadly we have been gaslighted, told that its overexgarated and will be fine or the classic line "so you dont want survivors to have anything" which i want to point out is so dumb and untrue of course we want survivors have things but not broken OP stuff that breaks the game. Then it goes live and killer community was correct and we had to wait so long for it to be nerfed.
Also i do personally feel like theres blinkers going on in BHVR on killer stuff as you are so focus on the symptoms that survivors are suffering from like camping, tunneling etc and not the root causes which in my opopion are gen effiency and map balancing we see all these game changing basekit hand outs to deal with the symptoms for survivors like the anti face camp, endurance off the hook and gen regression limits. But killers dont get any game changing base kit to help deal with the root causes for example base corrupt intervention which will help deal with gen effiency so much at the start of the game or even healing limits as that causes the same issue as 3 genning stalling the game out. Before anyone mentions the faster break and attack cooldown i would argue they are placebo buffs as even with them (which are so small you dont notice it at all) survivors can still reach another loop or pallet so it does nothing to the gameplay at all.
I know this is meant to be talking about this patch PTB but considering your response to the person you were talking to i thought i will add to it and address what i believe are vaild concerns with the game direction and health. In the end we all want this game to be healthy and not die but it safe to say the killer community are getting unhappy with what feels like the lack of respect, care of our valid concerns and issues and the lack of understanding about the killers and killer perks.
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Arinad, a very skilled and dedicated clown main who is famous for making a really long clown guide and pushing his meta, has just released a video talking about how he dislikes the changes and why.
Its 2 hours long of course, and I wouldn't expect anyone at BHVR to dedicate that much time towards watching a video because I imagine you are all very busy, but he also provided a shortened slide show to share about the changes he would like to see. Since I know the developers read this thread, I figured I should pass it along here. I urge you guys to take a look at it. Thank you!!
Post edited by venusmoder on7 -
I think 5% Haste on him is a little much but a 3% would make sense. It felt great in 2v8 to have that extra haste.
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Nope. Killing survivior toys will make you play against bots or wait 15 minutes for a 5 minute match.
They must be reasonable. Now waiting time is around 8 minutes.
Survivior side cannot be nerfed to the ground.
I want killer times to be quicker, so I can play killer normally. I myself can't bare to wait that long for a match.
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Never said to gut or nerf the Survivor side. I just want it balanced on not only the survivior side but also the killer side. If you take something out on one side you need to give that side something to balance it. The Killer side doesn't have any basekit to face bully Squads and Other Annoying things that makes playing Killer Miserable which is the point of bully Squads btw. The only thing I would do to balance this I would make it so Hooks only can be Sabotaged a limited amount of times and when you Go down you lose ur item defaultly and add a perk that not only let's you keep ur item when downed or Hit with Franklin's Demise but it will give extra charges to ur item
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So even though killer queue is long already (because the survivor experience is so miserable currently)and killer is already significantly easier than it has ever been, you want further nerfs to survivor(killer buffs by default) to combat this.... interesting way of thinking.
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Are you serious. Killer has been kicked while we are down for a while survivors get There hand held most of the patches. If you think a Survivor should be able to make killers games miserable with all there Perks that counters Bully Squading be Gutted to the point there unusable then they might as well name the Game Holding Hands Simulator at that point. There's been a problem with healing sense Orela Rose came to the fog btw. Sense it takes only 2secs to heal now Gens been Flying like popcorn because let Healing means more times on Gens which means Shorter matches. I've had a game where the Gens got Down in a minute on my first case that was only able 2mins. Yeah totally Killer Sided.
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The reason the queue for killers is longer is because there are less survivors around. Bored of being camped, tunnelled and slugged every single game whilst BHVR sit back and let it happen. Rather than fix the problems of why people want to go next, they decided to lock survivors in, because NOTHING says fun like a mandatory game. Survivors are walking away from the game, if survivor is gutted any further you may as well just start queueing up for 4 bots, as there will be barely any humans playing survivor left.
To suggest the game has not been protecting killers for about 2-3 years now completely exposes your bias and also exposes that you aren't very good at playing killer.
I also attempted to read your post in full and I am sorry but you are obviously very triggered because your post isn't very coherent. If you want to edit it and try again after you have calmed down, I will also try and read it again.
Post edited by DBD2025MakesMeSad on-1 -
As a survivor main, I feel like the Franklin’s change is not the right way to make it more picked. Franklin’s isn’t really the same without SOME kind of charge loss to items, otherwise, why run it…? Only dropping an item is not worth the value of an entire perk slot.
Any Means Necessary, you may want to change to 3.5s or even, like, 3.25s to ensure you can’t pick up a pallet and drop it again before a killer will no longer be stunned and can break the pallet.I personally REALLY do NOT like the key or map changes AT ALL. The only reason to run a key is the Blood Amber and getting to choose when and for how long you see the killer is essential to utilizing it to max potential. Now, it’s predetermined. Sucks. Let me play the game. Please stop making changes that force me to play the game the way Behavior wants. If I want to stealth, let me. If I want to choose when and for how long I use my key, LET ME. PLEASE. STOP TAKING THE CHOICES AWAY FROM ME.
If you want keys used more, make them actually useful. Why am I bringing in an item to try to change it with a chest item…? You’re literally admitting the key is useless and is there to just replace. That’s not INCREASING USAGE OF THE ITEM. You made a useless item even more useless. It’s now there to change out with another item and that’s it… lmao cool. At least it had a little more flexibility and usefulness.
Same with the map. I use it to find generators and keep track of them, especially on indoor maps. I also like to use the map for my haste/speed builds. I use it to find totems throughout the map to boon for Dark Theory or watch for 3-gens. I especially use the Blood Sense map if I’m running Power of Two to stay close. You’re telling me I get to use it 6 times to reveal stuff for way longer than I need to instead of letting me read my map for less than 1s and use it any time I want/need is more useful…? No. Please do not put the key or map changes through. They’re terrible. I PROMISE if they’re released this way, they will either see a the same use or even less. Nothing changed in the PTB will encourage anybody to use them more.
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You literally get to make a single party pallet each match and that’s it. You have to make an entire rummage build and/or bring coin offerings for more than a single party pallet. It’s going to be one of the worst perks in the game.
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Thoughts on Key & Map Reworks
THE GOOD
Decreased rarity. I'll play around with these items more if I have a lot of them.
THE BAD
Map rework makes them less useful. I get the idea: an item that replaces Windows of Opportunity, so maybe people will diversify their perks more. (They won't).
But I want to use the map to . . . find stuff. Current maps help find gens, chests, exits. That function should remain. This could be done with add-ons that allow this ability.
THE UGLY
8 add-ons will be removed from the Bloodweb and you can't equipt them. This is total BS, and the players will have a hissy fit. Nobody wants to see THOUSANDS of useless items in their inventory that they spent millions of BP on.
Instead of disabling these add-ons, make them useful. Map add-ons to . . . find stuff.
CONCLUSION
Don't go live with these changes. Rethink how the add-ons work so you don't rip off and piss off your player base.
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Thoughts on the Fog Vials
THE GOOD
Lots of fun for survivors. I liked the similar item from the events.
THE BAD
Recharging needs to be nerfed or removed. As is, survivors will be dropping these guys non-stop. A better idea is to make them one-use items, like firecrackers.
THE UGLY
A nightmare for killers. Fog Vials are bully squad ammunition. We're going to see SWF teams loaded up with vials and flashlights, hopping into lockers to craft firecrackers, and generally being intolerable pricks.
CONCLUSION
Don't go live with fog vials as they are. Think about how to limit their use.
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No disrespect?
The current horrible state of Skull Merchant and laughably bad "previews" you did is proof that is completely untrue.
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Thanks for bringing scenepartner in the shrine like I requested a few days ago
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It's funny how the new Survivor Perks make you jump through loops to get subpar value meanwhile the newest Killer Perk giving value just for having LoS on Survivor.
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@LockerLurk 3% may be the right amount. As someone who can't hack into BHVRs account to test it, I have no clue. I just assumed having the 10% in the 2v8 might be okay since there's half as many survivors in 1v4. It seems like a decent starting point and the only math I could do that has some logical support.
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Just out of curiosity: Do you think if perks percent of effectiveness was based off the strength of a killer you faced instead of the perk level matches would be more fair? For example: Deja Vu was a 3% repair against low-tiers (Trapper) but a 6% repair against high-tier killers (Blight). Surge was 8% progression loss for high-tiers (Blight) but 12% for low-tiers (Trapper). That type of thing? I suppose you would have to sort all the killers into 3 categories based off how quickly they build up pressure/strength in a match, but I would assume the developers would have the best stats to backup that type of categorization anyway. I couldn't say if the idea is viable in anyway for DBD, it's more just an interesting thought experiment.
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Not that the idea is bad per-say, but it just wouldn't work in a live-service game where a single update can nuke one Killer from orbit while making another jump several tiers in tier lists.
The amount of work and time for every Killer updates would exponentially increase (as Killer numbers and Killer perks go up) since every perk in the game would need to be tweaked every time a change that has any significance happens. It's just not possible with the sheer (and constantly growing) anount of content in the game.
There would literally need to be an entire extra category of feedback dedicated to perk variants.
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items being retrivable later makes the perk lose its purpose, Franklins countered medkits since made them fall and deplete, now you can see items from narnia but you dont care about this, if the item was backwards, no aura reading but double the depletion belive me this perk would have been the opposite, busted, they took away the utility of the perk.
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Well here's the thing. Ghostface Exposes Survs and has the best stealth, bar none, in the game on demand. If we give him 5% haste on top, he's Wraith that can Expose but better. Wraith gets 3% in cloak. I am all for making Ghostface a slightly better Wraith in the sense of giving him haste, since he's got more mechanics to worry about. I just don't think he should be faster than Wraith.
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Wraith gets a lot more haste than that. According to the wiki he is 150% when cloaked, so I don‘t see a problem with giving ghost face a little haste in power.
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It's been a while since I played Wraith, I thought he was only 117% in cloak not 150%. You sure that's not just in 2v8?
I guess if that's true though 5% more on Ghostface for a total of 120% speed Cloaked/105% speed cloaked and crouching would be fine.
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One stuns the Killer for hitting through a window. One gives the whole team Endurance for stunning the Killer with a pallet. Both can combo. One of the perks lets you rebuild up to 12 pallets a round if everyone is running it in a team.
Perks that reset resources or are able to halt hits/prevent hits need to have a few hoops to jump through. Killer has them too, for example Grim Embrace and Pain Res BOTH require you to spread hooks to get full value of. Machine Learning, Dragon's Grip, and Help Wanted all require kicking a gen AND for the Survs to touch that gen.Perks that offer some kinda strong or useful effect that COULD create game changing situations, need to have conditions. Nothing is free.
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Why would you expect anything else? BHVR have been holding the hands of killers for years now whilst making survivor more and more miserable
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If people are wasting time rebuilding 12 pallets, that gives you, the killer, more time than both invocations.
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That wasn't my point, my point is that rebuilding resources at ALL is something with the potential to be strong against some Killers and does need conditions to limit it. Rebuilding resources is not a "subpar" effect, especially if it's rebuilding of something like a god pallet, which is why it needs to be limited and be a fragile resource that gets rebuilt.
As for "but it's OK because Survivors waste time doing it", everyone said that about the CoH meta too, "it takes time to do boon, what harm does it cause?" Everyone said 3% Haste on injure was fine too and wouldn't be a problem either, until it was. Everyone said another 5% on Pop would be okay and it wasn't according tot he Devs. Just because the effect of a perk is minimal at first blush or takes time to do doesn't mean it can't be used well or won't be problematic later on.
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While you're not wrong, it is still worth pointing out that some of these have too many conditions for what they are. Apocalyptic Ingenuity the most, since its conditions are:
- Fragile pallet instead of a real one, so much MUCH less impactful once you've built it
- Two chests for one pallet, needing to be repeated
- Eight seconds of build time
- There needs to have been a pallet broken in that spot first
Some of these are fine, some of them should probably be reigned in, but either way there's a lot that has to go right to get what is an intentionally restrained version of rebuilding resources. I also wouldn't call it subpar necessarily, but it's also misleading to just refer to it as "rebuilding resources" when the resources are noticeably weaker than they were before being rebuilt.
Also it's not really the point but 3% Haste on injure was fine, it was combos that made MFT unbearable. The perk on its own was just pretty good.
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I was with you until you said MFT was fine.
-5 -
I mean, it was, I was there.
It was stuff like MFT/For The People, MFT/Hope, even MFT/Dark Theory that was really egregious. Even as Legion I rarely felt MFT was that detrimental to me. It was strong, sure, but only to the point of being competitive with other Exhaustion perks.
4 -
I was also there, and it definitely wasn't fine.
-5 -
There can be up to 13 chests in a map, so you can create up to 6 of them.
-3 -
But without a full squad each burning a coin offering, you get one, because there are only three by default. That's what they're saying here.
I think the easter egg chests on Midwich and Nostromo Wreckage don't count towards the total, so two on those maps, lol.
6 -
Oh snap, forgot about those two, good catch, ha!
The game is designed around the expectation of swfs, so we have to assume they'll use all tools available to them.
-3 -
It isn't the rebuilding of a God pallet though is it? It's replacing a God pallet with a party pallet. Party pallets that even when given for free and take no time to build are rubbish.
Don't worry remote hooking and remote pallet breaking will be a perk shortly(probably built in to one petk to make sure you can still have 3 regression perks) and you can say how balanced and fair it is whilst moaning about every weak perk a survivor gets.
3 -
A strong pallet placement is still a strong pallet placement, it doesn't matter if the pallet is fragile or not. The fact you can put another one where a strong pallet was is inherently problematic because the placement is strong.
Thankfully, the pallets are fragile and break in one go, and there's a limited number of times Survivors can do this. The perk should not be touched in any way from PTB to live.-6 -
Not sure this is true.
Skeleton Key is 4s with Blood Amber, extended to 6s with Braided Bauble. I also wonder if it works with Eyes of Belmont...
The killer seeing your aura is also not necessarily a downside, there are perks that nullify the effect, and some that outright benefit from it such as: -
- Object of Obsession let's you trigger a boost to actions when you want it.
- Off the Record let's you get a free aura read on the killer any time for 90s, so you know which way to run.
- Sole Survivor can block an aura read while aura reading the killer, maybe even use it to find hatch at the moment the killer closes it.
- Distortion actually becomes pretty awesome with this change, with an on demand scratch marks hide...
The key changes look fine to me overall, and Blood Amber certainly isn't dead.
0 -
No one runs object because Stealth killers get all the benefits none of the drawbacks
Off the record is the best
Distortion requires chases to get charges.
Bloodamber is way worse and I dont see any Swfs run a key and Amber or any key whatsoever so this does make it better.0 -
New Blood Amber should only reveal the killer’s aura of the survivor’s aura is revealed to the killer, just like Object Of Obsession.
This add-on is clearly supposed to have a downside, and survivors shouldn’t be allowed to bypass this downside.-5
