Based on your experience with the update, what additional changes does the game need?
I personally think survivor needs some QoL basekit updates to improve the survivor experience much as killer got some much welcomed changes to improve theirs. For example, a basekit Kindred and an ability to view each other's loadouts before the match begins to improve coordination and strategy amongst survivors that cannot communicate.
I also think that the Thana change should be reverted to pre-update percentages (the increase in gen time is already a strong buff for this perk). I think the DS stun time should be reverted to five seconds (an anti-tunnel perk should adequately punish the killer for tunnelling. I think the endgame change was justified. But for a perk that only activates providing the killer decides to single you out and is otherwise a wasted perk slot it should be a little stronger. Maybe four seconds as a compromise?)
I think Pop can remain as is for now but Ruin should be reverted to at least the old percentage gen regression if it is now going to deactivate after a kill. As of the moment it is worse than all other gen regression available. I was a fan of Ruin because it encouraged killers to keep up gen pressure rather than camping/tunnelling. Now I fear it will never be seen again.
That's my thoughts. You're welcome to say that no changes are needed if that's how you feel. Please don't lynch me in the comments.
(Laurie skins are also a much needed addition to the game. I will reinstall immediately if she gets outfits :D)
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Either and anti tunnel feature or an incentive not to tunnel. Also nurse changes
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Reversions.
COUNTLESS Reversions.
I would gladly return to the Fog with a smile on my face :)
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Wraith's nerf of course.
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Surely you cannot be serious.
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Camping and Tunnelling countermeasures including:
- Removing unhook grabs. This doesn't add anything but yet another stand off' scenario, and rewards campers with two hooks instead of a hook trade.
- Buff / add more killer perks that incentivise leaving the hook. Devour and Make Your Choice are good ones, BBQ and Pain Res used to be good until they got nerfed. Even Ruin require killers to pressure gens to get value out of it. More reasons to leave the hook that benefit the killer will prevent camping, and incentives to go for the unhooker will prevent tunnelling.
Solo survivor quality of life improvements including:
- Showing survivors each other perk load outs, maybe in the loading screen. So you can see who has things like Deliverance or Unbreakable, or We're Gonna Make It, so you waste less time negating each others perks in the match.
- Portrait action icons, to indicate what other survivors are doing in game.
- A minimised Kindred-like feature as base kit. Perhaps instead of auras, it's 'survivor instinct', which shows the rough direction of survivors. Either when another survivor is picked up, or even on demand.
These things don't benefit SWF because they're superfluous to comms, but they do benefit solo survivors.
Some changes reverted:
- Thanatophobia didn't need a buff, it could even do with a nerf to 4% per charge with the new gen speeds.
- Ruin and Pain Res were over-nerfed. Ruin would be fine being killswitched after a survivor is sacrificed if it was still 200%, and pain Res should still give a notification, in exchange for a nerfed regression value.
- Self care didn't need a nerf, it's a perk used almost exclusively by solo survivors.
- DS was fine at 5s, the problematic part of it being used at the exit gates is gone, it's fine now.
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A mechanic to limit regression perks.
Save the best for last nerf.
Base line borrowed time increased.
Revert DS stun duration.
Thana only triggers from M1 hits. Could be buffed if too weak after change.
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Don't you think he's a wee bit overpowered after the update?
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Spine chill somehow got buffed against stealth killers, would love to see that completely gutted again.
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Oh yeah, Spine Chill was all-round buffed.
Instead of it requiring a killer to be looking at you AND within 36m, it now triggers in either scenario separately, plus the speed buff lasts longer, plus you get a visual indication of exactly how close the killer is.
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a chat wheel for solo q should be a priority, a lot of the problems of solo q would go away if you were able to communicate with teammates
i'd also buff the basekit BT to 7 or 8 seconds so you could actually get somewhere before it ends
a OTR rework so that it's BT effect for a certain amount of time whenever a gen is powered would be appreciated too, since it's current version does exactly nothing to disincentivise tunnelling (and also gives the killer free STBFL stacks) and actually encourages playing like a Immersed Blendette for 80 seconds, and quite frankly any perk that encourages a playstyle that is both boring to play against and ######### over your teammates should not exist
a small Nurse nerf where she doesn't start recovering her blink charges until she's recovered from the fatigue would be pretty nice, plus a nerf to her range and recharge addons
Revert the nerfs to DS, it does exactly nothing right now, maybe revert the decreased speed boost from getting hit as well
Buff Sadako so that she can go through windows and pallets when she's Demanifested, as well as remove her lullaby, it makes her stealth completely obsolete
that's really all i want tbh
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I personally love the new update. I play killer and survivor, but play survivor a lot more often.
I think kindred basekit would be a great addition and in response to longer gen speeds, they should increase the time it takes for you to die on hook.
In soloq I've experienced a lot of team mates sticking to gens rather than going for saves because of regression, so extra time on hook + kindred basekit would be ideal.
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imagine constantly making devs feel obligated to do something about camping and tunneling when the issue is almost none existent with good survivors learn to play properly don't complain. literally do gens and force him to leave. me and the boys do it all the time 95% success rate. make him want to leave if yall running around the hook no wonder he/she gonna camp why would he/she leave
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I would like to see more Laurie skins too, but I think that's a license thing. As far as the patch I'm taking a wait and see approach. I've noticed a huge improvement in chucklehead teammate survivability and we're like what, 3 days in? Maybe it's because I'm ranking up or maybe it's because survivors are finally settling in to the new meta.
Those first 48 hours post patch, let us never speak of them again.🤫
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An actual reduction of the grind. Not this lie of a system.
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BBQ/WGLF stacks should be base kit to encourage fun gameplay.
Put Self Care back to its normal speed. Revert all the changes to Botany.
Thana didn't need a buff, and I think deactivating Ruin was enough of a change without nerfing the regression speed.
Iron Will should be 75% normal, 100% while crouching, and get rid of the Exhaustion nonsense.
Calm Spirit should let you activate the ability to cleanse or do whatever silently, so you're not slowed down when you don't need to be.
Pharmacy should also let you activate the ability to pull out a med kit, instead of forcing its own condition of being injured.
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Hmm.
- Yes. Absolutely. The dumb unhook dance is silly.
- Pain Res is still probably the strongest regression perk in the game. BBQ - yes. But I'd rather see something like 'if you remain near a hooked survivor and aren't in a chase for 5 seconds, you cannot use your power until you leave the hook'.
- Yes...I've suggested this too. The problem (and I suspect why BHVR won't do this) is that people would immediately dodge if they see someone without full T3 meta perks, especially if they are running something like No Mither.
- This is planned, probably for mid 2023.
- Baseline Kindred, sans the killer aura. Yes please.
- Eh, I'm ambivalent on Thana.
- Ruin, yes. PR - no. PR is still crazy, crazy strong.
- Yes to Self Care.
- Yes to DS.
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On Pain Res: yes it's regression is strong, but that's not the healthiest part of the perk. The noise notification gave the killer a target to pressure, and a reason to leave the hook. I'd much rather have a Pain Res that gave me a notification, but was weaker regression, at maybe 10% or even 8% regression. The scream going is good, because now it doesn't combo with DMS, but god please bring back the noise notification. I want somewhere to go after a hook without needing to run BBQ, I do not want to camp.
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I think the goal was to remove the insane synergy it had with DMS.
10% sounds about right, for how much of a time saver PR can be. I'd be fine with the notification coming back, so long as it doesn't chuck people off gens.
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Reduced speed boost after getting hit and successful attack cooldown should be reverted.
DS should go back to 5 seconds.
Solutions for miserable SoloQ and extreme camp/tunnel.
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Being able to see your teammates's perks before the game starts would be a huge improvement to SoloQ.
Kinship/Camaraderie and others perks like Deliverance,For the People would be more common having more variety in perks is always good.
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I do agree with it needing something...
I think most the changes are ok for now seeing a load out would be nice thou. I feel like it needs something else but I'm not sure what. It could just be me. Actually needing others to do the right thing instead of hiding in bush xyz idk. I'm gonna give it more time
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Some of the slowdown perks need a slight nerf, they didn't need to be double buffed
An incentive to not get a player out of the game instantly. Something simple as giving a desperation bonus repair speed of 20-30% or so when a survivor dies that will make it a little more risky to get someone out of the game while ignoring the others instead of making it the clear optimal route
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Only thing I can think of is less loops and less loopability
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The balance is perfect if you just give solo queue some basic info on where survivors are and what they're doing. Kindred base kit then tell them to git gud
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A new dev team.
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SQ buffs. Icons that show team members' actions on their portraits such as Healing, repairing, cleansing, or in a chase (for non-obsessions). A chat wheel would help coordination. Nerf STBFL to stack up to 6 instead of 8.
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I thinks survivor should can see other survivor builds, little icons next to portrait, also action icons, because, seeing other builds e can try something different, so for example
Ohhh that dwight has empathy, he can see me injured, so he know im other sided the map and i cant rescue now.
ohh that claudette has spine chill trigger, killer be looking at her.
ohh that nancy has inner strenght, small game, whatever, i will leave totens for her.
For me, survivor should see every build and what is triggerd, cooldown etc in the others.
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Tunnel & Camping should not be a thing in this game anymore, everyone doesnt deserved to win every game, but deserved to have fun..
Then they can increase survivors' objective time as they want.
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- Solo survivor improvements, such as base kit Kindred and DS. And/or the icons that can tell what your teammates are doing.
- Survivor BP gain improvements. Add more BP gain to certain actions and new interactions.
- ACTUAL perk improvements. Not the Pharmacy and Calm Spirit nonsense that we got this patch, as those were barely buffs to begin with.
- All killer second chance perks deactivate in Endgame. If survivors second chance perks get deactivated during endgame, then killer's should as well.
- Nerfs to tunneling and camping or at least interactions/objectives that promote the killer to go away from hooked survivors and have their focus elsewhere.
- Make generators more interactive! Gens are boring, especially now with the increased gen time. Make them more interactive, like finding parts around the map and installing them onto gens. This will also solve "gen rushing" issues as well.
- Add a required second objective for survivors. This could be finding parts for gens or something else. This would make the survivor experience a bit better and give killers a bit more time.
- Increase the hooked timer to 4 minutes. Since gens take longer, killers know they can just camp to win. So increasing the hooked timer will give killers less of a reason to camp.
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Upopular opinion: Survivors realizing that if a killer wants you dead. Nothing is going to stop them.
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I like a few of these ideas, especially the increase to hook timers. The only issue I have with base kit Kindred is that it will always reveal which direction the killer is going, which is pretty powerful information (especially against stealth killers like Wraith and Ghostface). Perhaps an alternative to revealing the killer's aura might work better, such as a flat indication that the killer is within a certain radius of the hooked survivor.
The gen parts idea is interesting, too. It reminds me of the Evil Dead game, where the survivors have to travel the map finding pieces of the map before they can move on to the next several objectives. This could work quite nicely, though the gen times or number of gens would have to change as compensation.
I think that the most effective way to reduce tunneling/camping would be to change the game's mechanics so that killing a survivor early on or sitting next to them are made to be less effective than hooking multiple survivors. I'm not sure how to go about this, but in my experience, tunneling usually happens because the most effective strategy as killer is to get a single person killed as quickly as possible. Camping achieves a similar effect, though this likely happens more so due to how easy it is and the fact survivors have no counter to it. Maybe give the survivors a stronger counter to camping and give the killers a strong incentive to go after multiple survivors. Perks like No Way Out and old Pain Resonance both encouraged this, but something on a fundamental level would be interesting. I don't know, just my thoughts.
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The one change that I've been advocating for this entire time.
Add voice chat.
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