Survivor endurance meta
Off the charts. They can take so many free hits. Can't keep up as trickster or any m1 killer right now. All they do is outperk me at this point.
Comments
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If survivors run gen rush builds, killers complain. If survivors run chase builds, killers complain. If survivors run sabo builds, killers complain. If survivors run endurance builds (mainly wglf after the deserved buff), killers complain. News at 11.
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Endurance out of Borrowed time/self unhook and off the record lasts 10 seconds or less. Form really only 3 sources, unhook, healing someone else while injured or picking up someone downed. So if your having an issue don't tunnel or slug so hard.
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I mean, after the Distortion gut survs had to replace it with something else.
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in a nasal chronically online player voice
"Umm, skill issue sweatie, maybe you're not good at the game"
/s
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It's the same thing with survivors complaints. Can't track with aura perks. Can't regress gens with perks, can't take away anything survivors bring with perks, killers are too OP with this addon, that killer power, can't chase a single survivor because it's tunneling. Can't chase away survivors before picking up because it's slugging. Can't hump after downing, Quit being hypocritical.
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Trickster shreds through endurance, though?
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Here's the difference: every killer perk is overbuffed. Quit simplifying the problem.
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That is extremely uncalled for.
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No. Never! Hypocritical is how we do things here. You know this, why are you telling people to stop? You're ruining the Entities culture here! May you forever be in the doctor's shocked state.
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Maybe I LIKE Doc's Shocking experience, it's at least stimulating. Because anything said here ain't as shocking to me.
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Yet you remain. Do yourself and us a favor. Play the game instead of lurk here and be negative. Thanks!
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It's a forum for a reason. To answer back, are you new?
BTW, I'm not the one being negative over anything. It's the one's being hypocritical, being mains.
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If Killers run Aura builds, Survivors complain. If Killers run Regression builds, Survivors complain. If Killers run Hex builds, Survivors complain. If Killers run Stealth builds(Mainly after Distortion got the deserved nerf), Survivors complain. News at 11.
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I am! And bored…. Do you main doctor? Can we 1v1 sometime? I need to learn timing with his shocks tbh lol
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Killers need a status effect Armor pierce to bypass endurance perks
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I don't main Doc. I play both sides, I am a Robbie the Rabbit Legion main and Vittorio. I did a 1v1 once like Otz back in the day when Coldwind was Coldwind. It was boring.
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Its not for everyone. Good luck in your survivor games! :P
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endurance from OTR literally lasts 80s
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actually strong killer perks:
Pain Resonance (and not even that strong anymore)
Corrupt Intervention (basically a necessity for huge majority of killers)
Nowhere to Hide
Pentimento agaisnt soloQ
Weave Attunement (in combo with Franklins)
Predator (on Nurse)
Machine Learning
Predator and Nowhere to Hide are only perks on the "too strong" category on this list when used on soecific killers, while Pentimento is just plain unhealthy.
actually strong survivor perks:
Deliverance
Off the Record
DS
Wicked
Lithe
Sprint Burst
Plot Twist
Reassurance
Resurgence
Power Struggle (in combination with Flip Flop especially)
Babysitter
Second Wind
We'll Make It
Unbreakable
WGLF
Adrenaline
BGP
new Blood Rush
Botany Knowledge
Chemical Trap
Dead Hard
Deli, Resurgence, OTR, DS, Reassurance, BGP, Plot Twist are 7 of arguably the strongest survivor perks atm.
There are a whole lot of unhealthy perks that revolve around hook denying which aren't added to this list.
Top tier strong perks on survivor side: 7 (arguably there are even more)
Top tier strong perks on killer side: 2
^^^we are counting only strongest kind of perks that can be used in the most optimal play
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You forgot Healing builds/stealth builds/anti hook builds/anti tunnel builds/anti slug builds/blind/stun builds come now no slacking!!!!!!!!! :P
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Lots of survivor perks though counteract each other. You've got an exhaustion limitation and doing something like running Deliverance and Wicked would be a total waste of a perk slot.
Additionally, lots of these perks are total guesses at the killer and play style. Bring anti tunnel and the killer doesn't tunnel you? Wasted slots.
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Lots of survivor perks though counteract each other. You've got an exhaustion limitation and doing something like running Deliverance and Wicked would be a total waste of a perk slot.
only limitation of Deli and Wicked is soloQ because even if you tell your teammates you have it, they will come to unhook you anyways.
Additionally, lots of these perks are total guesses at the killer and play style. Bring anti tunnel and the killer doesn't tunnel you? Wasted slots.
anti-tunneling perks are also extremely strong for aggressive usage, when killer isn't even tunneling. That's basically how they are used at high skill levels and the reason why they are meta pick there even with the fact that tunneling is much less present.
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only limitation of Deli and Wicked is soloQ because even if you tell your teammates you have it, they will come to unhook you anyways.
That wasn't I was talking about at all.
Whatever their strength, deliverance and wicked run into each other. A survivor would never run both in an optimal scenario (the structure you created). Just like exhaustion perks run into each other. Just like how healing perks quickly see declining returns.
Killer perks are much better at stacking. It's why the four gen slowdown build has led to massive nerfs.
anti-tunneling perks are also extremely strong for aggressive usage, when killer isn't even tunneling. That's basically how they are used at high skill levels and the reason why they are meta pick there even with the fact that tunneling is much less present.
Much less present?
And extremly strong for aggressive usage is an extreme exaggeration. Usable? Sure, but the time the survivor is trying to set up an OTR block or DS grab is time they could be spent doing gens or healing (not to mention that they could be using those slots for something else).
And if we're going to talk about how things are used at high skill levels, you need to add Self-Care and its dominance in Asia as an S tier perk.
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Whatever their strength, deliverance and wicked run into each other. A survivor would never run both in an optimal scenario (the structure you created). Just like exhaustion perks run into each other. Just like how healing perks quickly see declining returns.
that's true, and that's why you usually bring 1 exhaustion perk and Deli or Wicked + not everyone in team should bring Deli/Wicked for obvious activation reasons
Killer perks are much better at stacking. It's why the four gen slowdown build has led to massive nerfs.
i think it was done intentionally since killer is solo role and survivor is a multi role.
Much less present?
And extremly strong for aggressive usage is an extreme exaggeration. Usable? Sure, but the time the survivor is trying to set up an OTR block or DS grab is time they could be spent doing gens or healing (not to mention that they could be using those slots for something else).
actually, it depends on region. EU players and comp teams in general utilize aggressive usage of anti-tunneling perks the most (with the comp perk repeat prevention limit). The reason why anti-tunneling perks aren't used more often in general is because that strategy of using them actually has a significantly higher skill floor macro wise.
And if we're going to talk about how things are used at high skill levels, you need to add Self-Care and its dominance in Asia as an S tier perk.
yeah, i noticed that too, but i'm not yet able to realize why is it so much used, apart from combining it with Botany Knowledge. But still, since Asian rulesets are much less liberal, it makes me confused even more.
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If we run gen regression survivors complain (and get nerfs) if we chase a survivor survivor complain (and get nerfs) if we hook survivor complains (and gets nerfed) more news at 11
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gen slowdown meta is still the only killer meta in terms of perks even after all these nerfs because even after most of gen slowdown perks were shot in the legs, it's the only meta that stands a chance against any decent team
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I nominate this as post of the year!!! Lol
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The only problematic endurance in the game, in my opinion, is Off the Record. That perk is so freaking overturned it baffles me how it hasn't been nerfed until now. Pop Goes the Weasel, Thanatophobia, Background Player, and Distortion were nerfed for much less.
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It probably hasn't been nerfed because you have to be useless for 80 seconds if you want to keep the endurance for the full duration.
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not being on a gen does not necessarily equal being useless, hope that helps.
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Lol.
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???
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You realize OTR locks you out of chests, totems, healing, and even exit gates right? If the survivor isn't being chased. What benefit are they getting from the perk?
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you realize that good person can draw 60+ second out of chase while having OTR active and literally have one more free health state for a chase if killer overextends more?
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Is no one here who remembered 5 stacked endurance hit meta back in 6.1? THAT was brutal. What we now got is a slight nusiance, where survivors can have a maximum of one active endurance before going into deep wound. Occasionally such an endurance effect will cost you the game, especially when applied cleverly via styptic agents in a corner just before the last sprint to the exit gates, but well, as much as I am miffed in such moments, thats just their build and their power, just as an hatched can get you mere meters before you got to the exit area.
But keep your rage if endurance stacking came back in any way, that would be truly concerning. Until then, try to vent your rage in some constructive way and come back to the next match with a clear mind :)
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I wouldn't call body blocking and being chased useless, but you do you. The perk is busted no matter how you look at it.
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People don't realize that OTR is essentially the same as having Second Wind activate instantly or Resurgence giving an entire health state instead of just 50% healing progression. The difference is that you just have to not be stupid enough to self care instantly off the hook or work on a gen in front of the killer. Oh, did I also mention that it mutes you?
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This goes for both sides. Its nothing new. Killer gets a small tweak survivors complain, A buff to any killer perk especially gen regression, survivors complain and it gets nerfed, if a killer slugs to buy time, survivor complains, if a killer needs to tunnel someone out to create more pressure, survivors complain. Its the same thing. Just different sides.
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mutes you and also hides your aura plus scratch marks (all of those except of endurance last for the whole 80s duration, even if you commit a conspicuous action)
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Please don't remind me of those times especially when stacked with styptic, MOM,FTP and Made for this.
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the reward is that's how the game was designed for you to get kills aka progress the game. You then have hook perks to reward you.
It becomes a personal decision when you want to circumvent OTR, DS, DH, or any other perk meant to mitigate crappy gameplay made popular by killer players thus forcing perks to combat said gameplay. Now you're mad you can't tunnel without some sort of potential drawback.
Ok, enjoy the WGLF meta that's upon us
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so basically, as we all suspected, the path of least resistance. Not news.
if the game was meant for you to tunnel then you'd not have perks to combat it or basekit mechanics but go off. The game evolved, adapt, or don't but don't try to shrug it off like there's no way to win without slugging or tunneling, that's bogus.
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just dont tunnel or slug and youll be fine.
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Some people really whiff way too much copium and try to sell it as Gospel here.
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It doesn't hide scratch marks though. However, it is still too much. At this point, OTR may just do my college work, pay my bills, and wash my dishes.
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Deserved buff, even though it was a perfect anti-slug tool already. And survivors can go perkless and beat killers. So yeah, we're gonna complain about those builds. The devs had the choice of buffing survivors or nerfing killers, but they chose both. They still haven't addressed stupid loops in the game where the killer has to make 3 back to back reads (or the survivor has to make 2-3 mistakes), just to get 1 hit on the survivor. And they keep nerfing anti-loop abilities because supposedly, "They have no counterplay" even though any high level match would debunk that instantly. That's the level we should be balancing around, not "Oh no! The killer found me! I'm dead!"
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There's too many Endurance perks that are also good at other things. WGLF: bonus pickup speed, plus Endurance. Off The Record: 80 seconds of dead silence, plus Endurance. Made For This: faster running while in Deep Wound, plus Endurance.
Can you imagine if killer perks were like that? Take off 20% of a gen, plus Undetectable. Faster recovery on successful plus missed attacks. Hides a downed survivor's aura plus reveals all others. That's basically the power level Endurance perks are, if not stronger, because killer doesn't have a perk where a miss turns into a down. Survivors have plenty of perks that turn a down into essentially a miss, and the chase continues.
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On one hand, you are right and many killer perks feel pretty restricted in their usage, to the point where they just don't seem feasable, but on the other hand, killers are probably in the best spot they have ever been, with a real 60% kill rate over most of the board.
But improving on bad perks so that they become viable usually shouldn't increase killyness, it should only increase perk diversity and interesting situations.
Like with half the Hex perks I think "I have to jump through all this hoops, just the get it possibly cleansed before I get any value at all? That doesn't sound like 'high risk - high reward' to me!", with Hexes as a mechanic killers have lived with the looming threat of a cleanse since their inception, but with survivor perks I hear all too often "if the perk isn't giving me value every game, all game, its worthless and not meta enough". Thats just how it is ^_-
Dragons Grip is a perk that I like the concept off, but 30s up-time is just so short!
I really like the idea behind Make your Choice, but you neither get a short 4s aura read to show you the survivor, nor do you get any visual indicator on their profile pic - you got to instantly identify them by their scream and thats such a bummer.
Alien Instinct is a fun concept, but far too restricted to be of any value: the Oblivious is one of the shortest durations in the entire game and because the survivor is far away you can't really get close enough. Maybe the perk could activate three times intermittendly, while also showing the survivor that they are hunted? This could lead to a scary cat and mouse game, but right now the perk is trash.
Hubris could be a fun perk, but unless you combo it with Endurance AND Spirit Fury, the duration is so frigging short, that you could never get value out of it. And if you play this combo it will work exactly ONE time, before the survivors predrop all pallets or greed tight loops one round less.
Terminus … I don't really know what this perk is. It counters Adrenalin, which IS a strong effect, but while still a popular perk, it isn't THAT common and widespread used. And its supposed main effect goes away in the blink of an eye. Would the perk be overpowered if the duration was an actual minute?
Sigh So many killer perks have cool ideas and concepts, but are hold back by being too restrictive and safe in their numbers, so that they will never break into the current meta. I guess the same could be said about survivor perks, but I am too lazy now to give their list a view and I am pretty happy with my Blast Mine/Head On/Quick n Quiet/Plot Twist build (Head On is the outlier here that I think could be stronger, for how hard it is to apply, but its still damn funny when it works).
@Devil_hit11 I just saw your comment about killer perks needing a tweak in the Bloodwarden thread ^^
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Can you not do that? Obviously if you're being chased or body blocking for another survivor you're not being useless.
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If kilers run gen perks, survivors complain. If killers run chase builds, survivors complain. If killers run hit and run, Survivors complain. And Now, looking on here, you'd think aura builds were the end of the world.
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