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All kill comeback chapter review and feedback
So the all kill comeback update has been out for 2 days and there are some major issues with this update alongside some good additions. I'll be talking about what was added and changed in this update along side what could be made to fix the issues the chapter has brought.
New map- Tricksters delusion:
So this is the new map with the update and, visually its one of the best maps in the game. The graphics and lighting makes the atmosphere feel so beautiful and generic with the music being a neat addition. A map that is located on a city has been asked for a long time and you guys did not disappoint! But thats where the goods on the map ends cause the balancing on the map is awful. The map is an average size map however but the issue with this is that the tiles and loops are very close to each other. You can chain strong windows and pallets together which makes m1 killers and 4.4 killers almost impossible to play. Due to it also being hald inside, there is alot of clutter which also means that mobility killers will struggle big time. Alongside this, there are a total of 3 god windows and around 5 god pallets. The balancing on this map is a mess and obviously favours the survivor side. Now thankfully these issues can be tuned very quickly since its a fixed map (most tiles spawns exactly every match) but in its current state, its just not worth trying to play as the killer.
Kwon tae-young and his perks:
The appearance of kwon is amazing. He wears casual clothing which fits him perfectly, his voice lines are amazing, and his store outfits are good. His design overall is amazing.
Perk 1- Flowstate:
This perk is similar to fire up, meaning that for each generator completed the survivor will be buffed. Each generator completed gains a token and each token increases healing, blessing, cleansing and unhooking speeds by 10%. Its a very solid perk overall. If I would do anything to the perk, I would include chest searching and rummaging to the perk and increase each token by 11% (allowing 55% at end game).
Perk 2 - A place for us:
This perk gives you and the person you're healing the elusive status effect when healing which also gives the obsession the elusive status effect for 30 seconds after they're healed and also prevents you from becoming the obsession. Personally this perk isnt worth running due to the fact that the main buff only effects the obsession plus if you're healing a survivor, you'd likely heal where the killer wont find you. Personally, I think it should give any survivor the elusive status effect after they're healed rather than the obsession only and to those that helped to heal that survivor.
Perk 3 - Five moves ahead:
This perk allows the survivor to see the closest 5 pallets and drop pallets 50% faster when in the killer terror radius / being chased and goes onto a 40 seconds cool down when a pallet is dropped. I personally think this perk is fine as it is and we will be seeing alot of good players using it since it can provide some extra distance from the killer and can prevent being hit through the pallet.
The trickster rework:
Although I love the concept of this rework, I believe it has actually made him worse im strength. Going from 4.6 to 4.4 is already a big nerf since his catch up is longer plus his movement speed in power is also slower the longer you chuck knives. Having less blades means hes more punishing if you miss you blades and main event being three times less frequent hurts him alot. With that said, I believe he should be a 4.6 killer again. Now obviously if he was 4.6 again with the changes he got, he would be a bit too much so I would make it 7 or 8 blades to injure / down a survivor. If this was the case, he would also burn through his blades so I would also revert his blades capacity back to 44. These changes are basically a revert to old trickster but these are needed reverts. Main event being longer to get is fine if his base form is good.
The first:
His second phase timer is now 50 seconds and his basic attack lunge is the same as every killer which are good changes.
Add ons:
Bead maze now increases second phase worldbreaker by 2.5 seconds for each alive survivor which is a good change.
Shattered wrist rocket is now uncommon rarity which is fine.
Bloody roller skate haste was nerfed to 1.5% which is a dumb change personally and should be reverted since its already a niche add on and this change makes the add on useless.
Mid century radio is now common rarity which is fine.
Forged death certificate has been rework to gain undetectable status effect to himself when he hits a world breaker token until worldbreaker activates which is fine since he cant damage outside worldbreaker mode anyways.
Rabbit remains now grants survivors exhausted status effect for 10 seconds when hit by tp ability, made rare rarity and now increases TP cool down by 5 seconds? Basically nerfing your mobility for eschaustion which is awful especially since its already hard to hit survivor with TP so remove the TP cool down then its a fine add on.
Broken skateboard allows you to vault windows 30% faster, and see the aura of pallets and windows within a 32 meter radius for 65 seconds when entering world breaker activates which is a really good change and synigises well with vaulting builds.
Pizza Goggles is now rare rarity, undergate attack area reduced by 90%, cool down reduced by 25 seconds, and you exit the undergate attavk ability 80% faster. Very very strong add on now and will make his map pressure much higher.
Chess piece negative aspect is gone but the 2 charges are diminished by 40%. Good change.
The ghoul:
The reticule stickiness is now 0.05 seconds which is a good change but now the Ghoul can't automatically damage survivors after vaulting a pallet. This needs to be reverted else ghouls chase potential will be much worse, plus the counter play is to wait until he puts his power away then drop pallets so rewarding survivors having a skill issue / not fixing the visual bug instead is a bit weird.
Killer action updates and perk updates:
Basically killer add ons, power descriptions, perks on both sides, etc description has been updated to have less words but easier to understand. I love this update since it allows me to understand the newer perks and killer power better. We need this change to every perk, add ons etc in the game!
Fog viles:
Fog viles now has 4 charges, is very thick when not in the fog vile, and very opaque when in the fog vile. This is an amazing rework for fog viles gor many reasons. One it can't confuse killer mid chase. 2. Its a good anti tunneling tool since you can drop it, run away in a direction and when the killer comes you're gone. Etc. An amazing rework and we should hopefully see this used.
Survivor perks:
Fast track has been reworked. Every time a survivor is hooked, gain 3 tokens up to a maximun of 9. Each token pernamently removed 2 charges of a generator when a great skill check has been hit. This perk is a major issue in so many ways. If everyone on the team has this perk, then a total of around 130 pernament gen charges can be removed off gens and this could even be higher. Killer has 8 hooks at 2 gens? Doesnt matter cause now 36 charges is gone of this generator and another 18 is gone off another. Like a perk that severely punishes a killer FOR DOING THEIR OBJECTIVE SHOULD NOT BE IN THE GAME! This perk needs to be reverted / rework in a matter of days and im not exaggerating when I say this.
Self preservation gives the perk user 30 seconds of elusive when a survivor is hooked. Kinda a mid perk but it can be good to make your way across the map more sneaky whilst running and could be fun in stealthy builds.
Unbreakable is the same but now has its haste back. Good change.
Killer perk updates:
Hex crowd control blocks the last 6 vaulted windows, you can vault blocked windows 15% faster, you see the aura of the blocked windows within 24 meters, and the hex perk doesnt ignite until a survivor vaults a window. Very solid rework and more hex perks needs to not be ignited until the activation has occured.
Pop is now 15% more progress, allowing you to remove 20% of generators instantly which is basically a revert to old perk. Good change although gonna be scary with the higher tier killers.
Aura customisation:
You can change the aura colour of almost important environmental objects on the trial (Windows, gens, survivors, etc). I love this change. Not only is this an amazing accessibility feature but it also allows other environmental objects to stand out more than others. E.g survivor aura is blue and gen aura is red which allows the killer to perfectly see the survivor aura who is completing a gen. More of this!
Prestiege rewards:
A great step in the right direction to prestieges. Hopefully more can be added to this overtime to make the grind more worth the wild.
Comments
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Trickster slower than before in most things, wesker nerfed, ghoul nerfed, nice looking map with terrible balance especialy for slower killers and killers without solid antiloop, some perk changes, new survivor that is quite solid, some prestige rewards and thats it plus nerf to the first (he got buffed too but his timer nerf is bigger thing than having longer lunge on m1 because of how his power works needing multiple hits on single survivor to get clock timer started and than you can injure with m2 so there isnt any place for m1 in most cases with him compare to pyramidhead).
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