I haven't played PTB so will reserve judgement. This is an idea for healing if that doesn't work out
Each time a survivor is healed by any means it takes longer.
Of course this would need further killer gen regression perk adjustments. Probably slight buffs to what is planned.
It would add a smidge of realism I think.
Also Gen regression could weaken if same survivor is hooked twice in a row.
Gen's speed up if hook is camped after so long but not if a survivor is nearby.
These changes would take a lot of work and tweaks but might just fix a lot of problems the game can have.
Please share thoughts and any suggestions.
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Each time a survivor is healed by any means it takes longer.
I think this is what will be achieved, Healing starts out strong but will require more culminative time as med kits run dry.
bHVR has lowered the prices on Med kits in earlier patches, I know YOU have a huge stockpile of them, bHVR knows too.
If the healing changes come through its gonna be the age of "Wow, I actually have to use a Med Kit? YES!"
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True but perks and chests might counter some of that.
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Thats what Perks and Chests are supposed to do no? but Killers can now use perks to counter that too.
So im hoping to see a lot more diverse builds post patch.
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Then we get a new meta and the cycle continues that's my concern.
You get weak players who get overwhelmed and turned off and the experienced ones get an unbalanced game again.
"Bad"/Unskilled play shouldn't be rewarding. On both sides. For survivor gen rushing is low skill.
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Then we get a new meta and the cycle continues that's my concern.
The meta must change and so bHVR must spin it. This is acceptable to me.
You get weak players who get overwhelmed and turned off and the experienced ones get an unbalanced game again.
I have my doubts about this theory, cause I remember I ran healing perks before, naturally cause I thought it was a good idea. In before the current meta beat that idea out of me. I don't think new players who have their mind open will suffer, players who don't want to change their build are gonna suffer. Which is fine with me, no party lasts forever. So as long as we keep an open mind and bHVR keeps a watchful eye and work out the perks that start spinning way faster than before, its okay.
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I not saying it won't work well as I haven't tried it. It's just things are wrong at a core level with the game and a scaling effect is perhaps needed to iron out at lot of complaints. Camping, tunneling and gen rushing.
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I tried it, it barely felt like a difference in the results. tho I did feel more relaxed as Killer. Maybe it would be different if I sweated hard, but I didnt and I camp and tunnel when I get the chance, but the Survivors I matches with didnt give me that so I didnt feel the need or option.
But I think I could do with a months worth of PTB to really get deep on everything.
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I wonder given the overwhelming majority of survivor outcry if they are deliberately skewing the data?
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There was alot of DC'ers, but the games I saw without DC'ers were fine when people realized their normal builds didnt work as well.
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I feel as if the main problem is that Behavior is trying to promote teamwork, but lots of people bring medkit because they can’t rely on others to heal them, whether or not they are in a swf or not. I think basekit heal speed should be buffed by 6% per survivor healing you, and make medkits like old self care, where it heals you at 50% normal speed, and other survivors at normal healing speed. That way medkits are still viable in dire situations, but teamwork is still promoted
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Having all those different rarities rhough is going to be pointless.. they all have the exact same speed and charges, so why even have them?
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Yeah, that IS a fair point too. We will see what bHVR does about it.
Or if they do nothing, it will be the first feedback we can write.
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