There aren't many fun killer synergies anymore

You keep nerfing and changing killers so that synergies between addons and perks don't function very well, if at all. Granted, you're increasing synergies this patch with some hex perks, which I'm happy for. But, so many killer perks are bound up with too many conditions to allow for many synergies.

Comments

  • Crowman
    Crowman Member Posts: 10,225

    Because anytime a killer has fun synergizes with perks it gets called "unfun" and then proceeds to be nerfed.

    People have been crying about Hoarder/Franklin's on Pinhead which is not even that strong since smart survivors can still get the box and solve it without pinhead being able to interrupt them.

  • Predated
    Predated Member Posts: 2,976
    edited September 2021

    I mean, Hoarder and Franklin's is more annoying in the terms of Pinhead's chains also affecting the solving of the box. I dont think you should be interrupted from fixing the box, while fixing the box, unless Pinhead decides to teleport to you. There is absolutely nothing you can do when a chain hunt has started and you collecting the box, other than essentially keeping the box hostage(which, due to franklins, is quite impossible)

    Solve that issue, and no one would cry about Hoarder and Franklins, because survivors would actually have a chance of solving the box after Pinhead has started the hunt.

  • FellowKillerMain
    FellowKillerMain Member Posts: 858

    That just brings attention back to survivors, and like you said, the whole hoarder/franklin's thing isn't a thing, it's simply annoying. I'm just tired of seeing BHVR focus on survivors. Killer updates are usually nerfs that help survivors, or bringing the killer upto a speed with killers that are competitive. Killers get fixes to what's broken, survivors get new features, and buffs. Addon passes to killers usually have nerfs involved too, like we're seeing now.

    They need to consider both sides, but beyond balancing, they don't seem to think about whether killer is fun, or if it has synergies. They just seem preoccupied with how it affects survivor gameplay.

  • SabunoHakia
    SabunoHakia Member Posts: 465

    Agreed we get nothing, but we sure as heck should be given the killers for FREE because nothing is fun with the perks, no synergy, another new task for killers Boon totems so time to endure this one.

  • Predated
    Predated Member Posts: 2,976


    Jesus christ. Should I remind you how this game started out? There were no window blockers, there were practically no killer nerfs other than Ebony and Ivory Mori's requiring 1 hook. The game had simply nerfed survivors only for 2 years, and buffed killers only for 2 years. Survivors gained 100% BP if they took 4 protection hits(which, was nearly impossible due to killer being the host and very disconnected to each survivor, even on dedicated servers that was impossible) or 4 unhooks(which, didnt even need the safe unhook requirement, giving people reasons to farm you just to gain 25% extra BP), even though the average survivor BP per match was 20k at best, and with WGLF it was 30k at best, while killer BP average was so consistent at 32k that back when pipping was based on BP that nearly 85% of killers were rank 1? Yeah, killers didnt like that survivors got that one tiny bonus to reduce their grind and demanded BP on each BBQ stack. 5 days later, they got what they wished for. WGLF also getting a secondary effect like BBQ to actually make it worth running as a regular perk? Didnt recieve one untill last year.

    There is plenty of comparisons to make between how much the devs focus on one side. They do quite a lot on both. Yeah, some things get absolutely gutted, but if we're going to be objective, survivor chase potential has been absolutely gutted by limiting the use of windows to 3 times instead of however long they were able to use it. Saboteur has been gutted by allowing hooks to respawn, and they even respawn faster now. Exhaustion perks have been gutted to be mutually exclusive perks, rather than perks that had synergy, then again by actually keeping the exhaustion timer static untill the survivor stops running, so they cant use an exhaustion perk twice in the same chase unless they have walked for 40 seconds. Not even talking about pallet and window vacuums, or the fact that generators never regressed and took only 70 seconds to fix. DS was nerfed 3 times within 3 patches time too, Dying Light wasnt nerfed for 2 whole years. Actually THE perk that made me quit due to Billy mains using Ebony Mori's every game and just proxy camping the obsession to essentially slow down the game by 60%(1 person constantly in chase, 1 dead, 2 people slowed down by 25%, excluding the fact that Tinkerer still affected his charge time, so Billy was super cracked). Survivors were getting gutted left and right, regardless of how "fun" survivor was to play.

    Those are massive nerfs that helped killers immensely. Yeah, it might suck right now, but we dont know where the long term effects lead them to. Survivors were able to create new strategies with their gutted mechanics. We can all agree that the changes from the original game have overall lead to a much healthier game.


    The goal that devs need to reach, at this point, is raising solo survivor to the effectiveness of SWF, so that killers can gain a basekit buff(the last basekit buff was related to pallet stun timers I believe, it's time they add a basekit buff to kicking pallets and maybe vaulting windows).

  • FellowKillerMain
    FellowKillerMain Member Posts: 858

    I'll agree with you about the first two years, but survivors were overpowered and a lot done were fixes. Most of what you're mentioning took a long time to fix, even though a lot of the issues were game breaking.

    Over the past couple of years, probably since 3.0.0, killers have slowly been 'restrained' and not because they were broken, they were changed to make the game more enjoyable for survivors. Changes to survivors on the other hand have been to make room for a new perk, an addon or because something was broken and needed fixing:

    • Toolbox changes made way for built to last and the buff to
    • Syringe changes made way for "For the People"; they increased overall healing speeds, too, but they presented it as if removing the syringe was for balancing. This perk is being buffed, doesn't need it.
    • Sabo changes were necessary because you could 99% most hooks then just troll; this has since been buffed to allow sabo from any side of the hook.
    • Balanced landing fall hindrance was broken on certain maps.
    • Decisive strike went through many changes, but it was an abusable perk until the most recent change (and can still be abused)

    I mean, can you think of a change to survivors after patch 2.5.0 that wasn't to fix something that was broken, or make room for future changes that just returned that functionality in a different form?

    On top of that, dedicated servers, hit validation and pallet validation are presented as benefits for both sides, but mostly have benefited survivors. Yet, killers haven't seen grabs working since patch 2.7.0?

    Ultimately, I think it's ignorant to deny that the average of positive changes have been greatly directed at survivor. I mean, just consider that Huntress Lullaby and Nurse's Calling synergies with the doctors power were nerfed, and Ruin+Pop, but were any of those really a problem? Hex's are easy to undo. Meanwhile, I haven't heard the devs mention anything about nerfing anything regarding gen speed perks and items - if anything they're buffing them.

    I agree with you regarding getting solo queue up to speed with SWF, but they need to stop buffing SWF first, lol. Boon totems aren't going to help, that's for sure. As for the basekit buff you mentioned, that would help mid-tier killers a lot, but killers without insta-down/Ranged/fast-travel need more than just faster actions. Cooldowns need to be reduced globally, or movement speed needs to be faster.