Just why?
No one has complained about the Inner Focus and killers have many counter plays to this perk such as the blindness effect or the Undetectable effect.
As for the other perk, honestly I don't know why they are contradictory. They want to solve the problem and at the same time they don't want to solve the problem.
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The WGLF nerf sucks it’s adds 1.6 seconds from a full pickup since rn it’s 2.0 charges a second and 16 seconds to pick a downed survivor thus 8 while before it was 2.5 charges a second with a 6.4 pickup. There are scenarios where those 1.6 seconds matter. I am more upset on the machine learning nerf. A quarter of the duration was taken away for no reason. It was already a mediocre fun perk
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Inner Focus did have the ability to give a SWF infinite wallhacks on the killer
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I mean, by far and away most of the times you’ll get injured it’s because of the killer.
All this does is affect very specific perks like For the People and No Mither.
Not sure about WGLF.
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I can give some context for both of these.
For Inner Focus, some folks discovered that by running Perks like Plot Twist, a coordinated group could repeatedly lose a health state and heal each other while a Survivor is being chased, granting them essentially permanent aura reading on the Killer. While creative, it's not the gameplay we wanted to encourage, so we made a very targeted change to the Perk to prevent that. The overwhelming majority of health state losses will be a the hands of the Killer, so this should have little to no impact of normal usage.
For We're Gonna Live Forever, many people realized that by running this with Made for This, both the dying Survivor and the rescuer could be protected with Endurance. This alone isn't a problem, but when you add in the increased healing speed from We're Gonna Live Forever, it made it possible for Survivors to pick each other up very aggressively in just a few seconds - in some cases when working together, faster than the Killer could down them.
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Survivors are not allowed to have good perks
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Plot Twist + Inner Focus + SWF (Because it only works with swf)
Since Plot Twist can only be used once during main game and once during end game, it was really necessary to nerf Inner Focus because of this playstyle, you know, a teammate with Plot Twist needs a 2nd teammate healing them from the ground so they can use Plot Twist again so the 3rd teammate have wall hacks on the killer. 3 survivors doing something for just a single purpose, only 1 survivor supposedly doing gens. It's way too strong.0 -
So you see no problem with perk combos that throw the match for possibly two other randoms?
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Yes I do, thats why Technician needs a rework
Also, if someone is willingly throwing matches, they don't need perks to do so0 -
Thanks, from the title I wanted to know the reason.
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For what it's worth, 150% WGLF was pulling survivors off of generators in the hopes of "big plays". It was strong and I was seeing sit a fair bit, but it was a welcome change of pace to the non interactive pre running squads who just split gens. At least WGLF lobbies were bloodbaths
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both the dying Survivor and the rescuer could be protected with Endurance.
It IS a problem, if picking up is that free and fast, 2 seconds slower healing changed literally nothing about it. Either buff it to 150-200% and remove Endurance or remove healing speed to 50% at least. This perk is nothing but help to "I'll go down in the pallet, guys, bait him" SWF, which definately doesn't need any help.
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I think even with Peanits' explanation as to why they've changed Inner Focus, the change is still ridiculous not only in and of itself but also with regards to how cautious and concerned they are with making sure really rather bad perks don't get to be "problematic", while only awfully rarely actually releasing good perks or making any of the countless subpar perks good.
Even in the vanishingly rare case where you would actually get an SWF group coordinating to abuse Inner Focus with Plot Twist, I really fail to see how this would be problematic rather than an interesting new "meme" tactic in the game, that also has ample of counterplay. You have to be in chase with a survivor that has Inner Focus equipped, and another survivor has to be injured and flopping down with Plot Twist over and over again, while yet another survivor keeps healing them up, ideally of course with something like We're Gonna Live Forever. So you basically have one survivor left to do gens, the survivor you are chasing still isn't invincible just because they have constant aura reads on you, and you as a killer can obviously also very easily tell what is going on, and simply chase someone else. If everybody has the perks equipped, they are forgoing many better perks they could be using instead, and they also always need someone to be injured in order to be able to do this at all, which the killer can also try and prevent from happening.
I would also point out that instead of restricting perks so much in their strength and having such a narrow design space for them due to the constant concern that SWF groups can stack and coordinate their usage, it would be much more beneficial to restrict SWF loadouts, only allowing them to have one copy of any perk (or item/add-on/offering) equipped between them. This would open up space to design stronger and more impactful perks (and items/add-ons/offerings), and also benefit solo survivors disproportionately who would of course still be able to end up using multiple copies of them.
Post edited by zarr on3 -
Survivors aren't allowed to have nice perks at all 🙄
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