New mindbreaker potentially meta?
Alright alright hear me out here... you see first off mindbreaker no longer requires a gen to be below 50% to work, not to mention a slightly increased duration.
but what intrigued me the most was that it PAUSES dead hard’s cooldown when working on a gen, for example let’s say you dead harded the killer and they left you.. you then have around 20 seconds left for dead hard.. when working on a gen that 20 second pauses for the whole duration you’re on that gen which is pretty fricking good ngl.
i used dh as an example but it also works on sprint burst
thoughts?
Comments
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The user and all related content has been deleted.3
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It weakens exhaustion perks, a quite good perk overall, especially with the new ruin undying meta.
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It'll probably be nerfed by the time it goes live given the patch seems to just be a "screw killers" patch...Again.
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Jokes on them. 4 perks on my survivor, and none of them cause exhaustion.
Killer now has 3 perks. Survivors win again.
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that's 4 perks out of 16
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Think he was joking anyway... I've found survivors in red ranks run "at least" 86% Exhaustion Perks across 1000 survivors recorded. More likely than not you're getting value from it.
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And those other guys are totally gonna be awed by my Flip-Flop build while their stupid Sprint Burst and Dead Hard builds....flip flop. Lolol.
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No way a chad flip flop gamer????? i tip my hat to you
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I got to 99% wiggle before getting hooked one time. #winning
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It went from laughably the worst perk in the entire game (and let's be real here that takes some doing) to mildly useful in SOME builds. I'd say prettygoodjobsofar.
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totally not meta. there's no point in running mindbreaker over ruin+undying, over pop or over corrupt. Killer's meta is slowdown meta, there's no space for chase perks. Also, 5 seconds is nothing, since you can just recover the exhaustion as the killer approach or mid chase after a pallet stun, and the recovery stop it's not enough to make it meta, just really really niche.
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They nerfed thantqato try and stop and me
But they forgot about the forbidden echo Mindbreaker build for legion
There is no getting away from the legion.
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Idk, many killers suffer from SB and the initial distance survivors get on them, so I'd say that this perk can be used without hesitation by all stealth killers.
And because you mentioned the ruin+undying combo, people usually run it with Tinkerer, and with Mindbreaker too would make a solid build, 'cause you are undetectable when you aproach the gen, and Mindbreaker could f*ck survivors' SB. Imagine your SB being disabled, while working on a gen, and you see on the last second an undetectable Bubba revving his chainsaw. Slim chances for Mindbreaker to shake the meta, but the situations where you could use this perk definitely incresed which is good.
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It already paused exhaustion timers. Mindbreaker could stall the game with survivors that rely on their exhaustion perks because they’ll wait till it recovers before touching a gen again.
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As a Sprint Burst user, I love this change and appreciate the buff to myself. Please, all killers, run Mindbreaker in my trials. I promise it won't backfire.
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How can it backfire?
Are you seriously always going to wait till your SB is recovered before touching a gen again?!
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Undying will get nerfed anyways. Too many survs are complaining about it.
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yes, once they've milked the DLC sale. Probably after 6 months, so, you have to wait.
still, the recover time is pretty small and with ruin undying tinkerer, sure it's not mindbreaker that's making the build strong...
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The pausing of exhaustion recovery was always part of the perk. It was just crap because of the 50% condition. They did not mention this change in the patch notes. I hope it is not a "bug", because this change makes the perk actually viable.
I wouldn't call it meta either, but 5 seconds is a lot. Pallet break takes what, 2 seconds? So you need a good setup with tiles to get rid of 1 sec of your exhaustion, otherwise you wait at the pallet until it is broken, take the hit and still have half of the exhaustion left. You maybe underestimate 5 seconds during a chase. Also having to walk 5 seconds when you hear the TR allows the killer to approach 13m which he would not get without the perk, that is huge. You even get value out of this perk when you decide to let go of the gen to get the recovery, when the killer is not even heading towards you. Next to think of is stealth killers.
I think the removed 50% condition changes a lot. If you finish chases faster because exhaustion perks dont extend it, you don't have to rely on slowdown perks that much. OhTofu for example doesn't kick gens at all because he says chasing is better gen pressure, as long as you find them quickly enough.
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because it allows survivors to save their SB at the start of a chase, get to a loop, THEN use it. using it at the start of a chase is plenty good a lot of the time, but using it on demand during a chase is even better. People need to remember that exhaustion timers are only 60-40 seconds, the entire point of exhaustion inducing addons and such is that it lets the killer control when the player doesn't have access to their exhaustion perks more than just preventing them outright.
A proper buff for MB would be to make it so that the effect stays when a chase is started while under its effect. That way a survivor can't just throw a pallet, teabag a few times, then do an usain bolt impersonation the second the killer is animation locked kicking the pallet.
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Have you tested? I'm pretty sure you cannot keep the exhaustion at 0.5s but it will reset to 5s also when the exhaustion is not caused by the perk
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Again, I ask, how can it backfire on the killer.
For example.
- meg uses t3 SB in first chase. Manages to get away, killer gives up.
- Only 10 seconds of her 40 seconds recovers before she decides to hop on the next gen she sees.
- the remaining 30 seconds is PAUSED!
- Killer makes their way way over to the gen meg is working on.
- She cannot SB, and there is no way in hell the killer will allow meg to just walk for a total of 30 seconds, giving meg her SB back.
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Spine Chill exists, and is meta? So even in that situation, meg just gets off the gen when it lights up, slowly walks around a corner out of view, and is now recovering her exhaustion while the killer either wastes time kicking the gen, or wastes time looking for her. She already got her value from the first sprint burst which wasted the killer's time and let her win the chase, now she can get it a SECOND time if the killer is unlucky in finding her/doesn't have the time to search. Remember, in this hypothetical you've created, this is a LONG time that the killer has created zero map pressure.
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5 seconds in a chase is absolutely not nothing. It’s not easy to find time to walk for 5 seconds during chase, unless the killer does stuff like doubling back on a really long loop. And pallet stuns are 2 seconds at base, so you’d have to stun the killer multiple times to lose your exhaustion (and good luck with that on dedicated servers).
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Do you have any idea how much of a buff it is to have 6 seconds on your exhaustion timer when you leave a gen? Mindbreaker literally swaps the post-gen walk for a pre-gen walk. Massive. Massive. Buff.
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Oh no, I have to spend a few seconds walking instead of choosing between constant walking and wasting my SB? Whatever shall I do? The sky has fallen on my head. I am in agony.
Mindbreaker has always buffed SB. If the changes go live, that's exactly what I want.
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But what about the times you still have 30 to 20 seconds left of your timer because it was paused while jumping back onto a gen?
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Is that so? I don't mind Undying at all, but I've always been a totem cleansing fiend. It's annoying, sure, but seems extremely balanced (considering it is a hex perk that can be destroyed, sometimes within seconds of trial starting) I haven't heard a single survivor main complain about Undying so far, but maybe your post game chats are very different haha
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On main topic, Mindbreaker seems like it could go really well with Ruin/Undying/Tinkerer (or even just Mindbreaker/Ruin). Ruin discourages you from waiting out the remaining cooldown time on your exhaustion perk (because that lets the gen regress a lot), and Tinkerer has obvious advantages paired with Mindbreaker with how you can pull up on them before they have much time to counter Mindbreaker's effects.
Those 3 gen, late game scenarios seem like they'd get some use out of Mindbreaker, too, at least against SB users. You'll actually be able to commit to at least a small chase since they won't be able to run far enough from the 3 gen to be helpful to themselves/their team as a distraction to drag the killer across the map LOL
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You haven't answered my question. It is a problem and SB boost if the 0.5s exhaustion from SB is not set back to 5s. If it is, I'm not sure if you ever faced a situation against a mindbreaker killer that is heading for you. Having to get rid of 5s of exhaustion gives the killer a huge head start, and pushes you away from the gen earlier than necessary. If this is really not a problem for you, I guess you are one of those that simply waste a lot of SB potential.
Just as example: Many people just walk away from the killer until he is super close. I guess to bait a hit. But that is super easy to read and as easy to avoid as swinging at a Dead Hard in the open field. And just to show the waste in that case: When the killer sees you, and you walk away from him until he is in swing distance (let's say 5s) and THEN you use your SB, you gain the same distance as if you immediately run away with SB and afterwards decide to walk for 5s to let the killer catch up. And these 5s are wasted, no matter in which order you run/walk.
And tbh, if you use SB like that, I'm totally fine when you are not affected by Mindbreaker, you give me value for free
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I doubt Mindbreaker will become that common on killer builds. It'll likely see a surge on stealth killers like Wraith and Ghostface, but I can't imagine someone like Trapper or Huntress is going to want Mindbreaker over other perks.
I think Wraith will easily be the best user of it as it'll stop survivors from being able to sprint burst away when he's uncloaking.
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I don't see it becoming meta, but its worth considering if you have a free slot now. There's just too many more important perks you need right now.
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Honestly I’ll be testing some Hex:Ruin Hex:Undying Mind Breaker and Tinkerer plays it looks like it could be good
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Wonder if this perk will cause even more dc's for majority of killers. Since some survivor's already dc against my Clown with the exhaustion add-on. XD
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Those times are few and far between. The small exception to the general rule, as it were.
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Definitely gonna run it, I never have to deal with the stupid crutch known as "dead hard" ever again.
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Surv mains hate the Ruin and Undying combo. Many are conplaining about it.
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It won’t be rare. It already isn’t. I pair Blood Echo and Mindbreaker already, and SB users get it at the beginning of the match, then never again
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Okay, please do that against me. I promise it will work out well. Use two perks in conjunction to remove between 1 and 4 of the 16 perks in a trial that aren't even necessary to begin with.
Seriously, as a religious SBer, I can tell you right now that the value is from the pairing of two perks, and it isn't worth it. Blood Echo creates the exhaustion, Mindbreaker pauses it, and I have 12-15 other perks on my side. Not such a great idea. And besides, I'm usually running some healing, so even then it wouldn't work so well.
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Cough cough Boil Over, Cough Cough Monstrous shrine
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I feel like this is even worse now, cuz instead of being able to get through exhaustion half way through the gen, survivors can now prime their sprint burst to use mid chase by walking to a gen, and that is so much worse imo. I'd rather just have them use it and it's gone for the rest of the chase instead of chase them, get a pallet thrown at you, survivor runs to other side of the map
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