The "we need ____ as basekit" argument....
This is a popular topic with the newest ptb adding basekit unbreakable and is still important however there are other things that shouldnt be basekit at all. Now personally i dont think any perks should be basekit and for good reason too, when everyone was crying for the borrowed time as basekit it made absolutely zero sense to me, most people said it was for camping and tunneling killers but it was needlessly punishing killers for the survivors not running the perk.
With the argument for kindred being basekit is even more confusing as YOU the player have to run it to get the effect most those people say its to "stop tunneling and camping" but its not going to stop those things from happening and heres a really good solution for kindred as basekit, just run the perk and stop crying about it.
Im not going to leave killers out of it too since many people want to see corrupt and shattered hope as basekit but its the same issue with survivors wanting kindred for basekit, just run the perk yourself.
"but what if i dont want to waste a slot or two" then you shouldnt get the effect its as simple as that , you shouldnt have a free perk or ability like that with 0 sacrifices or downsides.
and to the people who say the new ptb ub is to stop slugging and nerf ___ killer (probably nurse) its really not, its for the final survivor update part of the new ptb, needless to say though if you complain about being on the ground for 45 seconds maybe blame your teamates for not picking you up its not the killers fault you dont get revived.
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Make Deliverance basekit.
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I understand you sentiments but for solo q they are the ones that mostly needed these two abilities for basekit to be able to start feeling on par with swf.
slugging, tunneling, and camping are so easy to do and don't require a perk it is a little unfair to make a survivor have to use a bandaid (perk) to go against something that is not even needing a perk to do.
Kindred shouldn't be a basekit untill there is a big negative to the basekit version that makes you require to use the perk to make value in the basekit version
To many games where people solo q and never get healed, never get unhooked, or unhooked in front of the killer that I thin these were needed to benefit solos
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I don't know who's telling you that Kindred being basekit is to stop tunnelling and camping, but that's not the reason that it should become basekit- or more accurately, half of it should become basekit, the killer aura reading can remain on the perk itself.
The reason that Kindred should become basekit is because the information gap between SWF and Solo-Q is causing serious balancing problems, and that's resulting in a noticeable escape rate difference. It's impossible to balance the survivor side of the game accurately when your changes will be received dramatically differently between those who have the information inherent to guaranteed good teammates and voice comms, and those who don't.
Basekit Kindred eliminates one of the biggest discrepancies in Solo/SWF information sharing, which is coordinating hook saves. It alone doesn't bring Solo-Q up to a reasonable standard for balancing around, but it'd be a very good, very solid first step. That is why "basekit Kindred" is a good idea, not baseless whining.
Finally, no killer is punished by the basekit BT if they aren't tunnelling.
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Literally no one says that's the reason we need kindred basekit.
We need kindred basekit so solo queue gets the same information swf gets for free and it's easier to balance when solo queue and swf become more similar in strength.
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But what if the perk itself would be better off as a basekit ability that can be changed and balanced around, I seriously don't see a single reason why the bp gain for WGLF and BBQ shouldn't be basekit, but people scream until they're blue on the face that "perks shouldn't be basekit", they'll say all this but then complain that their side needs some "basekit antitunnel/gen regression" and it makes me feel like I'm talking to a late stage dementia patient.
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The biggest mistake with this is if they ARE trying to make soloQ on par with swf kill rates will be at 50% at best and swf teams will never get killed. if they wanted to balance it out, nerfing swf would have been more optimal
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I do apologize I had gotten kindred mixed up with another perk however when mentioning escape rates there are a very noticeable amount of people giving up on games on 1 hook its a very big problem, I still do understand where you coming from but once again you can still run kindred yourself for the information.
Now still personally i think adding something like bt to basekit is punishing to killers as its zero downsides to people who "tunnel" but people will tunnel as a last resort especially if being punished by swfs and now its not a perk slot swfs will have to waste to prevent tunneling making it easier to punish lower rank players and i know this could be solved by just getting good however it makes it extremely hostile to begginers.
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I too don't think perks really do need to become basekit. I think it just ruins the reason why people bring those perks, but with so many and only 4 slots, your missing out a lot. But still.
These changes to supposedly stop tunnelling and camping aren't anything good, because there isn't a problem.
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