Revert Thrill of the Hunt as soon as you can
Comments
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In some cases yes it is a couple of seconds of blindness but in many cases it's spending considerable amount of time to down a survivor to then have that time taken mean nothing due to a flash bang save so have to spend more time chasing them again. As far as PvP goes, survivors objective is gens to escape, not interact with the killer so having something to discourage PvP on the survivors part makes sense.
To be fair gens pop so fast these days it's nice that survivors get slowed down by totems. And the locations of totem spawns is so messed up and not hidden, survivors spawn right next to them sometimes an would disable the hex right at the start of the match. That made hexs worthless. With thrill it gives hexs value, gives survivors something else to work on other than speed popping gens. So in this case thrill perk is the counter to base kit speed progression. If gens didn't pop so fast at base value I don't think thrill would be as strong as it is, but it needs to be strong to counter the gen speeds.... something was needed thats for sure
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Totems in general are RNG. The totems COULD be well hidden or could be right next to a gen. You MIGHT find ruin right away, or it might be haunted ground. If we're talking totem RNG in general, I don't really know what you could change about it.
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Personally, I wouldn't mind them walking this back… I'd rather have the extra bp over a buff thrill anyway. That's just me tho…honestly wish devs stop removing bp bonuses from perks. I still missed old BBQ and getting extra bp from hooking a new survivor.
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I think Thrill as a totem protection perk CAN stay, it certainly needs something because otherwise it's sort of useless and making it stronger isn't an issue. I just think not this strong. 14% is a little absurd, I think 10-12% would be fine. That way when stacked with other totem protecting perks like Undying or Dominance, it's not so terribly strong as to make cleansing take 47 seconds.
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Everyone saying use counterforce please for the love of god play solo Q and see how little it helps especially with Undying. It has been endless Thrill/Pento/Undying/Devour. Since totems don't save progress the worst is sitting there for 40 seconds almost about to break it and doctor does his aoe.
This is really a completely unfun build combo to play against when playing SoloQ. You can basically see devour coming and can't do anything about it.
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I do think 11% or 12% would be completely fair honestly as well. Do think 14% is little overkill honestly.
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I do think Thrill is overtuned, but you just showed that counterforce in fact counters it by reducing drastically the timer 🤷♂️ specially after the first totem, 14 to 22 seconds is noticeable, but it's much much faster than not using it
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This isn't just "anything new", this is a spike in power that is absolutely busted and extremely abusable with certain killer powers, perks, and addons.
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I like that you guys are complaining about nerfing thrill of the hunt but you are still genrushing the whole game (which is the most optimal thing to do) while the killer can't tunnel (which is the most optimal thing to do) because of ds/dh/otr/stb.
Man stop crying about nerfing the killer because u need to get carried by perks and bad balancing of the game.3 -
I've not played a game yet where the totems have been cleansed even with Counterforce in my build every game and have faced it a lot now.
I'm thinking the only real way to beat it is to do the gens as quickly as possible before they get the 5 stacks of Devour, which has worked once with a 3 man out and got to 1 or 2 gens left a couple of times. In solo queue this needs several long chases whilst hoping the killer keeps chasing someone that can evade them for a decent length of time and the other survivors sticking to gens. Solo queue being solo queue this rarely happens!
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I agree, but why can't we tone down TotH while also buffing some of the counterperks? You never answered that.
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Sorry? I was never part of that discussion. Don't act like I've been dodging or ignoring questions I haven't even been asked in the first place. Anyway…
I've said this in multiple places on other threads, but the REAL problem with totems is their placement. 90% of the time they're just out in the open, very easily visible as you are running across the map. 60% of the time, feels like they're RIGHT next to a gen. Can't tell you how many times I have ran a hex totem only to find it near a generator in plain sight.
THIS IS THE PROBLEM. We need better hiding spots for totems, and we need more of them.
Fiddling with the numbers on perks only does so much, but in this case, I'm afraid "toning down" is no good and the change needs to be utterly reverted. 28 seconds even feels like a bit too long, honestly. Because when you also run Face the Darkness, that still makes totems impossible to cleanse for those who are screaming. Even with resilience.
Buffing the counter perks isn't really a solution either because then that's basically bhvr admitting there is a problem, but instead of fixing that problem, they replace it with an even worse bandaid fix by buffing certain perks that help cleanse totems. Trust me, we do not want a meta arms race of impossible-to-cleanse totems followed by perks that make cleansing totems super fast. Because then if you're running any sort of hex build, also running Thrill of the Hunt becomes mandatory, otherwise your totems get destroyed in 5 seconds by people who came with those counter perks.
Remember, this is why hex builds are so often coupled with Hex: Undying. Because "RNG" is usually so bad that hex totems get found within the first 30 seconds of the match.
Instead, completely revert the slowdown change. If you're actually interested, I've written a topic about how the devs could tweak Thrill of the Hunt and add another interesting effect here.
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totem placement will do exactly nothing vs a team that has maps or detective hutch. it doesn't matter where you place the totem and bvhr has new habit of putting aura-reading base-kit for totems like hex:plaything. the best compromise to totems is making totems a large time sink so that even though totems are likely to be erased if found, they'll at very least provide the killer with some side-objective to slow gens down. A side objective if you will.
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But hey, those are items and perks brought to "just counter" the nasty hex perks!
Also, when certain totems make you downable in one hit, make chase ten times harder, or otherwise make skillchecks impossible, they aren't exactly side objectives.. then they become a necessity to cleanse, but then usually by time you realize it's too late.
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totem placement will do exactly nothing vs a team that has maps or detective hutch.
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Yeah, survivors would have any value from items / perks.
Aren't they supposed to provide value?
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no they don't. they are not necessary to cleanse.
Aren't they supposed to provide value?
what about killer perks? aren't they suppose to provide value? Or are they just suppose to be cleansed every game?
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Please nerf it, every match is hex totems now, it's not fun, so boring
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Or are they just suppose to be cleansed every game?
Yes, hex perks have that drawback to be cleansed, they are balanced around the fact that they can be cleansed, because Devour Hope or Third Seal would be too strong without possibility to be cleansed 🙂
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the perk is still possible to cleanse. cleansing every game shouldn't be a given every single game.
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Well, without perks or items to help deal with totems, then they become even more obnoxious to deal with. You could spend MINUTES just trying to find one or two totems. And I'm not even taking into account the time to cleanse them yet.
This is how DBD has always been. Both sides bring perks. Sometimes some perks are only useful against other perks. And sometimes those perks don't see any use because the other side hasn't brought the things they counter.
Consider this: If I bring a full build to counter Thrill and the killer has no hex totems, I've pretty much brought 0 perks. As a survivor, I get extremely little value from things like maps, detectives hunch, or counterforce.
But if the killer brings hex totems and I have the same build to counter them, the killer still gets value no matter what. This is absolutely guaranteed. Totems can still affect the match before they get cleansed. I can fail to cleanse the totems for one reason or another (being chased, interrupted by scream, etc). Or in the very worst case scenario, even if I manage to cleanse the totems, I've wasted oodles of time doing so, when I could have been doing gens instead.
People bring deadlock for instance, which blocks a gen for 20 seconds. You pretty much only get value out of this perk 4 times. 80 seconds of survivor time wasted. Now how much time does buffed thrill waste for survivors? See the problem?
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