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BHVRs way of nerfing strong combos discussion thread

NOCTURN_05
NOCTURN_05 Member Posts: 101
edited August 2022 in General Discussions

This is a thread to discuss the issues about the current method, and possibly try to come up with a new way to do things. I'll start.

The way in which BHVR nerfs strong combos currently is somewhat flawed, because it makes the two separate pieces of a combo very weak without eachother, FORCING people to use the combo instead of encouraging something else. There are multiple of such examples coming in this next patch. To highlight my grievance with their methods, I'll focus on one.

Thanataphobia Legion/Plague-

This combo is extremely strong, because for these two killers, keeping survivors injured is extremely easy. Therefore, they had the thought that something needs to be done about it, bur here's the issue: They're mostly only strong when paired together, and are very well balanced otherwise. But with thanatophobias nerf, you can practically only have it in its former balanced strength if you're using it in combination with plague or legion. Outside of those two, thanatophobia is practically useless now.

Thanatophobia has always been one of my favorite killer perks, being passive slowdown that doesn't require you to deviate from your primary goal in order to buy yourself time. It also makes you think more strategically on whether or not you should continue a single chase for a down, or try to spread damage across multiple for more slowdown. I always knew that it was somewhat overtuned on plague and legion, but I still loved the perk itself on any killer in the game. But now, playing one of the two killers that the nerf was actually meant for is the only way to get value out of the perk. But how do you nerf a combo without nerfing one of its pieces? Here's my idea for this specific combo.

Plague- nice and simple. Rather than being injured and broken, infected survivors now suffer from the exposed effect. They still go down in a single hit with the only thing stopping this being cleaning their sickness. Their vomiting sounds make up for the injured grunts anyway. The only thing missing would be the bloodtrails, (which could be replaced with festering, smoky vomit trails) and it's synergy with injury related perks.

Legion- also fairly simple. We know from perks such as Adrenaline and Inner Healing that the deep wound status counts as it's own separate health state, so what if we detached it from injury, similarly to the dying state. You still suffer from all the same consequences (grunts, bloodtrails, one hit downs, etc.) But injury perks do not apply on people with deep wounds. This would mean that any time that people suffer from deep wound against a thanatophobia Legion, the action speed debuffs won't apply until they no longer have a deep wound.

These theoretical changes would make it so that the two pieces of the combo would play and act the exact same (and balanced) way as they always have, while not being as strong and oppressive when paired together. This is how changes like this SHOULD be made. Sure, it takes more thought and more work, but it's certainly better than making a certain balanced thing useless outside of one particularly strong combo. What do you guys think? And what would you change to these methods?

Comments

  • Adjatha
    Adjatha Member Posts: 1,814

    You want a grievance? I got a grievance.

    Nobody used Overcharge because it didn't do the single thing it was supposed to do: force survivors to actually stay on a generator for a few seconds to revert regression and punish them if they tap it and run.

    So they added a regression mechanic to it.

    But it turns out that its regression stacked with Call of Brine's effect, regressing the gen too quickly.

    So rather than removing the interaction, they nerfed Overcharge's regression to be worse than just NOT BRINGING IT, unless you ALSO use Call of Brine, just to get back to the baseline level.

    And nobody is going to bother bringing both when you could just use Call of Brine by itself and have the other spot free for a real perk.

    Rather than turning off the undesirable interaction, they just nerfed the perk back into uselessness, exactly like what they did to Thanataphobia.

    AND they didn't fix the problem with survivors being to able to tap Overcharged generators, so it STILL doesn't do what it was supposed to do in the first place!

  • ThiccBudhha
    ThiccBudhha Member Posts: 6,987

    Yep. Wish you were a developer so these considerations could be made, lol. You would think it would be obvious; however, I suppose that is not the case.

  • NOCTURN_05
    NOCTURN_05 Member Posts: 101

    Great example! Overcharge wasn't busted. Neither was call of brine. The combo just was, so what change would you make? What if regression speed buffs simply didn't stack (they way FOV perks work) so the Overcharge + Call of Brine combo would just start with COBs 200% speed and only ramp past that once the time had passed in which Overcharge would get to 200%?

    As for the gen tapping thing, what if it gave you 5 merciless skill checks, or maybe gave you the one singular skillcheck along with a 10 second hindered effect? That would make it work exactly the same for those simply working on the gen, while punishing people who tap it mid chase.