What is your predicted basekit changes for the upcoming Meta shakeup?

D3spair
D3spair Member Posts: 715
edited June 2022 in General Discussions

By BHVR Standards, I am strongly predicting Basekit current Burrowed Time and Decisive Strike as for for Killers it's gonna be basekit Corrupt Intervention while Map Balance/RNG will remain untouched.

These are bad changes imo but Hey? This is really what I'm feeling what will happen in the future.

Comments

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,734

    I am bit worried.

    On the one side it would be good because more base protection for Survivors againts hard campers / tunnelers.

    On the other side it would be very annoying and feel unfair if any unhooked Survivor could just run free to the exit gate without worries, bodyblocking their rescuer so they can't go down or getting DS when you didn't even tunnel the person in the first place (Like you hook someon else and find them again and then you get punished anyway).

    If these perks become base kit, I want them to be nerfed or changed somehow.

  • M4dBoOmr
    M4dBoOmr Member Posts: 598

    why would the change be making the perks base kit?

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Along with changes to gen speeds and camping and tunneling (hopefully) I predict a change to stealth to have it become meta

  • D3spair
    D3spair Member Posts: 715

    They're reworking Perks and looking at why they are Meta. BT and DS are there for countering Tunneling. They need to somehow address Tunneling if they're gonna change BT and DS.

  • HectorBrando
    HectorBrando Member Posts: 3,167

    I dont think Corrupt and DS are going to be basekit, for DS I believe theyll do something for camping and then change the perk somehow and Corrupt base is ok for some Killers but then you have Nurse, Blight and Spirit with base Corrupt which is insane because they can patrol the 4 unblocked gens on a breeze, unles the base form is something like 10-20 seconds it would break those 3 even more.

  • Seraphor
    Seraphor Member Posts: 9,436
    edited June 2022

    I've no idea what changes will actually be made, because they're usually never what I expect.

    But if it were my choice, I'd do something like the following. Less extreme changes than what they're probably going to actually do, which only requires minor tweaks to the listed perks.


    Regression (Killer side)

    Kicking a gen has 4% instant regression. (this makes the 3s kicking animation more or less time neutral for cases where a survivor stops regression shortly after) In turn PGTW is "nerfed" to +20% instead of +25%, which is more or less a neutral change, only 1% worse. All other gen-kicking perks are indirectly buffed by way of the base kick being buffed.

    Repairing a regressing gen requires 2 seconds of contact before regression is halted and repairs commence, similarly to when you fail a skill check and repair progress halts even if you continue holding it down. If a survivor disconnects before the 2s are up, the regression continues.

    Base regression speed is buffed to about 0.33c/s (up from 0.25c/s). Meanwhile things like Ruin and Call of the Brine get a slight nerf, so that they're marginally worse then before. (made up for by the two changes above)

    Also minor nerfs to: Corrupt*, Overcharge, Eruption, Jolt, Pain Resonance and Thanatophobia*. However Jolt now works with Special Attacks.

    Overall this would be more or less neutral changes for regression, except it levels the playing field between regression perks and makes kicking more worthwhile.


    Repairs (Survivor side)

    Survivor repair speed scales with the number of gens left to complete vs. number of survivors still in the game.

    Base speed is 90% or 0.9c/s, +5% for every generator left to repair, -5% for each other survivor in the game.

    Start of the game that's 100% repair speed (90% +25% -15%)

    If 4 gens are repaired with all survivors alive that's down to 80% (90% +5% -15%)

    If 2 survivors are eliminated but no gens are repaired it's 110% (90% +25% -5%)

    This slows down the snowball effect in either direction, allowing the other side better chance to regain ground.

    *(Corrupt/Thanatophobia's nerfs are made up here in that "gen rushing" means subsequent gens take longer to repair)

    Minor buff to Overzealous.


    Hooks

    A freshly unhooked survivor gains 2s of non-collision and a short speed boost, similarly to as if they had just been injured. This prevents instant hook farming or instant BT body blocks. Taking out the 'instant' cases allows either side a chance to react and adjust their actions to accommodate. BT get's buffed back to 15s to account for those extra couple seconds and further dissuade waiting it out. This makes non-BT saves safer for the unhooked survivor, and turns BT into more of a defensive perk than an offensive perk, as intended.

    Decisive Strike can be used twice, once for each unhook. But has a combined duration of 60s similarly to Lucky Break, which you can halt by interacting with an objective. Again, allowing it to be used more defensively and not 'wasted' the first time, the 2nd time the killer knows not to tunnel.

    Saboteur gets buffed with a longer duration for broken hooks.

    Monstrous Shrine get's buffed to apply to Scourge Hooks as well.


    Chases

    Dead Hard inflicts the survivor with 3 seconds of 15% Hindered after the invulnerability wears off. This prevents it being used purely as a distance tool in a dead zone, as the distance made is countered by a small slow effect afterwards. It can still be used to dodge telegraphed attacks, or to make pallets and vaults, but that takes precision.


    BP

    BBQ and WGLF only apply a 25% bonus to each individual BP category that can cap out at 8,000, similar to other perks with BP bonuses. Their current effect of applying a total BP bonus after capped categories after unique hooks/saves is made basekit, but reduced to a maximum of 50%.


    Plus overall nerfs to healing speed perks (due to compound percentages stacking), buffs to stealth perks like Distortion and Lucky break, and buffs to aura perks (both sides).

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    Considering how many perks,addons and killer powers are able to reveal survivors i don't think stealth will ever be meta (at least more than looping is).

  • Nos37
    Nos37 Member Posts: 4,141

    Not sure what the changes to the base game will be, but I know that it will just somehow be very exploitable by SWF and barely help out the solo players; always does...

  • Slowpeach
    Slowpeach Member Posts: 707

    I'm not predicting anything. I mean regardless of what they do, someone is going to be disappointed but... well... I guess we'll see what they do. As long as they nuke Dead Hard from orbit and remove the camping toxic nonsense NoED encourages it'll be a start... provided they don't 'accidentally' break something else.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    HUD icons to show what people are doing and nerf everything that was used because it was needed and then buff things that didnt need it making everything a mess.

    I dont have faith, alot of the perks weren't too strong or weak and tweaking them will kill them or make them op meta