Balance options to the most problematic perks

Elan
Elan Member Posts: 1,811
  1. Decisive strike - lower the duration to 40s like OTR has, no point to keep such a long duration
  2. Resurgence - upon being unhooked you get 40 % instant heal progress (was 70 %)
  3. Unbreakable . remove the faster recovery modifier, now must be activated by unhooking someone
  4. Sprint burst - Is unlocked when one hook from the death, keeps the rest of current perk conditions
  5. Shoulder the burden - upon using it, you will become broken for rest of the game (was exposed for 40s)
  6. Deliverance - requires 3 tokens to be activated (1 token per safe unhook)
  7. Fast track - unhooking survivor grants 3 tokens (was 1), each token grants 1 % progress bonus (was 1 % reduced charges)
  8. Windows of opportunity - lower the range and make them go on cooldown once again once any resource is used
  9. Vigil - decrease recovery bonus to 25 % (was 66)
  10. Dead hard - can now be used once when one hook from death
  11. Lithe - has to be activated by completing healing other survivor for equivalent of full health

Comments

  • zonkednb
    zonkednb Member Posts: 370
    edited May 1

    I'd actually like to hear where you are coming from. Can you provide some rationale behind the perks needing these changes and why you've chosen to nerf them in these specific ways?

    I will point out, some of these nerfs are pretty extreme. Dead Hard, for example, getting completely slaughtered here, especially when it has actual counterplay and mindgame to it compared to the other exhaustion perks.

  • Rulebreaker
    Rulebreaker Member Posts: 2,707
    1. Nope. The long duration helps so punish tunnelers who would just wait it out.
    2. That's a bit low for a whole perk slot which also costs a hook state.
    3. No. Why nerf it when it pretty much is only good against one tactic (Slugging)? Or alternatively depending on if reading this right your ok with giving multiple uses as long as the faster recovery is gone?
    4. That's ridiculous so no.
    5. As above.
    6. As above
    7. Why is the fast track hate still here? Side note nope. (Admittedly this one might be spite)
    8. Possibly the most reasonable one here, yet it's not really needed is it? It's info, most use it to auto to nearest loop but it doesn't make them harder to loop.
    9. Again, a bit low numbers for the slot.
    10. Same as Sprint burst. Ridiculous so no.
    11. As above.

    We're also curious as to the rational behind these if you wouldn't mind sharing

  • Venusa
    Venusa Member Posts: 1,577
    edited May 1

    “Problematic”… ?

    More like you watched a survivor perk tier list video and decided to nerf everything in the top 10 across the board…

  • Elan
    Elan Member Posts: 1,811

    Yes, problematic. It's beyond expected that problematic perks would be in the top position, what is even your comment about?

  • Rulebreaker
    Rulebreaker Member Posts: 2,707

    That you really haven't explained why they are problematic?

  • Venusa
    Venusa Member Posts: 1,577

    So “problematic” basically just means survivor perks to you, then? 😂

    By your definition of “problematic,” perks like Scourge Hook: Pain Resonance, Pop Goes the Weasel, Corrupt Intervention, Lethal Pursuer, Dead Man’s Switch etc. should also get blanket nerfs across the board since they’re in top positions too, right?

    Or is “problematic” only a label to you when it’s on the survivor side?

  • Elan
    Elan Member Posts: 1,811

    Indeed, appreaciate the open mind. Obviously not every perk mentioned is sorted in the same category. Let's dive into exhaustion and other perks tied to it. It's clear that those perks make you very hard to catch with no mobility killers while high mobility killers have no issue with that. Which already pinpoint that weaker side shouldn't be disentivized to play because of spamming exhaustion perks. That's reasonable. A lot of second chances perks noted above have high impact on the outcome of the game with again punishing mostly those with lack of pressure built in their kit. Making those perks activatable would link them more into other options that require some set up as well as decrease it's versatility with no requirements. I went maybe a bit too hard on deli, might be enough to take two tokens instead. So overall idea is to keep the perk truly a menace while also limiting their free usage or make it's secondary effect a little bit more reasonable. As I said I'm fine with people not willing to discuss but at the same point leaving just "good lord" or "no ty" isn't anything leading to deeper conversation is it… if anything is not fully clear just ask…

  • Elan
    Elan Member Posts: 1,811

    I don't agree on killer perks being problematic currently. The only one I was screaming for it's nerf was dead man's switch which received sizeable nerf. Most perks in "meta" are tied to hooking. I'm not saying they are super interesting to verse as you mostly face the same 4-5 killer perks for eon, however they are rewarded-type for progressing your objectives, however survivor perks are just "use them" with nothing to do before activating them. That's the main issue. The problem is not that particular perks are used the most but how they are used. Nothing should be free-to-use with such a prominent effect.

  • zonkednb
    zonkednb Member Posts: 370

    Haha 'Good lord'

    Yeah that was me, specifically about an unrevealed Springtrap doing 50% gen progress on kick if I recall. All due respect that was extreme.

    I understand where you are coming from, particularly with how different perks are more punishing for certain killers (read ones that cannot immediately catch up after losing distance), but I don't necessarily agree with the severity of the nerfs you've put forward or if some of these even need a nerf. Dead Hard, for example, is fine where it is. You can mindgame it with Trapper fairly consistently.

    The others I have less thoughts on because despite knowing they're powerful, they're not often the source of ire in my experience. I'll slug someone that has DS and not slug someone that has a recovery perk such as if they're inside Expo or have No Mither (lol). UB is fine because it's one-time use. You slug someone with it once, then you know they're good to slug again if you need to.

    Vigil needs work definitely. It outright kills some killer kits and has a horrid synergy with exhaustion perks. Maybe making it more specialised would help.

  • Firellius
    Firellius Member Posts: 5,636

    How do your suggestions address the problems pointed out, exactly?

  • Rulebreaker
    Rulebreaker Member Posts: 2,707

    For the exhaustion group, while the goal of wanting to inscentivise something other than high mobility is... nice, for lack of better words, these don't really help that. Infact it would make mobile killers more attractive since there's less effective ways to get away from them. Not getting into how extreme you went.

    Most the second chance perks (we're also not entirely sure which all you mean tbf) generally either punish a certain tactic (unbreakable, DS, Shoulder the burden) or already require a set up or cost (resurgence, deliverance). The nerfs here are just unnecessary and extreme.

    Making those perks activatable would link them more into other options that require some set up as well as decrease it's versatility with no requirements.

    You've also really didn't do this, more like locked them till your nest dead or similar. Look at Sprint burst, how is it only being active when nearly dead along with it's other restrictions something that links it with set up perks? It doesn't even get a set up (in this case set up: doing tasks to unlock) it's just tracking on a additional requirement to be on death hook. Shoulder the burden just got straight up permanently broken. The reasoning doesn't hold.