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Another survivor perk nerfed to the ground. Thanks killer mains!

TheDavidKingMain
TheDavidKingMain Member Posts: 42
edited November 27 in General Discussions

Why are survivors just not allowed to have strong perks anymore? This is actually ridiculous that killer mains have such control over the community that that they can get shoulder the burden, an anti tunnel perk with 2 SIGNIFICANT DOWNSIDES, nerfed before it even hits live servers.

Can’t say I’m surprised though, we all saw this happen so many times before. DS, dead hard, MFT, ADRENALINE! (seriously why did ADRENALINE need a nerf????) Why even buy the new survivors when their perks are so bad?

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Comments

  • radiantHero23
    radiantHero23 Member Posts: 4,266

    The killer perks are still decent. Im suprised the lunge one didnt get touched at all, considering that it often straight up outshines coup.

    The healing perk is gonna be the 4th infinity stone for doctor players. *shiver*

  • SuspiciousBrownie
    SuspiciousBrownie Member Posts: 239

    Shattered compass is literally the definition of synergy. Making more scourge hooks will buff every scourge hook perk.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    Must have missed it then.

    Regardless, I don't really see an issue either way.

  • GeneralV
    GeneralV Member Posts: 11,328

    If you use them, that is.

    I usually don't. Except for Pain Res, but I am not using Pain Res all the time.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,280

    The Lunge-Perk is veeery specific. Coup the Grace is just better overall IMO.

    But I agree with the Healing-Perk. I dont think it is very strong, but it is one of the Perks a Doctor-Player can run to make Survivors go next as fast as possible.

  • Langweilg
    Langweilg Member Posts: 1,281
    edited November 27
  • jesterkind
    jesterkind Member Posts: 7,854

    Trevor: Eyes of Belmont. This is the weakest perk on this little list, but I still think its base effect and the synergies it has leave it being genuinely good overall.

    Lara: Finesse unambiguously, that's obviously a strong perk. I would argue Hardened is underrated too, but to be fair, I did say "genuinely strong" so it may not reach that specific bar.

    Sable: Strength in Shadows is the best source of self healing by a wide margin, it's crazy good. Wicked is also very good, but primarily as a means of evading the killer and stopping yourself from being opportunistically tunnelled. The basement-Deliverance effect has high potential, but isn't reliable, that's not why the perk is strong.

    Alan: Champion of Light. I feel like his other two perks being so undertuned left people glossing over this one? But seriously, it's a damn good chase perk.

    Ellen: Light-Footed and Chemical Trap. Both have an asterisk, but neither asterisk is about their strength- just that Light-Footed can be kind of hard to tell how much it's doing in the moment, and Chemical Trap needs careful decision making about where and when to use it. Both are still very good perks.

    Nic Cage: Dramaturgy is a solid chase perk that has some slight RNG elements that could either make it better or riskier, and Plot Twist is a strong and versatile perk.

    Gabriel: Obviously he released with Made For This, but Troubleshooter has been a genuinely good perk since release too.

    I think cutting things off there is appropriate for "recent", that's back to well over a year ago. Minus the DnD characters and maybe Trevor based on your personal line for "strong", all of those characters have good choices.

  • Langweilg
    Langweilg Member Posts: 1,281

    Not even doctor can make the healing perk work effectively, because it requires medkits or self healing perks. Even when someone has a medkit it will only work once.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 834
    edited November 27

    its funny how people on both sides are crying a river over pretty insignificant nerfs to a secondary effect of a perk whose main effect is still very much powerful and gamechanging.

    having a literal deja vu with pain res nerf here.

    all this nerf would do is make it so the unhooking survivor has slightly bigger chances to trade instead of getting a free unhook. run DS, actually respect the killer's presence for those 40s, play safe and dont use the transfer if you have a stage on you already and you'll be fine.

  • radiantHero23
    radiantHero23 Member Posts: 4,266

    Do what you think is best for you. I personally am not a real doggo - enthusiast, so im zero percent interested in the killer. Im also more leaning towards playing survivor right now and as you said, thats not really a big factor this time. Probably gonna wait as well for now.

  • I_CAME
    I_CAME Member Posts: 1,306

    Pick rate after the initial hype will speak for itself. If it's the game changing perk killers think it is then it will be used by everyone. If not then it will be just another dead perk. I don't think anyone in the average match will bring it after realizing it immediately puts them on death hook. Killers who tunnel also proxy camp and the average player is just gonna go down immediately after the exposed triggers. It might see limited long term use in SWFs but they didn't really need help against tunneling to begin with.

  • radiantHero23
    radiantHero23 Member Posts: 4,266

    I dont understand why they just push that perk live. I close my eyes and see doctors sending themselves to gideon with this perk and the most nasty other 3 perks that they can think of.

  • ratcoffee
    ratcoffee Member Posts: 1,480

    Eyes of Belmont's primary effect is a worse version of old Dark Sense, a perk so middling it got reworked a while back.

    Finesse, ok, I can agree with that

    Strength in Shadows only seems good because the raw self-heal speed is better than most other sources of self-heal, because self-heal is garbo rn. IMO "good for a self heal perk" isn't the same thing as "good"

    Champion of Light is decent I guess, but it did feel weird to have Shadowborn reworked into a perk that counteracted the CoL at the same time. This speaks to the frustration OP had - why does the solid survivor perk have to drop alongside a perk that neutralizes it? It makes it feel like survivors aren't allowed to have nice things.

    Lightfooted is alright, but I can't agree that removing only one of half a dozen positional indicators for survivor reaches "great" status. Chem trap is solid if you get into a scenario where the killer has to break a god pallet, but I think calling it "great" is an overestimate of how reliable it is to get the chance to use effectively.

    Dramaturgy, also I think fair to say it's good.

    Troubleshooter imo doesn't do anything that isn't also accomplished by bringing bond + using proper camera angles in chase, as you can generally tell who's working on what gen with bond & killer movement a few seconds after a pallet drop is generally quite predictable, so imo it's middling rather than "good"

  • jesterkind
    jesterkind Member Posts: 7,854

    Eyes of Belmont also has a secondary effect, which elevates it above old Dark Sense. Like I said, it's the weakest on this list, but it opens up some genuinely useful synergies and builds. There's a middle ground between "genuinely strong" and "worthless", and at minimum, that's where Eyes of Belmont is. It's a good, useful, reliable perk.

    Strength in Shadows, your take rests on the idea that self healing is bad right now, which it's not. It's not overpowered like it used to be, but medkits are solidly useful and Inner Strength is equally a very solid perk. Strength in Shadows is considerably better than both. It's a damn good perk.

    For Champion of Light, I think that's a very restrictive and odd way of looking at things. Sure, this perk has one specific perk that counteracts it (plus Lightborn partially counteracting it), but what are the chances the killer you're facing actually has it? I run CoL myself and I can confidently say I haven't seen Shadowborn once. That leaves it just a damn good perk in realistic matches.

    Light-Footed removes the most important indicator in a lot of scenarios, which is why it's genuinely a great perk. Hard to know you're getting value, to be sure, but the value that's on the table is really useful. For Chemical Trap, it doesn't have to be a god pallet, just a safe one. Any pallet in the entire game that you can play while it's dropped is a viable spot for Chemical Trap, and using it leaves the killer in a lose/lose where they have to either waste time building Bloodlust or waste time catching back up with a Hindered slow.

    Troubleshooter has the benefit of having multiple effects in one, and without the range restriction of Bond. It's on the weaker end of this list but it's unambiguously a good perk, more information is better than less information- and even if it's the same information, "as good as another very good perk" doesn't make it bad.

  • jokere98
    jokere98 Member Posts: 606
    edited November 27

    and then doctor ends up with survivors, that don't self heal AT ALL, and the perk does nothing

  • TheSingularity
    TheSingularity Member Posts: 131

    Damn.

  • Pelaan
    Pelaan Member Posts: 231

    This is funny cause most Killer mains weren't complaining about this like even I wanted the exposed removed cause even without it I was just gonna go for the unhooker.

  • Brimp
    Brimp Member Posts: 3,001
    edited November 27

    Oh no 40 seconds of exposed… would be a shame if i just sprint bursted/lithed across the map if the killer tried to capitalized on it. Its already good if you're good at looping but now the 40 seconds of exposed is an actual risk now because who isn't pairing this with a lithe or sprint burst to run across the map? Also DH, adrenaline and MFT were FAR from nerfed into the ground.

  • Yggleif
    Yggleif Member Posts: 213

    Still think it's a top 10 perk tbh.

    It's like unbreakable where some games it won't come into play but other games it'll turn a 4k into a 4 man out.

  • Shroompy
    Shroompy Member Posts: 6,693

    Im the opposite and much prefer it this way since it makes more build varieties and things much more exciting.

    Id much rather be surprised by a MoM proc or get bamboozled by Deception or Diversion than seeing some one DS me "unexpectedly" or take off with Sprint Burst.

    That being said Shoulder the Burden is still very likely going to be meta, but we'll just have to wait and see

  • Vishlumbra
    Vishlumbra Member Posts: 165
    edited November 27

    @TheDavidKingMain

    I think you're being a bit extreme here. Shoulder the Burden is a game-changing perk when used correctly. It’s one of the best perks to come from this chapter, and there’s a reason the Exposed status was buffed—it’s incredibly strong when you think about the possibilities. Once you consider how it works, you realize just how impactful it can be.

    The beauty of Shoulder the Burden is that your team gets to choose who holds the "burden." Pair it with Dead Hard or DS for added safety. It’s great for your best loopers and can be combined with perks like Boil Over for even more disruption. You can see how it creates strong synergies. It’s a very powerful perk.

    Imagine the potential: A team brings two strong loopers with perks focused on evading the killer, while the other two survivors focus on quick gens. Shoulder the Burden "trades" hook stages from the weak gen-rushers to the loopers who are well-equipped to survive and waste the killer’s time. It’s a fantastic perk that offers a lot of strategic depth.

    I do have one question, though: What happens if the killer is running Make Your Choice? What happens to the unhooking survivor in that case?

  • UndeddJester
    UndeddJester Member Posts: 3,379
    edited November 27

    Personally think the perk is gonna be plenty strong, just requires you to have to use your brain rather than being an unhook happy goof like most of SoloQ is.

    We've all see those cracked survivors who are untouchable, that the killer drops chase repeatedly to not waste their time with them. Survivors who are actually good get real carry potential with this perk by forcing the killer to have to deal with them.

    A build off top of my head for it:

    • Shoulder the Burden
    • Vigil
    • Off the Record/Sprint Burst
    • Camaraderie/Reassurance

    Plenty of options to make the perk perfectly solid for absolutely thwarting a killers tunneling and camping plans. Just because a perk is not unga bunga foolproof to the point any idiot can slap in on any build and get value out of it, doesn't mean it's not still strong for players who use it at the right time.

  • angrychuck
    angrychuck Member Posts: 116

    I don't think this should be blamed on killer mains but I do agree that nerfing this perk was not the smartest decision.

  • radiantHero23
    radiantHero23 Member Posts: 4,266
    edited 12:19AM

    It's not Erie of crows.

    It's Gideon meat plant. You HEAL against a good doctor on that map.

  • ad19970
    ad19970 Member Posts: 6,429

    No offense but these forums here have stopped being killer sided quite a while ago. I see equally amount of killer biased and survivor biased people on these forums nowadays.

  • ad19970
    ad19970 Member Posts: 6,429

    In my opinion they should have gone the other direction, buffing this perk by removing the exposed effect. I don't see how this perk is going to be useful in 95% of matches.

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,280

    Medkits are quite popular. In general, as I said, it is not a strong Perk. But not a healthy one either. You will never see this Perk in a regular Build, but you will see it if someone wants to be annoying.

  • Prometheus1092
    Prometheus1092 Member Posts: 400

    Survivors don't need any perks to loop killers, I've seen loads of survivors go into a match with nothing and just run circles around the killer especially an M1 killer. But the reason survivor perks gets nerfed isn't due to the killers complaining about it it's due to the swf taking advantage making a strong perk an incredibly OP perk. Fact is perks are stronger in a swf so if they are strong in solo then it makes them too strong in swf. Blame the swf not the killers lol

  • lav3
    lav3 Member Posts: 775

    It was already meh perk for solos.
    Even with nerf, the perk is gonna be SWF perks like CoH, Camaraderie, Babysitter and others anyway.

  • ratcoffee
    ratcoffee Member Posts: 1,480
    edited 2:49AM

    I disagree that Eye of Belmont's secondary effect is actually all that great, asit only applies to perks that don't really benefit all that much from extra duration.

    I should clarify what I mean about Champion of Light because I admittedly messed up describing it the first time: I do think it is a solid perk, but because of the timing on reworked Shadowborn, I can see why someone would feel the message from the developers was "anything survivors get, killers will get something that directly counteracts it, so don't get too cocky." I agree that it's good, I just wanted to explain the baggage some survivors would have around it with regards the claim "survivors can't just have a good perk"

    Other than that I think we've already explained our differences of opinion so I guess we'll just need to agree to disagree

  • Lixadonna
    Lixadonna Member Posts: 245

    I don't know why it needs a secondary effect. Sacrificing a Hook State should be enough. Jusy another Survivor Perk with too many restrictions to get low value.

  • jesterkind
    jesterkind Member Posts: 7,854

    I have a post about it further up, but to reiterate:

    Trevor has Eyes of Belmont, but I do acknowledge that's the weakest on this list. Depending on your personal line for a strong perk, I could see someone reasonably considering Trevor an exception here as his best perk could be fairly seen as just "decent" rather than "strong".

    Strength in Shadows is a top tier healing tool and a very strong perk. Wicked is also very strong, it gives very valuable information and has a potentially game-swinging secondary effect, though that secondary effect isn't reliable enough to be the reason to bring the perk in my opinion. Sable's actually the strongest overall here because two of her perks are just flat out strong with no caveats.

    Alan has Champion of Light, a strong chase perk. I don't personally run every perk on this list, but I do run Sable's perks and Champion of Light a fair amount of the time, in different builds. They're just strong, no two ways about it.

    Ellen has Light-Footed and Chemical Trap. Both of these perks have an asterisk - it's hard to know when Light-Footed is working for you and Chemical Trap requires a bit of game knowledge to use well - but neither of those asterisks directly affect their strength. Light-Footed is great for fooling the killer in loops that break line of sight and for running up to get a flashlight save, among other things, and Chemical Trap can put the killer in a lose/lose scenario on any tile where a dropped pallet can be played around.

    Nic Cage has Dramaturgy, a strong chase perk which does admittedly have some slight risk attached from the RNG, and Plot Twist, a versatile healing tool. People kinda assumed that because Cage's perks were goofy, that means they're just meme perks, but even Scene Partner is in that "decent" camp I mentioned up above, his perks really aren't bad.