I noticed something about the types of perk for survivors.
For some reason the developers are tolerant of Hex perks where you have a Hex that can be present once you complete an action or even a Hex that gives another Hex another chance etc.
Even with scourge hooks perks they became tolerant and with the introduction of the new scourge hooks perk where once the survivor unhook a survivor that hook becomes a scourge hooks.
But when it comes to Boon, Teamwork or Invocation perks, they are very strict with numbers and rules and even with benefits.
It doesn't matter if the numbers and rules will kill the perk, the numbers and rules must be exactly the same as the previous perk, no exceptions!!
Literally some perks are not useful no matter how many times you buff perk all it takes is some exceptions for it to be useful don't be too strict.
For those who did not understand what I meant.
Putting the same numbers, rules, and negatives regardless of whether the benefits equal or outweigh the negatives.
Want an example? Look at the new Invocation perk, The benefits are nothing compared to the downside of being injured for the rest of the match plus up to 60 seconds in the basement, this makes the perk really unattractive.
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Invocation perks are worthless if you then have to be broken the rest of the match. I get it, they can't be gimmies, but the downside of being one hit, and injured (so noisier unless you want to bring a perk to silence yourself), on top of taking an entire minute to activate (the time it takes to activate I'm actually ok with), make you not want to even bother.
If I were to make one tweek, I'd change being broken the entire match to just making it temporary. I'm down for leaving that to a substantial amount of time (3 minutes maybe? IDK), or until 2-3 gens are done. Not sure exactly, just not broken the entire match.
I like a new mechanic and invocation perks have promise but a generic "broken for the rest of the match" as a given for all of them (at least for the two we now have) is a no go for me, I just won't use them.
Don't get me wrong, there has to be some cost to use it, and the 60 seconds it takes to cast it on it's own is not enough. There's a middle ground they can land on for sure2 -
Its because the devs are extremely bias towards the killer role.
Another example is why are survivors punished for finishing or doing their objective? Killers are rewarded for doing theirs.
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Invocations need some changes, mainly buffs, and especially Treacherous Crows. It's weak.
Hexes need only one thing and that is a totem spawn rework. Make totems actually hard to find.
Boons should have their sounds reduced and get some buffs, Illumination and Dark Theory especially.
And Teamwork perks might as well not exist, they only work as SWF perks.
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Broken for the rest of the match
I have seen a few people running invocations, that also run No Mither, so the Broken effect isn't that big of a deal + other injured perks that also used to be considered synergetic with No Mither.
Perhaps that's a way to go?
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Only thing is once you get high enough MMR you hit the wall of killers that see a no mither and tunnel that 1 player cause its an easier out.
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I read a post the other day where someone said broken should be exclusive to Weaving Spider and the crow one should exclusively apply oblivious (Good idea imo). I like the idea of your tweek. Maybe being broken until a teammate dies or the exit gates are powered since we can choose when in the match to use invocation.
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I suspect with Boons and Invocations a line of thought was to give survivors a side quest that had some sort of reward. Obviously this worked better at least for boons when CoH was strong. It’s never really worked for invocations, and hasn’t worked for boons since CoH’s nerf. I guess the devs are just throwing stuff at the wall now hoping something sticks (Illumination, Treacherous Crows). I reckon when they do their whole buff weak perks thing they’ll see the pick rates for boons and invocations are super low and will either try to buff them or just abandon those concepts—the latter of which is what they should do. If you can’t give survivors good perks don’t give them perks at all. Put that R&D into something meaningful, like fixing the game.
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Hexes can be permanently destroyed, and survivors can spawn on them from the start. Killer-sided boons would be it spawning on a random totem at the start, which the killer can spawn near and snuff it instantly, making it a useless perk. We haven't even gone into effects or numbers, but that doesn't sound very fair, right? Well, that's basically what hex perks are. And until that changes, I don't think people should be screaming, "Hex perks OP! You literally can't do anything against them!" because you literally can.
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Yeah some perks no matter how much they are buffed or even reworked will never seem to shine
Blood rush ( the same perk killers thought be meta on its released and now its rework and still no one uses it.
Smash hit = no one uses it
Poised =No one using it
Babysitter= shockingly no one is using it
Lucky star= no one uses it
List goes on 😐
Post edited by buggybug on3 -
So disingenuous. If they were so biased to killer, why would they always nerf stuff that killer has which doesn't even allow them to kill any team at 5 gens? That would be the real "overpowered" and "killer-favoring" stuff killer would have, right? Not the way those terms get thrown around now. In fact, compare what we used to have to now. Pop did 25% straight regression to a gen, 60 seconds after hooking a survivor. Now it takes 20% of current progress, 45 seconds after. If a gen was at 25%, old Pop would take it to 0%. Now, it would take a 25% down to 20%. That's pathetic, objectively speaking. That's a killer's base kick.
As to survivors getting punished for finishing gens, I have no clue what you're talking about. Deadlock blocks 1 gen for not even 30 seconds now, and gets 4 uses. Machine Learning gives a bit of Haste after a gen gets finished, but you have to know which gen to kick, and hope that exactly that one gets finished before any other, or you straight-up lose 1 use of the perk's potential 5 uses. And 3-gens get auto-blocked by the entity after a mere 8 regressions, which will happen especially if those same gens have been hit by gen defence throughout the match (via Oppression, Pain Res, Surge, etc) like they should have. I can't think of what you're referring to besides that.
Killers quite literally are not rewarded for doing their objective. Any regression gained from hooking perks, and any time spent running to the hook to save, is more than made up for if the rest of the survivors have been on gens. The time you spend in the first chase, against good survivors (there's no point in talking about anyone else), often leads to 2-3 gens being done. That common start alone begs the question: How do you keep up with that momentum the survivors have, under any circumstance? Hook 2-4 more times? That's all the time they'll need to do the rest of the gens. That's especially true since the 70-second hook change, because survivors can sit on gens til the last second and hook trade. They could already do this with quicker hooks, and it was a time positive for them. That's why good survivors do it; it's not a misplay. So hooking wastes more time, and loses less pressure, than it gains. It's no wonder some people just bleed everybody out instead.
What MMR does in its current state is hide all of this. It says, "All this imbalance doesn't matter. We're just gonna throw bad survivors and good survivors in together, and hope they win against a random killer." SWF gets around this system completely; that's why they're so broken. So I'm not doubting that for bad survivors, and even good ones sometimes (because of forced bad teammates), it's nigh impossible to beat good killers. But not every killer is good, although the average is stronger than the average survivor, and not every match is an even playing field. That means the stats are completely skewed, to where we can't even see the imbalance. Unless you already knew all that I've explained, you get duped by the results you always see and conclude, "This is why the game is killer sided." But it's not.
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Well... what does this have to do with my post? My post is about how developers sometimes break the rules in types killer perks and because of breaking them it has become very popular, for some reason when it comes to types survivor perks they are very strict about the rules and numbers even if it comes at the cost of killing the perk.
You can write your opinion if you understand what I mean.
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Invocations do feel like the positives don't necessarily match the negatives. I'd be fine if the Survivor became broken after the invocation, but then make it so that the Survivor can only be healed from injured to healthy once after every hook they take.
I don't feel Boons are any issue at all. Survivors can keep spamming Boons for as long as they're alive. Even with Hex: Undying it's just one more chance. Boons are fine.
Teamwork is more a minor subset, where the word is more to make it easier to find. I think they're okay. Not amazing, but okay.
As for the Killers, the Hex and Scourge perks all have restrictions in themselves. Hexes are limited. Scourges require RNG to really be useful. I don't feel there's m7ch of an issue.
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hexes perks used to have similar rules. a hex was a perk that would lit 1 totem. it granted singular effect and the effect was lost after totem destruction. Hex:Lullaby followed by Hex:Thrill of the hunt, Hex:third seal, Devour hope, Ruin, than NOED. Hex:Haunted ground and Hex:Retribution were forgettable perks that put twist on hexes being trapped. After that, Undying, Hex:blood favor and Hex:Crowd control came along. Different rule hexes didn't exist until Hex:Plaything, Hex:Penti, Hex:face the darkness came around.
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I've been using almost all those perks. Poised is good, Babysitter is good, Lucky Star helps me in SoloQ, and I find fun combos to run them with like Eyes of Belmont, Borrowed Time, and Inner Strength. Haven't used Blood Rush much but it works well with Sprint Burst, and I don't like Smash Hit because I have bad luck with pallet stuns.
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Good point, the idea of it also not having to be broken for all invocation perks is cool too. I can at least see why it's such a heafty cost for weaving spider (even if it's a bit too hefty to be worth it) but the crow/aura one (can't remember the name) I agree, oblivious would be more fitting. I'd maybe run that one just to see how much value the team gets out of it if I were oblivious, even if it was the whole match. But broken, I doubt I'll try the perk once XD. Honestly, I'd take being exposed for the whole match over broken, at least I could heal to be stealthier.
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16 survivor perks vs 4 killer perks
SWF capabilitys
Stacking the perk capablities
The synergies of stacking it with other perks you have
The synergies of stacking it with perks OTHER people have
The synergies of stacking it with items you have
The synergies of stacking it with items OTHER people have
Specific killer interactions
Specific playstyle interactions
ect
You can't really 1:1 compare perks in an asymmetrical game, its hard to compare survivor gmo free pesticide free all natural apples to extra asbestos killer oranges when there are so many factors that separate them.
Boons, the potential to place 4 perks down that everyone can use in an aoe in 14s is really strong especially with any form of communication or map offerings to create impossible hook scenarios and scenarios where its really easy to reset, or lose the killer, they are limited to 24m because the individual impact that a single boon on a single totem should have should be centered in one small area and not be wide spread because its effects often mirror strong perk effects permanently in its aoe. The only boon you could even consider increasing its range without making it a problem is boon illumination. But at that point why not just give it a different buff.
The new invocation perk is rough but its a ptb perk. It has time to ferment. Weaving spiders used to be 15 charges on generators (that could be regressed) and took 120s. Wicked used to be whatever this is
Sometimes perks just take time to ferment and clearly the new invocation perk wasn't ready yet.
Frankly its 2 examples of things that 1 of which is going to be changed and 1 of which should just be overhauled
Teamwork perks are fine just underrated, being 105% speed when running away from a killer after a resurgence heal is really good.
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