Full Patch Feedback + Suggestions
I've played a while now and here are my opinions on everything. I think there's more good than bad, but it is definitely a mixed bag. If I don't mention something it's because I think its fine or good.
The Krasue:
I go in depth here:
Summary of Suggestions:
- Replace Head Form's Pallet Vault with a Pallet Break
- Remove Regurgitate Splash Aim Assist
- Increase Regurgitate Cooldown
- Increase Head → Body Transition speed to 2.3 m/s from 1.15 m/s
- Maybe change Head Form to 4.6 m/s from 4.8 m/s if still too oppressive
New Killer Perks:
- Ravenous is cool, Wandering Eye is pretty much useless, and Overture of Doom is fine within a Hex build, but nothing crazy.
New Survivor Perks:
- Road Life and One-Two-Three-Four are solid in their niche scenarios. Ghost Notes is very dumb with Light Weight, and combos too well with Vigil and Sprint Burst, which are still extremely meta.
Ghost Notes should have the opposite condition while NOT Exhausted. The 10% faster recovery speed would make more sense then.
Quality of Life (Including Maps) Improvements:
- Overall solid, but I've definitely seem some issues where areas are too strong. Like on Father Campbell's Chapel on the broken building sort of tiles I've seen both pallets spawn instead of just one.
The Shape:
- I like the new stalk mechanic, but the actual Evil Incarnate mode sucks and needs some heavy changes.
The Unknown:
- Does not solve Unknown's main issues, while nerfing an already bad add-on (Vanishing Box). Make Weakened 11 seconds, and the cooldown 6 seconds and then he's in a really solid spot. People like Unknown because the projectile is fair, but he is a bit underpowered and a little help would go a long way.
The Dark Lord:
- He's basically the same so I don't have much to say, but he already had add-on variety issues and this doesn't change that.
Clown, Ghoul, Oni:
- Good changes, but I think Oni could use 8-10 blood orbs instead of 5.
Survivor Perks:
Mostly fine, but I'm going to go through the ones I have issues with.
- Friendly Competition: Flawed concept, needs a rework
- Leader: If anti-slug is going through in any capacity this should not affect Sabotage speed. It could be 35/40% in that scenario even.
- Tenacity: Give this perk back recovery while crawling, that should not be a base-kit feature with the Anti-Slug changes.
- Vigil: Only fixed 1/3 issues. It should not effect hindered to destroy killer powers, and it should be 40% instead of 66%.
Killer Perk Updates:
All of these are honestly either solid or fine. Monitor and Abuse being nerfed for the killers that actually use it is weird though.
- Leverage: Should've stayed 50%, it didn't need a side-grade with the healing oriented meta survivors are in right now.
Comments
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How is road life solid ? Did you even read it
1. You need to get great skill checks when injured and not just injured not broken
2. Missing removes them
3. It ONLY lasts until you attempt end so if you scream or have to end it before its completed its used up0 -
It's not the best thing ever, but I've gotten value with self-care and a med kit. I just don't think there needs to be a universally strong healing perk again so it's fine being like a 5-6/10
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Its not the best its the worst healing perk. Did you even read the requirements to get it off.
Drop the one time attempt and give it a 60sec timer once activated please something where its not a one off.-3 -
How often are you getting interrupted while healing, are you just exclusively healing under hook or something? It's literally just 4 greats while injured then your next heal is 100% faster. I'm also not regularly missing skill-checks to the point of losing tokens lmao. If you have an issue hitting greats, run stake-out. If you want a consistent perk run botany, desperate measures, do no harm, or we'll make it. It's the fastest self heal modifier so obviously it needs to have some weirder condition when it also stacks with the other ones. Some sort of timer would be fine, but I don't know why we're acting like you getting interrupted while healing is a problem with the perk and not you for the most part.
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On an altruistic heal with no debuffs its 8 seconds. On a self-medkit heal with no debuffs its 12 seconds. With mangled it's only slightly more. On a self care heal it takes it from 45 to 22.5, which is faster than a med-kit heal. You can definitely go that amount of time without being interrupted idk why you're saying ONLY. Idk a single person regularly missing generator skillchecks either.
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I can tell you are a killer main and never ever run this perk and want other survivor perks to be nerfed to this level.
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Because it shouldnt be a factor. Give a it timer 30-60sec tell me where that would be broken? Because this post section is full of killers who want the weakest perks for survivors.
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I mean I'm Iri 1 on both less than 2 weeks into the month because I like both roles a lot. Killer has less oppressive perks than survivor does right now, killer issues are mostly killer specific (like blight being able to zone break and rush immediately, krasue existing), the only perk that was really problematic was DMS and it got changed already. I don't want survivor healing perks to be nerfed, I want killer anti-healing perks to be buffed. They should've just straight up buffed leverage instead of side-grading it, which I'm going to edit into the post lmao.
I used the build above a few times and it was useful because I like to stay injured on gens and reset only when necessary anyway (or use the medkit if I needed to reset otherwise). I'm not against a 30 second timer, but it definitely isn't as bad as you say, it's just not meta. For altruistic heals it kinda sucks when people move around and cancel it so I see why a timer would be good there to make that better, because I've mostly been using it on self heals.1 -
Answer this why would you run Road life over any other current healing perk?
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For Altruistic Heals, there's really no reason. For self-heals, it's the fastest self-heal speed modifier. I like the gimmick with self-care because if you're constantly self-healing with just botany or just 1-2 stacks of desperate measures you're wasting time in a lot of scenarios unless you stack them both which takes 3 out of 4 builds slots. I like being able to just run the 2 together and self-care when it's active at a speed faster than a med-kit heal. It's not an amazing perk, and I would be fine with it getting a 30 second timer, but I also wouldn't mind if it stayed the same while they change higher priority things.
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Summary of Suggestions:
- Replace Head Form's Pallet Vault with a Pallet Break
- Increase Head → Body Transition speed to 2.3 m/s from 1.15 m/s
W*F am i reading….
how this would be good?
This killer NEED NERFS ASAP not another buffs… this must be rage bait or you are just on the bottom of mmr if you dont understand that this killer is already too strong
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I also think they could increase the cooldown on regurgitate, and make head form 115 instead of 120. But removing a pallet vault does way more to nerf her than a little feels good thing for dealing with body blocks
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i updated this post to reflect that I made a Krasue specific post that had more nerfs already lmao.
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