Survivor perks vs Killer perks changes around repair speed and damaging generators
Right now in the current state of the game, it has come down to basically using speed reduction perks again to level the playing field in any sort of way against survivors that can coordinate and clear gens quickly.
Due to the numerous nerfs to generator damage from perks and limits placed on how much is inflicted and how many times, killers that are viable are basically being limited to see a game last long enough to even kill one survivor before exit gates are powered.
This game shouldn't be going into a meta like that and nor what was seen in the PTB should ever rear its ugly head again. If anything, generator damage should be going up on perks because generators themselves have a cap on how many times they can be damaged before being effectively blocked the rest of the game.
People are paying for these DLCs for the perks given and the balancing is burying them into mediocrity. Its ridiculous. Not to mention I am seeing a shift on the survivor side where perks like Prove thyself and resilience are being combined with tool boxes to blitz through generators. I injure a few survivors, get stuck chasing one, and the others run off with their new bonuses and clear generators.
There is hardly any interaction right now unless the game is slowed down by the killer and even then that is hard to achieve. You also have perks that extend chases and denying hits on vaults, people are body blocking with endurance in certain situations where I should be able to hit their friend but instead their fresh off the hook pal turns into a meat shield and healing is so fast that I see people go from injured to healthy like its a light switch.
All of this to say, I hope this gets eyes of the dev team because I do enjoy playing this game, at the same time though it is becoming increasingly difficult to enjoy when the response for balancing the game is to slap on more passive bonuses, and nerf more perks AGAIN instead of giving us new tools to use as killers against these new and old tactics coming up.
Please take this into deep consideration and come up with more options for killers, look at old perks, make them better, for example Thanatophobia, this perk is obsolete in the current meta, 2% speed reduction unless I get all 4 survivors for 20%, while again people are healing each right off the hook into healthy status. are you serious?
This same perk falls off the face of the planet if I kill or sacrifice 1 survivor. Where are the incentives to run other perks when they are forgotten or broken into obscurity.
Good day.
Comments
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I'm am aware of those combinations with those killers and Thantophobia. It doesn't help them that much either.
20% penalty from Thantophobia which everyone can just find fountains for plague and boom, everyone is healed to normal, bye bye bonus. Legion has it better in that regard, some maps just ruin legion though. Ghoul is well, Ghoul until the devs nerf that guy which I imagine will be not that far along now.The perk is obsolete until they can find a way to keep it relevant longer in a match and doesn't get turned off easily by skilled survivors or just rendered useless by games that are over way to quickly.
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A 2% penalty on only repairing, sabo, cleansing speeds on a survivor that can get a 9% speed bonus on every action in the game via resilience and another 10%-30% via prove thyself for repairs and then trying to keep all 4 of them injured to keep that at 20% is in no way practical or fun even on Plague. Not to mention you progressively see it get worse as survivors maybe start getting sacrificed. They won't spend time off gens that much with all the bonuses they now have, they will repair them and get out before its achieved or any value is returned.
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People will remind u tunnelling being too oppressive and undodgable on low MMR.
IMO, some anti gen rush perks design extremely poor. Like any anti gen with skill checks basis or deadlock/corrupt intervention. Yet scourge hook (if not combining with dms), eruption and grim embrace being good perks and we need more of them. But still - people will remind u that u have to balance around low solo q because it’s not a problem of absence of communication in team, sandbaggers, game instruction being unclear so it’s hard to learn about 40 killers and more than 200 perks and 0 feel about being responsible for your teammates, but tunneling. And because solo q always struggles to split up, we can’t get something more meaningful to incentivise spreading hooks and tunnel less because such incentives actually enough in good play.
Same position doesn’t really correlate with killer powers and generators as main objective tho
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That there are still people around thinking that regression perks should get buffs. This community never stops to be unreasonable.
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Solo queue: This game is miserable.
Killer: Just coordinate!
SWF: <coordinates>
Killer: We need to nerf that.
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Killer: Don't like X? Just bring perk Y to counter it!
Survivors: <bring Y>
Triglav: Ok, but now am I supposed to do X?!?!?!
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The problem is the devs are overtuning said perks to the point where "Perk X" being used by the killer gets rendered inert in some games by "Perk Y" being used by the majority of the group . Resilience is giving basically 1 survivor a universal action speed 9% bonus as long as they stay injured. Its a reward for being hurt, that's it.
It would be like if the killer gets a bonus if they let a generator get repaired to a certain level, all of a sudden they get 10% haste because a generator is 90% completed and it doesn't go away until the killer gets stunned by a pallet or something to that affect, how would you feel about that? Not good I imagine.
A timed bonus would make more sense, we already have timed status effects on killer side, why not make the repair bonus timed? could just give it like 90 seconds and then it goes away until they get injured again, not until they get healed but then coordinate to not be healed until they get a gen done.-1
