Survivors got nothing this chapter, what Equal Attention Buff would you like to see?
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The perk save 6sec per Gen with 15%. And please dont multiply it by 5 because 1 survivor dont do 5 Gens by themselves to make the point of a single perk can save 30sec of Gen.
6sec save is similar to a Brown Toolbox, but its not the same. The difference between complete an 80% Gen in 10sec with a teammate, and complete an 80% Gen is 12sec alone.
Prove thyself forces survivors to grouped together, and grouped together gives killers' advantage.
Post edited by C3Tooth on11 -
Make calm spirit normal speed while breaking things quietly if its gonna be a niche perk for a while might as well let it be a little bit better, a few more but this would be nice
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the discussion evolved into something very different but here we are still on topic lol
i don't completely disagree that some places should be dangerous and can mean death, this is assuming basement means death and it actually does if the killer wants most of the time; but i personally think it's cheap and horrible balance-wise.
basement and hills should have two entrances in my personal opinion. there still are places you don't want to get hooked, like areas with a choke point on some maps, but basement and hills are just too much. they practically allow killers to facecamp without the consequences while giving survivors almost no chance for a save without trading.
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Do you really think Garden of Joy / Old Borgo are fine maps? Really, they were very strong for survivors, especially against weaker killers. I'm happy we are going to a have a more healthier selection of maps
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I dont know why I can NEVER find patch notes, etc. Can someone please link me to the changes? I feel so ridiculous.
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they are all on their official twitter page. idk any other means to get news if you don't use twitter.
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Ah, that would be why. Ah well. ty!
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Nope, it's dead. Like most of the other perks. I don't see what is so funny about perk bloat and them making characters to sell perks. But hey, if that's what you want to support, by all means. Anyway, a fool and his money are soon parted, I'm sure this cycle will continue and killer and survivor alike will continue to sell very well with these types of perks :))
I only used it with a healing build I tried out before, as I don't have issues looping/kiting. Got bored, took it off and use smash hit instead. Almost every killer rage quits against me. So don't even think for a second it's because I rely on it. Has to do with balance vs killing perks for survivor and killer alike and causing perk bloat, which is a problem.
As I've said before, my 10 year old niece gets 4K kills easily and never has had an issue with it. That's a kid.
Balance is not the same as killing off a perk. Yeah it's so useful when you have a deep wound, which is so common, happens so often you'll get so much use out of it. Like we're talking Windows of Opportunity use here! I'm sure it'll have a very high pick rate still to show how balanced it truly is. What a wonderful day to be alive.
Shall we go back to the original eruption "balance?", oh, I mean nerf. Yanno, the one that caused so much complaining that they actually BALANCED it. That perk is nothing to scoff at.
Please do not try to rationalize the nerf, and call it balance. Admit it's nerfed to the ground and move on. Defense mechanisms are so easy to spot.
Should I end my post with a condescending "lmao" as well? Nah, I don't feel that petty and childish.
Starting to wonder why I waste time even bothering replying on here, so much more productive things to do then point out this junk. Waste of my time arguing with these one sided close minded types.
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Me when I see the words "calm" and "spirit" in the same sentence:
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They're referring to a time where I made the same Calm Spirit buff suggestion as you did on this Forum and somehow it was so controversial it ended with some killer mains asking for its nerf because it's too powerful in its current state and the reason why 3-gen is an issue is because of calm spirit... and since that day I'm traumatized and never use the words calm and spirit...
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That... is awesome. ty kindly!
See? DBD community isnt always toxic lol
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I'd like be able to use Self-Care without also needing to run Botany or Desperate Measures in every game. Come on BHVR, treat us SoloQ players to an extra 10% healing speed.
Also, can we not have every med-kit be the same as a brown med-kit for self heals? Miss one single skill check and you can't even get a single heal out your med-kit without running any add-ons.
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It doesn't mean that survivors should get buff all the patches but I would like to see potential energy buff and removing penalty from calm spirit. Maybe let fogwise reveal killer's aura when you are healing yourself or somebody else might be not bad, because I see too much fearmonger these days.
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Thats a Mod, he has to be nice. :P
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I dont think that Made for This enabled such long chases. MAYBE with very skilled Survivors, but I dont think they needed Made for This to begin with. In general, for this Perk to be effective the Survivor had to be good. It is not a Perk which turns bad Survivors into good Survivors, you cannot change bad pathing by just slapping on 3% more Movement Speed.
The thing is that the Perk is not balanced. The Perk is dead. This is the problem. If the Perk would be nerfed but still an option to pick, it would be fine. But this is not the case.
The 10 seconds of Endurance rarely came up, now with less use of the Perk, even less likely that it will happen. And if you want 10 seconds of Endurance, you can rather run Buckle Up and For The People, which does not provide 3% Speedboost in Deep Wounds, but helps both Survivors (which is more valuable IMO). And the 3% Speedboost in Deep Wound are way too situational to be useful, since you cannot reliable achieve this. You are 100% dependent on the Killer putting you into Deep Wound. And while this is the same for being injured, you will 100% get injured every game. But for Deep Wound... The Killer can either avoid it by not hitting the Survivor directly after Unhooking or waiting out DH (which is now 100% possible) OR by not chasing them if they have OTR. Hitting the Survivor will be enough when they have OTR (which the Killer knows if they have it) and then they can leave this Survivor and they will also not really get value out of MfT.
So yeah... Not balanced, really. I dont really understand why people have to downplay the Nerf so much, the Perk is dead.
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Damn... you're right. Back to the toxic lol.
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Make some of the useless survivor perks actually usefull.
Give them more options when building a perk combination.
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I agree! So many perks are just 'tossed in a trash heap' after a nerf. I think the exception has been Dead Hard. Its still being used and well I think. Great for Blight counterplay :P Silly Blights.
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Calm spirit is, at the moment, one of the stronger perks to use. The killer meta has made it so less brain power is needed on the killer's part, much like how WoO has done the same for survivors. Opening a locker and getting blind and a scream for just holding W is a strong perk, maybe even strong enough that people will want to buy the DLC! Wait a chapter or two and it'll get the MFT treatment and be 'trash heaped.'
In regardless to Calm spirit getting buffed... Im curious. How would you buff it? Since it IS a strong counter to the meta atm, you saying 'buff it' will likely trigger a few killer mains around. So... becareful.
Calm Spirit is a staple in my build atm. Run it with Distortion and you're practically invisible.
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Im sorry, I think I literally missed something. Calm Spirit got nerfed?
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Hum
So this is the normal reaction when people got nothing in new patch to their side.
How fresh.
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You get a Debuff when searching Chests or cleansing Totems, but you are silent while doing so. This is considered a Nerf and IMO rightfully so. I think Side Objectives should not be slowed down, it is also even bad for the Killer, if Survivors dont cleanse Totems or open Chests due to a Debuff, they will spend more time on a Gen.
IMO this can be fixed if they would just only apply this Part if in the Killers Terror Radius. You dont need to be silent anyway when the Killer is full map away, it would make sense that the Survivor is more careful (so slower, but silent) when the Killer is nearby, so only applying the Speed Penalty and silent-effect while in the Terror Radius is the way to go. (Also a neat little Buff for Stealth-Killers)
The funny thing is that the Killer still gets the Notification-Bubble if the Survivor has Calm Spirit. So they might not scream, but the Killer will still see them, especially when they are already looking in the direction of the Survivor.
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Correct me if I am wrong. Calm spirit removes that notification-bubble. Maybe that would be bug or something.
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so, back to free escapes after 5 gens completed? What is killer supposed to do, if someone gets unhooked at the end, and exit gate is open? 30 seconds is more than enough to make it across the map, and if you don't, you still have 60 seconds to crawl out
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I havent once been caught due to this situation. I cant say it doesn't work like Aven says, but it hasn't happened yet. I need to test this I suppose. Maybe @Rizzo Could ring it? Or any mod I suppose lol
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no, you don't get it. Just played a match with UW, had Claudette with Calm Spirit - zero screams and zero "bubbles"
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I am pretty sure that I saw a Bubble from a Survivor who had Calm Spirit. But I dont run into Calm Spirit often, so I am not 100% sure.
I will test it this evening with a friend in a custom game.
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Calm spirit must remove the bubble. If it doesn't, what would be the point of running it...
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You're jumping to unnecessary assumptions, and I don't know what to address first; You jumping to the assumptions, elaborate the point I was trying to make, or go with your flow..?
The killer can easily get two sacrifices per a match, even more if the killer tunnels.. Which happens every single match anyway, so you're plainly exaggerating to have the point twisted to your narrative. The killer can also play with perks like No Way Out or Blood Warden, furthermore prolonging those mentioned time within your response, and easily countering the two perks I have mentioned.
Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.
The killer can always use perks like Save The Best For Last, Rapid Brutality, (...) to catch up to the survivors even more quickly, furthermore making this kind of play look easy while you're trying to complicate things without any valid reason.
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well, it was all about "making DS and OTR work after 5 gens"
I'm all in for DS reverting back to 5s, but working after gens are done is a big NO
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Besides that, Decisive Strike has already been used throghout the match without a doubt, so.. That perk has no effect anymore, unless the killer can't tunnel the currently vulnerable survivors during the EGC, which is entirely their fault.
and what if it haven't been used, since killer played without tunneling, but at the end he wants to get a kill after all?
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Then, like I have mentioned already, that's onto the killer.
Mhm, then let us disagree with each other. No need to talk about it any further.
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mft user spotted
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it seems alright now but nothing too special. could be good anti tunnel when used with OTR but OTR gets the job done just fine. Its looking like a selfish buckle up.
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prove is mid at best now. at least when it was strong survivors split up less, made pressure so much simpler.
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That would be fine, if it wasn't because it is 6 seconds saved (more like 7, but ok) after already removing 37 seconds by just being two survivors in one gen, making the total gen time 46 seconds. Even with the 10% it is right now, two survivors do a gen in 48.128 seconds approx. 3, in 35.714 seconds.
And I don't know who said that having gens done and secured in less time it takes the killer to get to a gen, chase, down and hook one of the survivors (without counting reducing the time impact regression has) is an advantage for him, but it is highly debatable.
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Would you like 2 survivors take 80sec to do 1 Gen, so survivors should never grouped up again?
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Having more time to do chases, hooks and use my regression perks specially near the end game? Sounds nice.
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That is hilarious, silent totems, and chests would be such a small effect but I could see people losing their minds over it this is the forums after all. Sorry that happened.
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Idk I don't really see it since I never use the scream perk, I used it on blight for a bit but I thought it was annoying to open lockers. I don't think would be trash heaped like mft since its an information perk you and you do need to go a bit out of your way to use it on the role with tighter time efficiency but they probably might remove / reduce the blindness duration or make it so that if you are in a locker when the affect would activate it doesn't affect you for the rest of the duration (no scream no blindness).
The buff just normal speed cleansing for totems / blessing / chests instead of 30% slower. The silent effect is so niche so having it be slower just doesn't really make sense just change the scaling back to not scaring crows 90/95/100% of the time (like anyone even looks at crows anyways) and its still probably a reasonable perk
Idk how much I like the whole no aura no scream meta since it counteracts 10 killer perks and a big part of a killer power, and distortion counters another dozen odd things but thats for a few months down the line but I do think calm spirit since it counters a lot more niche things could be a bit better.
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Then, like I have mentioned already, that's onto the killer.
so, you telling me i should tunnel, so i don't have that problem in the endgame?
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it already does i'm pretty sure. i'll be very surprised if it actually doesn't.
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That 37 seconds is not from the perk, first and foremost, and it's not even time saved, either, unless there's fewer gens left over than survivors.
If the game starts and survivors immediately group up, they are -increasing- their effective total gentime, not removing time.
And yes, multiple survivors being clustered in the same area is, most of the time, a benefit to the killer, since you can pressure multiple at the same time, further cutting into their efficiency.
Also, how'd you get to it saving 'more like 7 seconds'? Because I'm pretty sure it's 5.5 seconds saved. PT is additive too, not multiplicative, so your calculation should've dropped the amount of timesave even lower, not higher.
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If DS works during endgame again, we would be back to the state before the nerf - killers tunneled during the game to get rid of endgame DS. And if you were not running DS, well... unlucky.
And no, not every killer is tunneling anyway.
But, buff DS back to 5 seconds!
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Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I didn't. Read it again.
And yes, that's what everybody says, and mathematically they are right, 3 survivors in 3 gens are 3c/s pumped on those gens and at 5 gens normally it is preferable to have the progression spread. What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever else they need to do (healing, cleaning totems, go to another gen, etc.), gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore. Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are. In the same case, if 2 survivors recover that 30 charges they would do it in those 17.64 instead of the 30 seconds it would take a sole survivor to do it).
About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen even if he kicks it, or if the killer stays by the gen to make sure it regresses it would take so much time that the survivors would be able to simply go to another gen and progress it a lot more than lost progress in that first gen.
In other words, funnily enough when the argument is just about pure math people start bringing in other factors that happens in a normal match, but in this case that you have to take in count all those other factors like walk, chase and healing times and such people decide to stick with just raw numbers.
About the 7 seconds:
- Completion time with 2 survivors at base progression: 90 / 1.7 c/s = 52.94 seconds.
- Charges per survivor: 0.85 c/s
- 15% of 0.85 = 0.1275 c/s
- Total progression with old PT: (0.85 + 0.1275) * 2 = 1.955 c/s
- Total completion time with 2 survivors with PT = 90 / 1.955 c/s = 46.035 seconds
- Difference between base vs old PT = 52.94 - 46.035 = 6.905 seconds
- Just for the record, completion time with actual 10% PT is 48.128 seconds. So, the nerf was only 2.093 seconds more.
In conclusion: Yes, those 37 seconds shaved off a gen by just having 2 survivors in it are saved time, as survivors can use that time to invest it in other things that they have to do anyway. That, and PT is still a damn good perk.
Post edited by Batusalen on1 -
- What are you doing when you leave 2 same survivors completely free to do 5 Gens?
- The time saved only when if there are 2 survivors, which mean, each survivor save 3.5sec Brown Toolbox save 5.5sec requiring 1 survivors.
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I guess that 3% really wasn't just 3% after all.
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Why it don't surprise me that you somehow got that I said those 37 seconds was from the perk, when I wasn't. Read it again.
Oh, I know that you weren't referring to those 37 seconds as being part of the perk. But you bring it up into this discussion when it has -nothing- to do with the perk. PT does not affect this in any way.
What they fail to see is that by grouping up they lose charges per second, but again, have 37 additional seconds to do whatever they need to do else (healing, cleaning totems, go to another gen, etc.)
That is incorrect, because that lose that same time again later when there's more gen progress to be done that could've been done if they hadn't grouped up. This is only a timesave when, as I mentioned earlier, there's more survivors than gens.
gives less time for the killer to come pressure that gen or use a regression perk to affect it, and a gen done can't be regressed anymore.
This is the only accurate point and the only benefit to grouping up. Otherwise, splitting up is significantly more effective.
Also, grouping up makes gen regression less effective by either reducing the time lost it produces or recovering that time faster (30 charges done by only one survivor are 30 seconds lost if regressed, while if there was done by 2 survivors only 17.64 seconds are.
This isn't true either, because you're failing to accommodate for the fact that it's 17.64 seconds per survivor.
Think of it this way: If they'd both done 30 seconds of separate gens, then the regression on one gen would only take away -half- their work, not all of it.
About the pressure, the killer can only chase one survivor, and kicking the gen without any perks involved makes the gen regress 4 time slower it can be progressed. So, if 2/3 survivor are on a gen, they only have to wait for the killer to start chasing one of them to continue progressing the gen
Which is still slower than one person on the other side of the map getting into a chase and the other survivor in a completely unrelated location losing no time at all. Also, the killer can do a fake-out and push one survivor out, then go chase the other to waste time for both of them. And then there's killer powers that also work somewhat better against groups, like Plague, Doctor, Legion or Trickster.
Grouping up is a disadvantage for survivors for the most part, unless it's a coordinated effort to deny pick-ups/hooks.
About the 7 seconds:
Ah, you were talking about pre-nerf PT, gotcha.
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