I dont get the logic
Something to the effect of " We are nerfing slowdown perks because they're highly used and arent hard to activate yet give great reward " ( which btw, so whats harder in the game than the main killers objective, that also doesnt make sense )
Meanwhile, I see minimum 2x Windows of Opportunity per match. Its the most used perk, takes nothing to activate and gives huge rewards.
I am not pushing for a nerf for either side, I play both roles 50 50. It just doesnt make sense.
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Clearly they have never played against a 4 man swf with comms lol.
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Even just higher level MMR is bad enough.
If hooking a survivor isnt a high enough requirement for a perk ( so chase, win the chase, hook them, find the gen with the most progress ) what do they class as higher level of skill than that?
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I dont think theyre nerfed because of most used. But rather nerfing the quad slowdowns.
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Didnt they literally say something to the effect of its usage is too high and its too easy to use?
Wheres the patch notes? It was a dev comment.
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They are nerfed because they should be. As long as perks have the same effect for every killer it's never going to be fair that a nurse, blight, or billy can stack four slowdown perks and practically have a gaurenteed 4k every match.
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Sounds like an average survivor saying "Clearly they have never played against Otz, or 2000 win streak Blight"
You can't win doesnt mean someone else can't. Some players are better than others. Its the MMR mismatch you with them, not the balance.
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I mean, the logic's pretty sound. Slowdown perks are very unrestricted, the stronger ones give very noticeable rewards, and they stack together in problematic ways. Windows of Opportunity might be comparably easy to use, but the rewards are minuscule compared to stacked slowdown perks.
Also, even if Windows were anywhere close to that strong, things don't all have to be changed according to the same logic in the exact same patch. It can be done over time, with each one evaluated first.
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The funny part is if we were evaluating each things first, WoO would've been nerfed a long time ago
Probably ignored or allowed because it's ultimately a newbie perk
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Not really? I feel like you'd evaluate the thing having the largest effect on the game first, and that's absolutely slowdown, at least out of these two options.
Or, y'know, they could've evaluated WoO and decided it's not in need of changing. Either works.
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Pretty sure every statistics would say otherwise though, unless they "evaluated" with just subjective thinking
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I guess you could argue a high pickrate is inherently bad because of perk variety, but in terms of actual effect/strength there'd be no reason to look to Windows for changes.
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WoO extends chases by a huge amount. It wouldnt be picked so much if it wasnt so good.
You can be sitting on gens and plan where to go when the killer shows up, and know so much info for free.
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I mean, the devs have flat out told us they look at pick rate and correlation to escape rate, including how it correlates with the escape rate of your team even if the user isn't escaping personally (old Object).
So there is likely back end data that shows that WoO users and their teams aren't escaping more than other teams. The same can't always be said of something like slowdown, where strong slowdown could single handedly win you the game (cobruption as a strong example).
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I would like to see more variety in killer builds. I wish they buffed or reworked a handful of bad perks every update. Like, give wraiths perks all new effects so there's double the new perks to use and learn this anniversary
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If it's as strong as you think then it would cause killrates to skyrocket when they nerf it. You do realize this would lead to killers being nerfed in other ways don't you? Do you understand how balancing works? Killers are already at their targeted kill rate.
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the operative word is "and" here. They nerfed it because two conditions were met (well, technically three): 1. Being used a lot. 2. having a massive impact (while in the case of pop also being easy to get value).
As for WoO only one condition is met: being used a lot. — However, it can't get high value directly. Even with all the info the perk provides you still have to use that info properly. Arguably the most value of the perk stems from knowing about dead zones another chase created. As such it's an integral perk to at least somewhat bridge the gap between solo and swf (swf just tells people where the map is dead).
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Sounds like an average survivor saying just get good.
Due to the randomness of the game it can never be "balanced".
What it shouldn't end up being though is overly unbalanced to cater for casuals only for it to be a complete joke when both sides are skilled.
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Sounds like an average survivor saying just get good.
This line never hurt me, I never admit Im the top player either sides.
If Im matched with a Otz killer and I have no chance to win, its a mismatch, I dont talk about how Devs should balance me around Otz killer. Most killers however, thinking they're the top and want Devs to balance around them and top teams. You matched with a comp team once a week is a fault on mismatching, not the balancing.
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Pop and Pain Res were leagues better than all other slowdown perks.
Now all regression perks are roughly in line with Surge, which isn't bad at all... at this juncture I think the killer side is in the right spot.
The point of balance now should be on toolboxes, they got Sabos buffed... too much on Commodius and Alex's toolbox, but the other changes seem fine. Next port of call is to diminish just how much toolboxes can swing a game, or look at creative ways of combatingtoolboxx rushes.
Maybe a new general perk "Tripwire", that gives a loud noise notification when a toolbox is used for longer than 2 seconds on a generator. This would mean survivors may want to start saving toolboxes to finish gens, rather than just dumping them in right at the start.
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this is how behavior has always changed perks, just look at how hard self care has gotten nuked
although it is good theyre limiting the power of quad slowdown- i wish the perks changed in value depending on the killer you’re playing (i.e., pain res is 25% regression on Clown but 15% for Nurse or Blight) but i understand how tricky that could be to balance.
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They should've buffed the weakest slowdown perks along with nerfing the strongest ones. Honestly, they could even buff and nerf a bunch of slowdown perks every few months, and it would be pretty fun IMO.
But just nerfing the most useful slowdown perks without giving any alternatives really screws over the weaker killers. I don't use slowdown perks on Billy or Blight, but now Pop is useless for everyone. Your only decent options are Grim Embrace and Pain Res because the other 15 slowdown perks are totally awful.
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This is what they need to do next. Currently, Toolboxes can tip games in ways that generator progression perks alone (which they can STACK with) do not. Toolboxes right now can not only sabo very quickly, they can do gens very efficiently. That can swing the game way too much; just look at the differences in time when only progression perks are used versus a toolbox versus both. It's insane we can have is many charges on the fastest repair box AND also run Built to Last to make it permanent as long as there's a locker nearby. Nothing should have that much power. Genrushing is a problem because Killers feel they have no breathing room, and Survivors feel they have nothing else they can do - all the alternatives would waste precious time.
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They said the usage was too high for pain resonance and the "too easy to use" one for pop and deadlock. For deadlock, Tbf, it literally just activates on it's own. Pop and Pain resonance though I somewhat agree it's dumb.
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Only Pain Resonance was nerfed cause of usage rate. The other's were nerfed for different reasons.
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If they want to nerf things because they dont want for example quad slowdown, instead of making perks trash due to combinations why not just give perks categories and make it so you cant use say 2 of each category. They could even experiment with this and let us use say 6 perks.
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