http://dbd.game/killswitch
What exactly was the rationale behind the Hope nerf?
I don't think anyone actually wanted or asked for this.
On top of that, the factors as to why this perk of all perks would be nerfed don't really make sense either:
- It only had a modest Pick Rate (around 6.5% according to NL, on par with Kindred and We'll Make It)
- It wasn't really overpowered, it had a good effect but that was balanced around it being potentially useless.
- I don't think it was overperforming statistically, but there's no real way to know unless a dev clarifies.
- It didn't feel impossible to play against.
I'd love it if a developer clarified why Hope was nerfed, because I'm just not seeing the reasoning. It feels like they taped Perks to a dartboard and started throwing.
Personally, I think this change is generally anti-fun. Hope is incredibly fun to use, and nowhere near overbearing enough for Killers to warrant a nerf, especially considering how good some of the Killer endgame perks are.
Perks with strong, but less consistent effects make for those incredibly fun moments. Let them remain strong, otherwise you just get mid perks that only work occasionally.
Seeing Lithe + Windows every game is boring as hell, regardless of what side I'm on, let perks like Hope stay relevant to keep the variety.
Comments
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They seem to want to make end game collapse killer sided, maybe promote endgame builds even further which I guess is fine but Hope isn't a problem at all and survivors should have something to help them too in endgame.
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I would say that it was nerfed because of 4.4 killers. This perk is extremely overpowered against them, you can literally just run forever around a loop that blocks the killer's line of sight and he could never catch up to you. I've seen this many times.
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besides the comment above…
things being in multiples of 5 when possible is good.
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I don't like this excuse because 4.4 killers have that speed for a reason
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Because killer mains can only cry about every survivor perk and they listen as usual, when killers endgame perks like noed, no way out, remember me, ghouls pallet blocking perks is still broken
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I imagine it just has to do with Haste stacking. It's strange that Hope is the perk they nerfed though, seeing as it's one of the only Haste perks that rewards survivors for achieving their objective.
Post edited by indieeden7 on14 -
I'd imagine this was the reason. They dont want someone to get pulled off hook, get THAT haste effect and be faster than Hag all the way to the exit gate. Hope is a weird exception in that once it was on...it never turns off.
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Even though some 4.4 killers have projectiles, they could not get an angle to use their power because of Hope. It was literally impossible to get a hit.
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Combined with others perks the survivor could have 1:1 speed as some killers. Even agaist normal 4.6 killers it's near impossible to catch upin a loop where the killer's hitbox is larger than the survivor.
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you'd think they'd gut Blood pact and PoT at the sane time then, because two people running that is a major pain. only reason I've never talked about it is because I've been victim of it only twice in my entire career
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I feel like nobody was complaining about Hope, as even if it is one of the strongest permanent buffs a survivor can get, it comes at the cost of being dead weight until you're already at the finish line. I hope they revert this.
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- 6.5% pickrate when there are over 150 perks is NOT modest. That makes it a far above average pick, and we know the devs love looking at numbers, so that is likely why it is getting a slight nerf.
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I agree, it should be reverted.
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I've always said that Hope is borderline OP and even suggested this nerf like two years ago in some of my posts with some buff during the match. Something like "gain 5% haste for 3 seconds after every gen pop and permanent 5% in endgame".
I agree that it's endgame perk and it should be strong enough, but holy, I feel that this perk sometimes gives even more value than other perk during whole game.
I personally don't run it, but almost all of streamers I watch use it a lot, because they understand how strong it is. I watched some insane moments, where this perk allowed to run across whole map from killer with no hits at all.
I can't say that Hope needed this nerf badly, but it's definitely in top-10 strongest survivors perks right now. Probably will be a decent perk even after nerf, but much weaker.
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I'm going to take a guess and say that this part at the bottom is why:
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ngl anything buffing the endgame for killer is kind of buffing tunneling unintentionally
killer tunnels someone out, manages to get 1-2k and endgame collapse happens and they got a endgame build survivors are gonna be even more cooked now tbh.
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Because killers found it annoying, like every other survivor nerf.
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If BHVR has an issue with survivors being 110% in end game, then rework Made for This. There's no reason why an end game only perk like Hope should be that weak by itself.
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Wholeheartedly agree
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The PTB changes basically encouraged this as well, why play the game inefficiently and on stupid rails when you can just dedicate your build to chase/endgame and snowball during an extended endgame and ignore all the negative effects the anti mechanics shoved down your throat.
That would have been the meta for killers and people wouldn't have liked it.
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Probably, but I don't think this perk combo has been an issue since MFT got nerfed.
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Above average, sure, but I don't think that's anything near problem territory.
Like I said, it's in the exact same ballpark as Kindred and We'll Make It, which are almost universally regarded as strong, but completely fair perks.
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5% Haste for 3 seconds would be practically useless, but if they're really that unwilling to revert it to 7%, then having 5% for, say, 15 seconds when a generator pops (as well as the endgame effect) would make it a lot more useful.
I'd rather see it flat out reverted, but BHVR can be awfully stubborn with these kinds of things.
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This happens on both sides, as much as you pretend it doesn’t
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I mean, it is not irregular thing for devs to randomly nerf something that is less a problem.
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Hope was best endgame perk for survivor almost compleatly countering 110% speed killers in endgame. I used it a lot and this perk was gamechanger if I had him and killer went for me when gates poped then I could run him so my other teammates got free escape if they didnt comit sucide trying to save me, 7% speed is huge for survivor we seen what mft did and that was not even half of the speed so many escapes I had only because killer couldnt catch me with hope.
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The nerf doesn't make complete sense logically.
The perk is designed to be used only in the endgame, so it should be seen as a “reward” for the survivor who managed to get there playing only with 3 perks, so it's normal that it has a more significant (not OP) effect than the others, but in this case, the effect is not nearly as strong.
I really don't understand why we need to further reduce the number of decent perks available to equip, given that the selection is already down to the bare bones.9 -
Do you understand how impactful it would be to run 15 seconds with 5% haste for person in chase? It will be another super busted perk in hands of swf, another Adrenaline, but with 5 possibilities of activation + strong effect in endgame. It would be absolutely broken.
5% for 3 seconds will be very nice in hands of good player, i'm pretty sure. You see gen is almost done, you can greed the pallet and make another circle around the loop, gain needed distance to another loop/window or maybe even avoid the hit. We all remember how broken was 3% in hands of good players and 5% for 3 seconds definately will be useful in some moments. Yes, not crazy good, probably situational, but that's the point – small, but still impactful value during the match + strong, but not borderline op effect in endgame. And 15 seconds with 5% for 5 times in match is basicly gamechanging effect with already strong effect in endgame.
But as I said, I won't get upset if they decide to revert it or leave it as is on PTB. There are plenty of perks that need adjustments before Hope.-4 -
- Adrenaline, Hope, wake up!... they were "normal" perks (that is, not useless like 75% of the surviving perks... the only "get to the end game to use them" clause made them not insanely strong), but they were nerfed, I will never understand the Devs
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no point in running that perk anymore now. Why would you sacrifice a perk slot to be useless all game for it to be useless at end game too.
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It wasn't even that strong, if I lose as killer to someone who has hope it's just a skill issue for me
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All of a sudden Hope was the most overpowered endgame perk until recently.
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All gen defense got nerfed myriads of time because survivor complains, so your point?
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So you think 110% speed killers can beat hope, we saw what huge difference little speed buffs can make with just 3% from mft on survivor, if you play against good survivor whi can hug tiles good then it feels like speeding hacker and that was on 115% killers so now with hope killers like huntress are bye bye for survivor if he isnt bad at looping. If you will argument with spirit then you miss part where spirit has great mobility and antiloop power to create easy 50/50 situations which other killers that are 110% speed cant
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yeah but they didnt, nor did the regression perk nerfs but all the anti tunneling and anti slugging nerfs to survivor perks went through tho lol.
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