A small chat on the changes and live stream (Not a doom post)

Over all i view the changes as good.

We need anti tunnel and anti slug for those moments that are malicious use of these actions.

Good so far. And honestly the BP multiplier boost is also nice…

But for the sake of clearing the air on my initial look at elusive changes and the removal of basekit pop.

Removing the no collision is an absolute bad idea on paper, who ever let it it get this far is bad. And furthermore using survival being the reason of the change.. bad idea. Should have been modified into full no collision(including getting hit) Because using your endurance to block a hit for another survivor from off hook isn't survival coded?

And okay removal of basekit pop isn't horrible or anything. But to say "people were upset with handholding" and use both Pop and aura reading after hooking as examples felt nasty. Like super nasty. If that's handholding then so is the pallet changes.

These are my major issues at the intisl viewing of this. But my hopes are still high for the ptb and hope to test it out.

Your thoughts?

Comments

  • jesterkind
    jesterkind Member Posts: 9,857

    I wouldn't say the pallet changes were handholding as much as they were just an honest mistake. The stated goal was just to reduce deadzones, there's nothing handholdy about that in my opinion, it's just that they went overboard and also changed a few maps that didn't need to be changed.

    The basekit BBQ though, you could absolutely argue that's handholding. It basically autopilots killer macro play - not necessarily good macro play, that'd still require decision making, but the basic notion of keeping track of survivors and actively attempting to spread pressure after a hook becomes a little no-brainer if you are just guaranteed to see someone you can make a beeline for without having made the decision to dedicate a perk slot to it.
    Personally it didn't bother me that much, I think a little handholding can sometimes be a necessary evil to promote better gameplay, but I can understand why they walked it back and why some people were unhappy with it.

    The basekit Pop was just a little unnecessary imo. I didn't hate it either, but I do think more things needed to be changed to accommodate it than were present on the PTB.

    If you want to boost basekit killer regression healthily, I'd personally argue simply making regression after a kick faster would do the trick. You can't really benefit from that without going and chasing survivors to keep them off the gen, and it'd sideways boost a few perks that could really benefit from it like Oppression or Surge.
    Some things would have to change there too obviously - bringing Ruin's % value back down would be appropriate - but it's a better first step imo.

  • Dokta_Carter
    Dokta_Carter Member Posts: 776
    edited October 2025

    On aura from BBQ, i can agree that its hand holding. But at the same time it was slightly counter intuitive in some cases. "Oh I dont see the third player better sweep" type moments. But yeah hand holdy at times. It can be needed indeed, like some newer players might see "ooh a person is over there?" But it does improve over all macro of players.

    As for base regression buff I agree this would be the better choice. Wince where we have it its weak and kicking a gen as it is now without perk help really isn't good.

    As for labeling pallets as a mistake I can see it. But im just saying if pop is hand holding(which if we need a better regression base kit, which we do) then at the same time we can lable Pallets density change(which is supposed to be a deadzones which is needed) is hand holding.

    Post edited by Dokta_Carter on
  • cogsturning
    cogsturning Member Posts: 3,311

    I don't see how it's handholdy anymore than perks and add-ons are handholdy. I think it should have said "side A thought side B was being handheld" because that's mostly what I saw in the forum.

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Yeah, the phrasing is good in your example.

    But only using one side as examples of "hand holding" feels very disingenuous.

    Im not asking for like a whole list but like "a said this was for b and b said this was for a" feels better, and less.... biased? Even if they arent, phrasing or not showing equal representation can still be viewed a little biased.

  • cogsturning
    cogsturning Member Posts: 3,311
    edited October 2025

    I wouldn't expect it to actually say that, that's my casual, snarky example, but the way they worded it made it sound like players felt like their OWN hands were being held when it was mostly the other way around. I suppose it should have said "players felt their opponenets hands were being held." Though even the use of "hands being held" sounds so weird in an official statement. If we're critiquing word usage, "Players felt their opponents were being given too much leniency and free advantages by a built-in system" would have sounded more...professional?

    Post edited by cogsturning on
  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Not just professional. But proper representation in my honest opinion

  • Abbzy
    Abbzy Member Posts: 3,420

    Experienced survivors will bodyblock and have 3 times longer time to do so, killers will tunnel maybe even harder from the start because these changes just buff antitunnel not make some prevention, killers will tunnel becasue its still better than spreading hooks and fresh hook bonuses are bad realy bad so on bigger half from all killers they are just more blood points and blood lust is pointless because those killers that use their power will loose it from blight to ghostface and many other killers. Antislug time now can be 100 even the 90 seconds because survivors arent sliding like snakes on the ground with basekit tenacity and wont be recovering while doing it either so if they want to recover they have to stay still which is good, the old changes were too much with recovering while moving fster on the groud while charging meter that when was full like in 1,5 recover times let you get up in like 22 seconds whe you reached full recover bar like with unbreakable which was too much. People will play stronger killers and the interesting ones like ghosstface and other weaker killers will be more rare especialy for high mmr where it will be just against same 6 killers over and over so survivors wont like it too, or some of them that like more variety. Devs wont be fast enought to buff all weaker killers to mediocre status by nowdays standarts so yeah thats like how i see it, few things will change but some that should get reduced wont probably at all which is kinda opposite of this change but we will see.