With The Blight Coming out, Are Killers Too Strong
Wit the new perks coming out I feel the killers are at a strong advantage compared to survivors, I just got back into the game and check The Blight out and his perks seemed way too strong at the moment, especially since the new survivors perks seem reused, What do you guys think?
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no. basically Killers have been saying this exact same sentence since forever, and now Killers are finally getting perks that challenge the meta and survivors are pissing their pants. Good. the meta must die!
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Depends on the killer mate. I think Spirit and Freddy are too strong, but I'll never complain about Trapper and Clown. I don't think the perks are too strong either. Hex: Undying is good, not much wrong with it. Dragons Grip has a cooldown and requires you to kick the gen, its also worthless if the survivor is injured. Hex: Blood Favor has a cooldown and is a hex and there are rarely pallets you'd use in 16 meters.
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What meta? And Killers will complain about not being strong enough until they can 4k in their sleep. At this point I feel the perks for Killers are way too targeted at taking away how the Survivors play the game, which isn't bad, but I feel if this line of Killer perks without having fair Survivor perks keeps up, the Killers will be way too strong.
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I agree with Killers being in a good place, but Hex: Undying I can see being really strong if paired with something like Hex: NOED or Hex: Haunted Grounds, ect. I like Dragon's Grip so the Killers can have a better handle on the Gens and it could stop the Gen Rush, but I feel the 60 seconds if the Exposed Status is a bit extreme, and endgame could be a game changer with Hex: NOED, lastly Hex: Blood Favour seems like a very annoying perk, it may not seem like it but a lot of times when a Survivor is hit they are around palates and that could make Survivors life hell, and pairing that with Hex: Undying in my eyes could be a problem more than a few times. I just overall think the perks are a bit strong when paired with other strong perks and could change the game completely.
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Thats true, Undying could be a real pain when paired with other perks. Dragons Grip is definitely good, especially with something like Pop or Overcharge, but I don't think its anything meta defining. I'm not sure about Blood Favor yet, I could see it being used to gain plenty of cheeky hits, but I could also see myself countering it by holding W as a Survivor. I think the fact its a hex with a cooldown will keep it back.
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I Definitely don't think these perks will take over the meta, but it would tweak it, out of the 3 Blood Favour is definitely the weak one, with windows being a thing I can see Survivors having a chance, but in the open it could change loops. The cooldown is definitely nice and will keep it under the radar compared to NOED, Ruin, etc. Just looking at these perks make me think the Survivors could use a small touch up, but after looking at the new Survivor perks, I think they either ran out of ideas or are too worried about making the Killers perks the best they can considering the community outcry or balancing.
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Yeah, it mentally broke me reading the new survivor perks.
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Nah. Besides, can they ever be?
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Uhhh yeah? Killers could end up getting 4ks every game and ruining the gameplay for survivors. Honestly I feel with the new 8 perks are 1 sided, but also the Killers new perks seem like a way to buff Killers without people complaining about Survivor perks being just as strong.
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Give me a break. Blight isn't even OUT yet and you are playing this broken record? The reason Blight (and his Perks) are coming is because things have shifted in a measurable way toward Survivors. A good deal of this is the ever increasing use of the SWF and Gen-Rush. You have to remember that the DEV are privy to statistics that we are not. If they are designing these Perks, it is to address an issue. But at the very least, let's get those things out and in use before we call them OP.
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Which of his perks are concering and why? I really don't think I will ever use any of the Blight's perks to be honest.
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1.) In case you haven't noticed he is supposed to come out next month, I made this as a way to discuss what people think since I don't talk to many people who have opsoing views and like hearing all opinions
2.) I don't know what you think developers do, not all the time do they add something is it because of an issues, sometimes its because of new, exciting content, or to try and make the player base happy. In this case I feel its because of the fan base thinking Killers will never be able to compete with survivors.
3.) They are in use right now, thats what the PTB is for, on paper they seem strong, thats what I said and will say. I get they aren't designed to 1 shot like most Killers want them too, but don't act like these are weak please.
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And that perfectly fine, these perks seem like they are for certain players, but I say if you can get them you should try them out with other perks. If you go up to the first few comments you can see what issues I have, I dont think they are bad perks, I just feel they might need tweaking in some way eventually. If you would like I can explain each more in depth if you'd like.
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Please do not put words in my mouth. It is rude and a cheap rhetorical trick. I, at no time, said the new Perks were weak. I said, it is too early for anyone to be saying they are OP. Until they are fully in play, in their final form, and we see a few months of their use, nobody really has any idea. What I suggested is that the DEV would not be creating Perks which heavily increase the need to do Bones, and directly impede the Gen-Rush unless they felt it was necessary. My own view is that the new Perks are quite effective at doing just that. Undying is one more way to ensure that high risk (and high yield) Hexes last a bit longer. Dragon Touch directly impedes the Gen-Rush. Combining Undying with things like Ruin and Thrill of the Hunt makes it almost imperative that people consider Bones as important as Generators. To say these new Perks will change the entire Meta is not an understatement. It will take the dedicated Players perhaps two weeks at most to unlock them for their other Killers. People need to start working doing Bones with more dedication "right now" and working out some alternative tactics to merely doing the Gen-Rush at maniac speed.
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The strength of killers depends on the rank. Against very good survivors killers are kind of weak but against average survivors they're pretty strong. It's really kind of rough to balance.
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don't think these perk going to change much tbh.
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Really? I feel these perks can mix and match with most builds, we are probably gonna see these perks get used quite a bit for a while.
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Rude? You said said I'm playing a broken record and came at me I play both sides and love playing both. You are just saying that perks shouldn't be considered a problem until people play with them for a few months, the purpose of the PTB is to fix any issues with those perks or maps or new Survivors/Killers, not fix them months down the road. And I agree the devs are doing this for a reason, I am saying its because people will never be happy with the Killers until they can 4K almost every game. Combining Thrill and Undying? With Killer who can cross the map quickly with make it difficult to do Hexs but will make rushing them a priority. You said people should focus on something other then gens, yet doing the gens are the only way to escape (besides hatch) and you think Survivors doing the objective is a bad thing? If anything you've made your point unclear to me, it sounds like you think Survivors shouldn't do gens right away to escape but instead give the Killer as much time as possible to get them. My point is not all 4 Survivors should escape every game, but not every Killer main needs to 4k, which I feel the Devs are gearing this new chapeter towards Killers getting stronger and people will still complain about Killers, and I mean both sides.
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What I am stating, and it is a fact, that cleansing Totems is also an objective. I suggest that the DEV always assumed that they would be a higher priority, but the META proved otherwise. They are simply making sure that won't continue to be the case.
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They aren't in the meta and being a big concern because besides perks they do nothing, if they added like more blood points or something for doing a totem then people would do it. But even with the group I play with nobody touches a totem, I can agree its a thing they should include more of a reason to do totems, but as it stands most people ignore them because they don't surve a purpose for opening then exit gates.
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Wait whats wrong with "Built to last"? That perk is pretty damn good. And while Desperate measures isn't insane its not a bad perk like an alternative to botany knowledge, which is used a lot. Though I will say Visionary (besides on indoor maps) is a newbie perk on a DLC char, thats pretty dumb.
And while Hex: undying has high potential, the others are a lot easier to counter. Dragons grip either repair the gen and then evade/loop/hide from the killer for the remaining duration for exposed, or dont touch the gen for 30 seconds after you find out that the killer has it. After those 30 seconds it will go on an 80 seconds cd before it can be used again. Hex: Blood Favor, litterally just run away from that tile after getting hit. You shouldnt loop the same area after geting hit, you should use it to gain distance.
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Well I can tell that you are obviously a survivor main so I'll tell you what I, as a killer main think about them. Undying is the only perk worth running since the other two can easily be countered. Ruin will be used with it the most because we can finally have it forlonger than 2 minutes. When survivors realize that ruin is in play they'll get rid of it pretty quickly. Other Hex perks won't work with it because they lose all tokens when destroyed and by the time when the killer manages to regain those tokens he'll lose it anyway because survivors destroyed the last totem already. No, the new perks aren't op and I'm happy that killers have a slight chance of also having fun while playing in the red ranks with all those toxic survivors.
Killers have feelings too :(
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Whats wrong with Build To Last? It works once perk trial, and only works if you use an item enough to deplete it, and on most items its almost useless (ie common medkits, some toolboxes, common flashlights) so I dont see many people using it unless they go into a game with a very nice item with good addons.
Desperate Measures is kinda like Botany and No One Left Behind mixed together, I see people using it for altruism builds but thats about it.
Visionary is useless unless you have a hard time finding gens, thats it.
Hex: Undying I agree.
Hex: Blood Favour is gonna be a perk that is gonna frustrate newer players and add on another level of pallet looping, which I think is stupid since the only way to counter it is to not use pallets once you know the Killer has this and use only Windows. It just seems to me the Devs are trying to make the Killers happy by slowly making Survivors play a more stealthy gameplay, which is what made Friday The 13th such a bad game. Just my opinion though, so take it with a grain of salt.
And Dragons Grip I dont have much of a problem with, I just think the duration should be 45 seconds instead of 60, not everybody is great at running Killers around for a whole minute.
It might be me but it seems like you expect players to know where all the pallets on the map are or that kind of thing.
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Not really, I enjoy playing Killer and Survivor and spend a bunch of time on both sides. Undying can be used with plenty of Hex perks, NOED, Haunted Grounds (maybe), Ruin, Third Seal, Thrill. So its gonna be very useful. Blood Favour is gonna kill new players or people who aren't that good at loopong the killer, its not the greatest perk, but I can see it either being great or hated. Dragons Grip can be mixed with a couple different perks and becoming a pain, especially when you don't know if they are running it, on their own they aren't OP, but people seem to forget putting them in certain builds will almost 100% change the game. I assume you mean Survivors that gen rush, again, what do you expect? The main goal is to escape, you do gens to escape, is just the truth, you can't change it unless you add a different way to get the exit gates going. Since you wanna say I main Survivor let me say what we think, if you complain about us doing the only objective and using the only way we have to defend ourselves, then I am genuinely confused what you want Survivors to do.
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Built to last is a better version of streetwise outside of SWF shenanigans.
Now to be fair, streetwise isn't exactly a great perk. But still.
Hex: Blood Favor is much weaker than it sounds. The timing is awful for the effect to the point of almost completely killing the perk.
Basically, it's an on-hit effect. Which means in order to trigger it at a pallet loop, you need to have already mindgamed the loop anyways. So by the time it can help you with the loop you no longer need it. And even if you still want the effect they just got a speed boost, which they should be using to get to another tile anyways. So it's never blocking a pallet that a Survivor would actually want to drop in the first place outside of very niche situations.
As for Dragons rage. While it's impossible for a perk like this to be bad with its numbers, it's still weaker than it looks.
Basically, it's comparable to MYC. The difference between the 2 perks are that Dragons Rage has a longer cooldown and is more avoidable but has a tracking effect, can be used at close range, and avoiding the effect gives you stall power.
Now those tradeoffs aren't awful by any means. But they are a very real tradeoff that shouldn't be underestimated. That Survivors can easily chose not to touch the gen for a bit while they practically HAVE to unhook a hooked Survivors eventually is a big deal. The effect needs to be 60 seconds because they aren't being chased the second the gen is tapped (unlike with a ghostface mark for example). So the Killer needs to have enough time to reach the Survivor and then still have time to chase them. Same reasoning as with MYC.
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Nah two of his perks are garbage and won’t get any use only one is good but you have to run a hex build which isn’t that great to use in general
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"It seems to me like you expect players to know where all the pallets on the map are..." Not really but apparently you expect everyone to know where gens are? I said visionary was decent for newer players to help them learn where gens are, but that its on a DLC character is stupid.
"Hex: Blood Favour is gonna be a perk that is gonna frustrate newer players..." Well yeah but we aren't talking newer players are we? Because then cruel limits is gonna frustrate newer players. Litterally any perk that changes base gameplay mechanics could frustrate newer players thats not really what im focusing on. Im talking about potential new meta, and this perk while cool, aint it. Its on a totem, a cool down, a decent duration but a short range. Its not gonna do much against most people that have played the game for a good while. Maybe the first time where you learn they have it, but after that not so much. Every single survivor that knows how to run or even just barely knows how to run loops, knows to gain distance from the killer if they manage to hit them. And if you run for 2 seconds (base hit cool down) at 150% run speed, thats 12 meters and then the killer has to catch up to you. You can easily run away from the affected area. Which is why its gonna be kind of fun but not impactful in most cases.
Dragons grip you dont ever have to run the killer for 60 seconds with Dragons grip, unless you blatantly touch it in front of the killer. All you have to do is the same you do when killers use Make your Choice. Dont leave scratch marks, go into hiding, inspect a locker. If confident you could also just repair the gen if you know the killer is busy and only start running when the killer returns. Is it gonna give the killer a kill every now and again? Ofc but its not every time that the killer has the option to just go chase after the target. It seems to me like a good deterent (we'll see if effective) to make survivors not touch a specific gen for 30 seconds. Thats 15 seconds additional repair time added.
Hex:Undying is the only one that has a chance (at least from how I see it) to change the killer meta even slightly, and that requires a Hex Build. I hope we'll see something new (I know im gonna go for it) but im not holding my breath out for it to stick.
As for survivor.
Visionary mediocre at best, might be useful for newer players like windows of opportunity to start getting a feel for tiles and where things are. But like Windows, its in a dlc pack....dumb. For People with hundres if not thousands of hours its still kind of useable....but only on indoor maps since they can be kind of a pain to find gens in. But even there its really just a waste of a perk slot. Just use a map if its a big problem. So agreed Visionary not worth going for.
Desperate measures kind of agree here. Some specific/niche builds it might work as good alternative. But beyond that probably not worth bringing.
Build to last. I dont know what kind of players you play against or play with. But when I play survivor I almost always bring items and add-ons. And a lot of times its gonna be a toolbox/medkit with additional charges. Usually with a commodius/engineers and a lot of charge/speed add-ons I can save something like 20+ seconds repair time with one. Nothing amazing but if 3 others bring similar stuff thats a lot of gens, and since we dont know if it stacks with streetwise that could be a scary combo. Same for med-kits the ones I use are usually good for 2-3 heals. And gaining another easily available health state isn't something to scuff at. Beyond this its not like other items cant be found in chest during the match and gain 50% additional usage. If people were actually using maps and keys to read auras more then I woulnd't rule them out....but yeah its not gonna do much for flashlight users.
Am I saying Build to last or the other survivor perks are gonna change the meta? No. I actually doubt they will and same goes for Undying or the other killer perks. But I wouldn't be so fast to rule them out. And 4man SWFs could have some nasty new combos in their arsenal now. We can only wait and see.
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I'm looking forward to trying out Hex: Undying, Hex: Ruin, Hex: Thrill of the Hunt, and then some other Perk just for my Killer. Depending my overall build that could vary a lot. This is a LOT of my Perks going into simply slowing down Generators, but that is the META we live in. Besides, with Thrill of the Hunt in play my Totems pull double duty, immediately alerting me to the location of a Survivor when they start to do Bones. Ideal? No. But playing Hex: Ruin and Hex: Thrill of the Hunt has helped me a lot of late in slowing things down (assuming they don't spawn my Totems WITH the darn Survivors at the start). The Gen-Rush was too much for me until I started combining those two, and using them to slow things down and locate people. Undying will simply add another level to that same tactic.
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We DO know built to last stacks with streetwise. I tested it myself.
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In a specific build they might be useful, but I don't see anyone getting any real use out of them otherwise.
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How Is Built To Last better? You may get few more uses out of an item but Streetwise also affects nearby Survivors, I'll take Streetwise over Built To Last imo. The rest you kinda explained things I didn't know, and glad you explained, and things I understand. But outside of SWF, people don't have to unhook Survivors, and unfortunately not all the time do they unhook them.
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This...this actually hurt me to read in so many ways
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Then don’t read???
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Strictly speaking unhooking isn't required. However the consequences of not unhooking are great enough that it may as well be, since if Survivors die on 1 hook then the remaining Survivors won't be able to complete the gens in time against a Killer that is at least somewhat decent.
As for built to last it's just math. Built to last is 50% while Streetwise is 25%. The advantage of Streetwise is that it effects your team yes, but that would require Survivors to be grouped up while using their items, which isn't super common, certainly not common enough to be worth 25% less effectiveness in solo que.
Remember, you'd need to have yourself and 1 other Survivor fully deplete their item while under the effects of streetwise to match the effectiveness of using built to last with no coordination required. A 3rd Survivor is required to actually surpass it.
Now SWF is a different story, which I explicitly stated. Since players on VC can deliberately group up to optimize efficiency as desired to get a ton of value out of the perk. Even then however I'd still see SWF using built to last often instead simply so that they don't have to group up and can instead split up for optimal gen rushing.
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Nice. That could be insane builds.
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Probably not. It has diminishing returns with most items.
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