Kill Switch update: Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.

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Honest opinion about the changes and why some of them won't matter

Dustin
Dustin Member Posts: 2,430
edited September 2020 in General Discussions

Here's my honest feedback on the changes - For reference I've been playing since 2016 and I have 1600+ hours in the game. Not the most but I have enough experience to have an idea of what I'm talking about. Also for some reason I wasn't allowed to post this in feedback so sorry for that. You can consider this speculation or a prediction thread but I'll likely say the same exact thing after I try the changes on the PTB which I always do. Any perks not listed from changes I probably agree with the changes.

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Trail of Torment - Good changes overall - However regarding a note

"We erred on the side of caution when releasing this perk; if the Killer is Undetectable too often, it can easily become overwhelming and start to overshadow actual stealth based Killers."

The reason a stealth perk can overshadow actual stealth killers is because a stealth killers entire power can be made useless by perks like Spine Chill gimping them for the entire game. Where as a perk if a survivor has a counter to a perk that's at least not crippling you the rest of the round. My honest suggestion to this opinion you hold is making it so Spine Chill does not proc against Undetectable or while survivors are Oblivious. I'm telling you nerf the offending survivor equipment that completely counters stealth killers. This is the same issue Trapper had with sabotage. Nerf Spine Chill and if it's underperforming buff it in other ways where it doesn't screw over stealth killers.

Blood Pact - Creative change but both survivors hopefully get an icon making this clear similar to how We'll Make It gets a buff indicator

Any Means Necessary - Reducing the cooldown is good but likely this still won't get used. Either a killer runs past the pallet with Enduring or they just break the pallet.

Most of the time if you are the one who threw the pallet you cannot go back to it. Meaning likely you'd have to be a third party regarding the pallet. My suggestion for this perk is when a pallet is thrown down if the killer is more than 16 meters away from it and you are not in a chase the aura of the pallet is shown to the survivors who have the perk equipped for 10 seconds.

Cruel Limits - This perk will still be garbage you need to rework this perk. I'll break down why this perk will always be bad.

  • A generator needs to be completed for this perk to proc. You only get 5 uses out of a perk that potentially blocks 1-2 windows.
  • When a generator is finished usually it's no where near you. A survivor is usually long gone by then meaning those blocked windows do nothing.
  • Likely the generator has a pallet nearby and even if you get a hit off unless you have an insta-down likely they get to the next tile.

I'm genuinely serious when I say this perk could be global and still be bad. My proposed changes are make this perk work like Tinkerer + Mindbreaker

When this perk activates the killer is alerted to the generator position. This perk activates when a generator is at 70% or higher. When a survivor stops repairing a generator all windows within 32 meters will be blocked for 40 seconds. Seem reasonable? All I'm asking for is basically allow this perk to proc more than 5 times considering how underwhelming it is. It's basically just a ranged Bamboozle that you have no control over.

Alternatively I'd make the perk just block the closest 5 windows by default at the very minimum and scale it based on that.

Mindbreaker - In my opinion the killer should get a buff for when a survivor is exhausted. Sometimes a survivor won't even have an exhaustion perk and this perk is then useless. You can't predict when a survivor has a perk or not there needs to be at least some use for bringing a perk.

Slippery Meat - No comment - Don't use the perk and don't care honestly as I hate RNG. Would prefer this perk get an additional affect that makes the survivor "Slippery" in some way instead of just self unhooks. Meaning this perk is an RNG perk that can only technically have one opportunity to be used.

Technician - Remove the new penalty and focus on silent repairs as the main gimmick as the perk. Allow this perk to hide a missed skillcheck without penalty but then put the perk on a long cooldown overall disabling the perk completely until the CD refreshes. It becomes newbie friendly and it becomes a fun and interesting perk for survivors.

Pop Goes The Weasel - In my opinion shortening the duration isn't going to change a thing for high tier killers like Nurse, Spirit, etc.

However this is going to hurt killers like Wraith, Trapper etc a lot potentially even making the perk unusable. My honest opinion is that you should keep the duration at 60 and hooks will always refresh the duration. However once you kick a generator while this perk is active it puts the perk on a cooldown. That's how I would avoid it having too much uptime if it's actually a problem. Some maps you physically cannot get to a generator on time in a reasonable time.

The perk rarity simplification is good I have no comments on it.

Comments

  • MrPeterPFL
    MrPeterPFL Member Posts: 636

    Trails of Torment can potentially be really good with Myers. Silent Tier 3

  • Dustin
    Dustin Member Posts: 2,430

    The Trail of Torment changes is probably the highlight of the perks. The main thing and reason I commented is the statement they made about stealth killers and stealth perks. Overall I believe the change they made to the perk was really smart and gives a reason for the aura to be shown.

  • dugman
    dugman Member Posts: 9,714

    Cruel Limits - This perk will still be garbage you need to rework this perk. I'll break down why this perk will always be bad.

    A generator needs to be completed for this perk to proc. You only get 5 uses out of a perk that potentially blocks 1-2 windows.

    When a generator is finished usually it's no where near you. A survivor is usually long gone by then meaning those blocked windows do nothing.

    Likely the generator has a pallet nearby and even if you get a hit off unless you have an insta-down likely they get to the next tile.

    Regarding the highlighted sentence, there are going to be more than 1-2 windows within 32 meters of almost any generator. 32 meters is 1/3 the width of a map, it's the size of a terror radius. Picture for example a two house by two house block in Haddonfield, that's roughly 32 meters by 32 meters. So if a generator in the street in Haddonfield pops while Cruel Limits is in play with the new 32 meter radius it could possibly block every window in the four houses surrounding the generator if it's in the middle of them. Or picture how many vaults are blocked in Lery's within 32 meters of the central generator. It's hard to think of a map that doesn't have more than 1-2 vaults within all or almost all the generators.

    The other points are more valid though. About half the time generators are completed you are not within 5 seconds of the generator to respond quickly, and since survivors can travel 32 meters in only 8 seconds that means that by the time you get there they will have usually left the blocked area. And even if they haven't, if there's any pallets around the lack of vaults won't make a big difference. And of course it only triggers up to five times a match and you're lucky to get even one hit out of it each time. At most you're looking at a couple of bonus hits - compare that to, for example, Haunted Grounds which is likely to get you 1-2 Exposed downs while Cruel Limits is only getting you maybe 1-2 generic hits, not downs, and you can see that Cruel Limits isn't as good as Haunted Grounds for instance.

    So I do agree that the perk is still probably not great. Now if it also blocked all the Pallets within 32 meters then it might be slightly scarier. Or if it instead Exposed survivors within a short distance of the completed generators for a bit then that would frighten some survivors as well. But a generic hit or two, maybe, if you happen to be within your terror radius of a generator when it pops, that's a bit underwhelming.

  • Dustin
    Dustin Member Posts: 2,430

    Regarding distance from window to window I've not really had a situation where I can block multiple windows with this perk unless it's at an important landmark like let's say the Pantry on the Grim Pantry map in the Swamp realm. Lery's, Haddonfield or in some instances a map with two L walls next to each other. In most other cases you're lucky to block more than 1 window or on occasion 2. Even so I agree you're basically trading a single generator for a single basic attack most of the time. Overall poor value which is why I felt that it should proc more than 5 times which is how I came to the suggestion I did.

    The perk all things considered even if you can get to the destination you currently have no control over it. You basically have to drop what you're doing to try and take advantage of the perk for a single basic attack. It's extremely poor value even if it was global because it needs a gen to proc. That's why I believe it should be able to proc even before a generator activates.

    Not sure how I feel about it blocking pallets but at the same time I'd take that buff if it was do-able but I don't believe that would help and I doubt BHVR would do that because they'd view it as oppressive even though you literally just traded a generator to temporarily create a dead zone.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Spine Chill - agree on Oblivious, disagree on Undetectable. It is currently the only perk that really keeps stealth killers in check. I do also have a disagreement with Oblivious on the basis of Freddy's Dream World, but that has issues with a lot of perks.

  • CalamityJane
    CalamityJane Member Posts: 487

    Or you could run Tinkerer with Cruel Limits, then you'll almost alwyas be in its area of effect tight when it triggers.

  • Dustin
    Dustin Member Posts: 2,430
    edited September 2020

    I've experimented with the perk combo and honestly you might as well take off Cruel Limits at that point. Tinkerer only enables Cruel Limits not the other way around. Also the point of Tinkerer is ideally getting to the generator before it pops not after. The perks don't synergize at all really because each one are counter intuitive to each other.

    I actually agree in regards to Freddy I never understood why they gave him that affect for Dream World. I don't exactly agree with Spine Chill keeping stealth killers in check. It basically just gimps mediocre killers like The Wraith, The Shape and The Pig. Ghostface is the only real stealth killer to be afraid of and even so he's a bit mediocre.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    Spine Chill doesn't have a cooldown and helps in a chase. Just saying.

  • NursesBootie
    NursesBootie Member Posts: 2,159

    That's why people called it op i think. I personally got no problem with SC.

  • BassTram
    BassTram Member Posts: 195

    If Trail of Torment would work with Dragon's Grip I can see it being very powerful

  • WishIcouldmain
    WishIcouldmain Member Posts: 4,082

    They should've made slippery meat so you can wiggle out faster. And with Cruel limits well not much. But I suppose maybe have it block pallets also? Maybe that could help.