Off the Record is once per game?
Did I catch that correctly? DId Omnia+Peanuts just say that OTR is a perk you "lose midgame"?
If it only triggers once that makes sense - but will still break end game.
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You could just hit the Survivor after they get unhooked
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They changed DS because it created an unwinnable scenario for killers during end game. You down someone right before they crawl out the gate but they have DS so you can't touch them and they get a free escape.
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I'm not talking about end-game, I'm talking about early/mid-game. You should hit Survivors right after they get unhooked to deny their OTR for the rest of The Trial
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I had already planned on it - assuming it is true that OTR only activates once per game.
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If OTR's endurance effect is "the first time you're unhooked" that'd definitely move it from being at high risk of being oppressive down to just like, the regular, healthy amount of oppressive. Probably one of the first things folks are going to swarm to test out Wednesday!
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Yeah that is a big difference.
If it was just the first time you're unhooked that's much more balanced.
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I have doubts but I guess we will find out with the PTB.
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So you basically want killers to wait 5 seconds and hit that survivor every time?
Alright, you got it.
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If it counters OTR, then yes
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If this is accurate, it would just make BT mandatory again. Great change of meta.
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It will make it mandatory.
They have done nothing-nada-zipppo towards changing the actual reason why BT gets brought in so much. The band-aid was just stretched.
They should run statistics on how many people kill just by camping/tunneling. I am betting it is something in the 90% range.
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If OTR only activates once, it just adds to the absolute stupidity of the DS/OTR redesigns.
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So they went from a perk which had the right idea to prevent tunneling (the time duration was ridiculous though, why not like 10 seconds or something) to a perk thats only real counter is to tunnel asap?... Bravo BHVR. I guess people aren't sure if thats the case is what I'm gathering, sounds like people are asking and not really sure. Just have to wait till the PTB.
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Only once? But why
Time stamp when they said it on stream?
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If that was true they wouldn't have reduced the stun timer and just disabled ds during endgame. They made ds unusable to make tunneling easier.
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Is it like once you get hit with OTR, it's gone for the rest of the game? If so... can they teach someone how to write dev updates cause I feel like that should've been included in the actual written change.
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I guess they didn't truly want to adress tunneling.
But I guess we will see tomorrow during the PTB. I usually don't DL it, but here, I might do for testing. Some descriptions are unclear. The same goes for Dead Hard, for instance: are Survivors able to DH then vault a window or a pallet?
Tomorrow, we'll have the answers. But if OTR is like once... Well, I guess I'll keep BT instead and getting killed because my solo Q teammates won't bring it anymore. (They already don't bring it often...).
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So if the killer doesn't hit you does it still deactivate?
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They should make the speedboost 10% and the basekit BT 10 seconds, with BT extending by another 10 seconds and giving another 10% speedboost. The speedboost should not be lost when hit, I assume it won't be on the basekit speedboost anyway.
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If OTR becomes meta it'll just encourage the killer to tunnel the unhooked person outta the game :p
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Now they've created a near-guaranteed win for The Killer. On the other hand, DS at the end game doesn't mean escape. Assuming they haven't already used it, they need to hit the SkillCheck and make it out before the timer ends. I've seen many die even with DS for myriad reasons. Some miss the SkillCheck out of being anxious or nervous.
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They didn't nor camping. The camping issue isn't limited to post-rescue situations; the other problem is getting the rescue in the first place. The Killer already waits out BT; a five-second version won't achieve much. The haste status effect is also pretty limited; the tunnel resumes even with Guardian or Adrenaline.
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Camping is a Survivor created issue. If you rescue quickly before the killer "solidifies" the position it is easier to get the rescue. The problem is that most survivors want to do gens before rescuing freinds.
That leads to a scenario where now the killer is forced to tunnel to catch up. You will lose the game if someone is not dead by the time 1-2 gens are left.
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Sure, Survivors can induce the conditions to make camping optimal, but this isn't always the case. The Killer is often motivated to camp because it is easy and effective, even when it is too early to determine its necessity. A killer inclined to camp won't leave the hook for any reason or at any point. The actions of the Survivors or the state of the trial are immaterial. So to say camping is only a Survivor-created issue is disingenuous.
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I couldn't have said it better myself.
Those of us who play both sides know and understand this. Camping is way too convenient. You know for a fact someone will show up to make a save, so why bother going to pressure a gen if you don't need to? (As an example).
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They should run statistics on how many survivors escape in 3 and 4 man SWFs when the killer doesn't camp or tunnel. Probably in the 90% range
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At high MMR the only option is to camp. Usually the game is 3-4 man SWF or 2x 2 man SWFs. That means everyone has tons of extra information putting the killer at a disadvantage.
If you find a survivor on a strong tile the first chase might take 60-90 seconds. That's three generators. Are you going to do another 90 second chase? No. You wait for the person on the hook to die or you down them again immediately so you have one person 2/3 dead while the survivors have3/5ths of their objective completed.
This allows you to potentially chase one person down when the last 2 gens get completed and maybe hook trade to get one more hook. That puts you at 2 hockey goals so you had fun - right? No you didn't.
What breaks this pattern? If you get super lucky you down the first survivor right before people finish a generator. Then you put the survivor on a scourge hook and pop the generator. Instead of losing three generators you only lose two. Now you will 100% camp that generator and the survivor because it's a "double objective".
A 2.5% base kit kick is nothing. BBQ is the perk killers should have been given as base kit - know why? Because it says go over here and you have a guaranteed chase.
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Not the topic at hand but sure, they should. Then they can determine whether or not it is an issue.
So far, they have determined Camping has issues.
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Basically here's the problem:
Medium skill players can out loop M1 killers.
Better killers with Antiloop (like Nemesis) trump medium skill survivors.
HIgh skill MMR survivors can trump strong antiloop.
Nurse/Blight trump high MMR survivors.
The very best players or just high MMR survivors in a SWF trump Nurse/Blight.
You shouldn't automatically lose the game because you want to be nostalgic and play Trapper or Wraith. But the size of most maps and the loops on many maps straight up are just unfair unless you're playing one of the top 10 killers.
You might as well AFK if you try to play Wraith and you load into The Game. But you can have a lot of fun on The Game as Nemesis.
Imagine for a moment if every DBD map had a list of killers that were approved or declined for that map.
-Does the map have grass? If no, then trapper will never play that map - unless the killer uses an offering and sends himself to a different map.
-Is the map larger than 9000m²? Then only Nurse, Blight, Ring, Freddy and Dredge can play that map.
That is the type of change the game needs to start making things fair so that a killer doesn't have to camp.
Another way you could achieve the same end is to say killers have a MMR cap. Imagine for example if Pig was only able to play against survivors with 1400 or less MMR. That might suck if you were 1600 MMR because you would never see pig. Overall it would not be very fair or fun. You would get to a certain MMR and then it's only Nurse/Blight with zero variation. Killers would likely be given opponents well below their skill if they are accustomed to playing (and losing) vs better survivors.
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I didn't see anywhere in the stream where they said OTR will only be once, and only on the first hook. They never addressed that. They said you will get endurance on top of what the perk already offers. Stands to reason that since OTR currently activates after each hook, the endurance effect should too. If the endurance effect doesn't activate after the first hook, if you did already use it by taking a hit off the first hook, honestly I don't love or hate that, but I didn't see either of them address this. Sounds to me, unless they quickly mentioned it at the very end of stream or something, its activates after both hooks.
I'm just going by where they specifically talked about OTR in the stream. If this was stated somewhere else, where? We'll find out tomorrow in either case. (I could have missed someone linking it here. I looked but could have overlooked it XD)
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You should not be forced to hit a survivor who should otherwise be running away due to being in a weakened state. Just because that's the simple solution doesn't mean it's something that's healthy for the game. It prevents the person who was saving from taking damage and getting to safety and surely you can understand the benefits of getting to a loop injured vs getting to one uninjured. Or, I suppose that was too much thought for you to consider.
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But is the tunneling/camping really hurting those SWFS, who are on voice comms? Or does it hurt solo queue, who don't have as easy tools for the coordination required for the save?
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Won't this just encourage more tunneling and camping then?
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A chase shouldn't be longer than 40-60 seconds. Every chase also has 6 seconds of weapon wiping and 10-15 seconds of hooking a survivor. Then depending on map you have 20 seconds of travel time to get somewhere remotely interesting.
Add the chase elements up: 20+60+6+15= 106 seconds.
When hook timers were increased it slowed down the killer objective to the point that you can only "catch up" by tunneling someone out of the game.
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So you want the new BT to give an unhooked survivor +20% speed for 20 seconds? You think the survivor should be faster than the killer for 20 seconds? That's just nuts, sorry that's broken AF.
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If true, it's yet another incentive for survivors to play stealthy and hide alot. Because they will want to avoid getting hooked until closer to endgame, which is when OTR would be strongest if it's one time use. I've already been anticipating alot of team mates to be less altruistic in solo queue, because escape rates will absolutely go down and people will start playing more selfishly.
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Yeah I was joking lol. No, what I truly want is Off the Record to be reverted completely, perhaps also gain aura reading prevention, but only last for 60 seconds instead. And for hook states to take 80 seconds to disincentivize camping and as a countermeasure to the gens being nerfed, as well as for Prove Thyself to be nerfed to 10% and only affect yourself, not everyone around you. That perk is incredibly unfun to play against, and you only need to run it on 1, maybe 2 players to get ridiculous value.
BT should be 12 seconds like before, maybe even 10 seconds now that they have a speedboost and if the increased time on hook is implemented. They said they wanted killrates to improve, against most of the cast a 15 second BT with 7% speedboost is absolutely a free escape lategame.
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