we're doing this again, same with the basekit mori update?
When the basekit mori was still floated, they knew something had to be done to balance it out. So they tried basekit unbreakable, then received the feedback it was too powerful and exploitable, removed the basekit unbreakable and simply shoved the basekit mori through anyway. That compounded the slugging problem and community culture until it reached such a peak of toxicity it needed the 'mercy ruling'-style abandon system to be implemented.
Now, they've removed virtually all the anti-tunneling and anti-slugging measures they instituted (outside of changing Deerstalker) but purposefully retained the nerfing of Tenacity and Off the Record into the ground. You could try to float 'OTR was too popular', but no one is stupid enough to believe Tenacity was being used in record numbers. You nerfed Tenacity and OTR in exchange for NOTHING, while e.g. buffing Hex: Ruin to high heaven to empower the attrition game. This has provided zero disincentive to slug.
I have never seen developers more allergic to retaining new players who haven't yet developed sunk cost fallacy. The lesson 'it is bad to engender passivity in the player, and make them feel like their actions have no material impact on the course of the game and there's no point in being engaged with it' is day one stuff. Obviously balancing the potential for exploitability irt SWFs and certain perks is not a matter of snapping the fingers and making one big holistic change. But we already know that players are trying to join in as with the FNAF chapter, getting hard tunneled out or slugged and bled out game after game with little sense of traction or footholds on where and on what path to improve, and in at least one case outright refunding the game because of being punished by the game for this.
And to add to that, you allege that you want to balance perk usage, but punish users of niche perks like Tenacity. For what? The auto recover makes no difference. At best it's a mild 'anti-Go Next' gesture, which will make no material difference since once a teammate taps them up, a sullenly afk player will just get smacked down again.
Comments
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I don't know how to feel about the Tenacity change. Blocking aura is a good change, but I'm not sure that the crawling speed needed to change to compensate. You're generally not down for that long and if you are, you should be able to punish Killer for leaving you there.
The change to Deerstalker makes Strength In Shadows less appealing.
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Even worse, you can no longer recover while using Tenacity and moving at ALL. Because that was going to be basekit, they removed it from the perk, but because the basekit change didn't happen, now you can't even recover while moving ONLY 25% FASTER. They gutted it into the ground because the changed it anticipating anti-slug changes they refused to implement.
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Oof, that's terrible. Not sure how I feel about the auto-recover either. It seems to be taking engagement out of the trial and encouraging AFKing.
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I wish people would stop pretending like it's a slugtunnel apocalypse. It's just disingenuous. Watch any given survivor streamer and see how often that stuff happens. It's not very frequent at all. Certainly not "game after game".
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whether it happens a lot or not is irrelevant, it's an unhealthy mechanic because it pushes people away from interacting with the game.
your argument is also incredibly flawed because I could turn around and say "watch any killer streamer and you'll see they get multiple 4ks in a row without ever losing so obviously killers need to be massively nerfed" which would be something to be ridiculed becase why on earth would devs balance around content creators who make a career of being able to excel at the game they play
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