Survivor perks actually OP?
In case you're wondering what it does, when healed or picked up from dying state you get 8 seconds of endurance. You also get unlimited unbreakables if you are cursed by a hex (ruin, noed etc).
Doesn't take a genius to see why this perk is busted AF.
When in a 4v1 situation that's busted as hell. Especially when combo'd with the already BS Unbreakable DS combo. This is just adding fuel to the fire of absolutely busted combo'd second chance perks on the survivor side. There's just so many situations where this would easily screw over the killer because the survivors messed up.
I don't really know how they would fix this perk other that a complete rework or butchering, but hopefully they can figure a way out to make this perk much healthier for the game.
Also why on earth screw over people who use hexes like that? I know some of the dev team doesn't like ruin that much but jeez. It's also kinda ruining the little perk variety we have as ruin and other hex perks are kinda ok on some killers. This is just pointless and needs to be removed.
The other one looks like it's meant to be a counter to pop. Of which I ask why? It doesn't need a counter when the cause of it is the survivors messing up.
When working on a gen for 60 seconds it activates, you can now entity block a gen for 30 seconds.
I mean, it's not overpowered at all. But I don't like how it seemed so directed it was at pop. As its probably shown on the devs radar that pop is basically the new ruin due to its pressure, but this perk is completely fair. It doesn't deserve this perk to exist to counter it. It's not like it's "plaguing" gameplay like old ruin did.
I just wanna ask why this was even invented.
As for the rest of the chapter though, absolutely amazing. Killers strong, map is cool (albeit a bit surv sided from first glance), survivor is pretty good. And a clown buff. yay.
Thoughts?
Comments
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So they give a strong killer ability and then completely ruin all the other killers meta and then give him ######### tier perks like always.
They really do hate killers
Personally I'm excited to see how this plays
I hope the Ptb shows how insanely powerful this new wave of second chance perks is.
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There can be counters to fair things. Calm Spirit and Spine Chill exist. It also counters Ruin, not just PGTW.
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Well, the killer has to have a hex perk, and it has to be active and giving you the "cursed" effect for it to work. Idk about you, but I think having my hexes stay up is incredibly valuable and offsets the usefulness of them picking themselves up like that a bit.
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I agree the survivor perk in question is literally game breaking, and is pretty much the new MoM. Luckily the PTB is staying for what seems like 3 weeks, so there's plenty of time too fix it.
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I mean, the problem I have is some teams can literally get a permanent unbreakable for the entire game PLUS an added overpowered effect all in one perk if they decide to leave and play around your hex (excluding devour for obvious reasons). Lets say you have ruin and instead of cleansing it they tag team gens not allowing it to activate as often and now they get unlimited unbreakables.
I don't think having a hex stay up the entire game really makes up for the added benefit the team gets. Especially when the team is good and every down counts.
Plus as I said it's kinda encouraging people to use a lesser variety of perks which is never good IMO.
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Do you not think it kinda feels a bit petty though? They didn't need to put in the effort to create a counter to it, barely anyone other than them types of survivor mains was complaining about it, they must've seen it was a good perk and it was built in a fair way.
They literally had no reason to make it. None. Other than screwing over killers I guess? Unless there's another reason i'm unaware of.
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I have said it many times since the Ruin Nerf and I will say it again. Killer mains stop taking DbD seriously it will only be balanced towards bad survivors.
Devs tried to fool killer mains by removing EXPLOITS such as infinite loops as a step towards balance which shouldn’t even exist in the first place.
Nothing in the future of DbD willl ever make killers have perks that competes with Decisive strike, Dead Hard, Unbreakable.
This community isn’t for killer mains bro.
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At least hexes might survive now longer than a one minute if the perk becomes meta for SWF... Right?
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If its devour hope, it will definitely be cleansed but Hexes like, Thrill of the hunt, the third seal, Ruin, Retribution, would be ignored by survivors because they don’t make as much threat as Devour hope.
You can’t slug with Third Seal anymore lol
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Finally. A much needed survivor buff. No more camping killers with Ruin or other perks, no more slugging, no more NoED. This was a much needed addition, BHVR. Nice to see survivors finally getting some recognition.
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It's a cool perk idea. No other reasons needed nowadays.
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I mean if I'm running DH and the survivors dont wanna break the hex...... okay lemme have it I guess I ain't gonna be slugging that's for sure.
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Well, people can use it against NOED now if the killer goes for a slug
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Honestly it's only 30 seconds. And I'm so sick of seeing pop that if pop users genuinely think this counters their perk so they use a different one, I'm all for it.
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I don't really mind the 2nd effect.
But i find it weird how it's like they slapped an additional Perk effect onto this Perk.
"Yeah, you get the Endurance effect for 8 seconds once healed from the Dying State. Pretty neat, right?...
...
...Also, Cursed allows you to get up now."
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How is it weird? Neither are strong enough on their own and making these types of effects too annoying by making them stronger is easy. Slapping them together, like was done with Nemesis, was a clever play in terms of perk design. At least imo :P
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why would they leave a hex perk active? Hex perks are meant to be really strong so why wouldn’t it make sense for the survivors to have something strong too? But then lose that strength upon you losing your strength in that hex perk? Survivors need more protection from tunneling. This is much needed but it’s not Infinite unbreakables lol you don’t get the same recovery speed boost unbreakable gives you and it’s temporary dependent on if there’s an active curse - so don’t use one
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It's weird because of exactly what i stated.
It's like 2 Perks became one, this has nothing to do with what's strong or weak.
Nemesis is weird like that too.
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It does counter pop along with any gen regression perk. Imagine hooking a survivor, getting to a gen and having to wait 30 seconds along with whatever time it took you to take there. And then you'd have to go look for another gen.
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Weird is a weird word to use. I personally connotate it with "unfamiliar" and "uncomfortable". I think "unique" would fit better but that's just me. I'm just being that annoying person that judges people's statements based on their vocabulary at this point lol. Fair enough.
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Okay.
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This is really dramatic.
In the over 2k hours I have in this game, I've maybe been affected by Unbreakable twice and it was when I was try harding for a 4k and I deserved it both times.
The perk has a hard counter: It's called "just don't slug". Or at the very least, only slug if a flashlight is in play OR if you can get some easy other kills quickly. I can't count the number of times I've attempted to make use of Unbreakable only to come across killers that don't leave me on the ground. Perk made useless by doing what you're supposed to do anyway -_-
Next?
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Give it a time. You will see that Soul Gard will be really a situational perk like Unbreakable. 8 seconds of endurance status effect? Well no one liked be farmed by mate, but slugging doesn't really appear very much in the game. Blood Pact seems pretty much decent. Repressed Alliance seems more as strategic perk. I honestly don't mind this perk. I don't think that it's gonna be popular perk but can be really useful in crappy situations, besides it this perk has a strong of Alyssa vibes reference.
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It's ok, they complained about For The People being op too, half the people on this forum don't understand the game at all, everything is op and the devs are definitely against them.
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How can a perk thats overly situational be OP? And why should survivors run a perk that’s only use is to deny regression and making the gen inaccesible to all survivors for 30s? During the same time another survivor would have made more progress than regression applied. This discussion is pathetic but every chapter some dumb threads about OP survivor perks Pop up the second theyre known.
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do you know how painful it is to play killer, stuff like camping, ruin ect doesnt need anymore recognition noed still needs to be looked at imo but apart from solo queue matches survivors dont really any buffs but there are so, so many issues with killer from the god loops that are still present on maps like saloon and the bus tile on autohaven or the maps like ormond which chain strong tiles together as well as being extremely large
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I dunno. You tell me. I honestly don't have the issues with killer that everyone else talks about. Killers are OP and with the map changes even moreso. The new survivor perks will bring much-needed balance to the game.
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