Feedback on the new Jason and survivor perks.
First the killer perks, they are mid, also I understand the "13" thing but giving a value of 13 to perks is a bit too far and often it's either too busted (too much) or too weak (not enough)
The hex is literally thwack a bit stronger ig, the problem with it is first the basic-break nerfing it for singularity or Myers (idk about Myers but I think the booster breaking speed is not basic-break), next this perks encourages not to tunnel, I like that but... The effect is not strong enough especially for a hex, idk how to buff it other than longer duration. Making it not a hex could work, making it similar to knockout maybe.
Silent shadow is nice but the duration is not enough at the start, i don't think you can down a survivor in 13 seconds especially find them in that time, making it 130 seconds (120 seconds in corrupt intervention, this perk feels similar to it) and when a survivor is downed (does this include grabbing?) it's removed, makes sense. Like this obviously a endgame perk and I personally like it but it's not worth to run over no way out and others or by itself is most if the time useless, it doesn't take much time to escape and open the gates. My buff idea is either make the starting duration much longer until downed or an idea I like more is to make it like lethal pursuer, not a longer duration but a haste whenever you get undetectable like 3/4/5% for 13 seconds ("13" your beloved number for Jason), that's probably everything about this perk.
And the last one Rampage I can see it's potential BUT 1 token when you break a pallet (again basic-break is kinda a problem but if fine for this one), there are about 20 perks per map (without pallet density this perk would been useless if there were maybe like 12 pallets), like the full value doesn't seem that strong (with spirit fury and enduring looks like a good combo), all pallets are gone by the time you get all of tokens, maybe make it so you get 2 tokens per break, that could work. I know the breakable walls are also included but you barely get any or non at all on some maps and going to one just wastes time, only two maps work with this perk fine.
Now the survivor perks, arguably busted...
First wide open throttle, this is a budget lithe basically, this perk is literally the opposite of knockout and knockout has a weaker effect (vigil makes it even worse which is used often, thoughts of vigil on the killer side? Which make s all negative effects on survivors longer for 66%). The issue with it is that it encourages holding W, killer doesn't gain any distance and the survivor doesn't lose any and this even worse against 4.4 killers! Probably making this perk effect 6/7/8% possibly make it fine, the resetting a pallet is strong and blocking doesn't do anything, you and the killer and other survivors would probably be gone from that area not using that pallet for quite awhile (more than 60 seconds) and the aura should be hidden for other survivors to be a bad effect, this perk can be used with lithe and diminishing returns doesn't really nerf this combo. Also, dissolution shouldn't be countered.
Now the lend a hand... At first seems weak but the swf potential is too crazy, permanent progress is actually corrupts the game (gen rushing as we saw with fast track), permanent means permanent so when you are slugged this also works ig. Hear me out, idk for sure but there's a very likely chance of healing potential quicker than the killer can hit like circle of healing, 4 charges is 25% so when stacked by 3 survivor using it on 1 survivor maling it 75% (permanent Resurgence perk, I will talk about this later) of healing gone (there are 16 charges in healing I think, it's more when slugged) and you can imagine the rest with botany knowledge and other healing perks. Now the other problem, Resurgence which grants 70% when off hook, if two survivors use the new perk on you you get insta heal from any hook! It's like the problem with proposed to the sable perk but on any hook! The activation requirements is to boon or cleanse (booning exponential or/and circle of healing can be done also why with boons if you have a booned totem you can boon another totem moving the area, It should be movable only when killer removes the boon imo), so does waste a bit of time but when can make it impossible to win for the killer and it would take as much time do 1 gen as to do the setup which makes it impossible to win, that's it for this perk.
Lastly cross-examination, all I can say is that killer is supposed to be chasing not the survivors (bully squads or survivors in general with flashlights and background player are pretty unfun and this perk only contributes to the problem) and elusive should be used every carefully because it can make it impossible to find the survivor for the killer. Another thing is when you are in chase this perk should deactivate, if a loop has tall walls and you cannot see the survivor, killer can lose the track of survivor because of elusive and survivor gets 5 seconds of it so they can easily leave the loop at any time without killer knowing. Maybe also deactivate this perk after all gens are completed because it seems that it could be problematic imo.
I would mostly hope for the Silent Shadow buff or my rework idea (could be nerfed ig) that would be great for the game and stealth killers and another question why there are no balancing this PTB, it would be lovely to get a meta shift in the game for both sides so I don't to see decisive strike every time and use pain res every game, like we barely get any balancing and why is hag still 4.4, I hope there's something planned for future like a massive balancing patch, the recent killer buffs were nice but they feel like a quality of life (not the blight nerf, it was great).
Comments
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Open wide throttle - if its countering dissolution then that's a good thing, only time I see dissolution used anyways are on ghouls and Krause's (sometimes legion) so not going to be a major issues on weaker killers who we want to avoid hurting. Ghoul and Krause can handle hold W.
Now if we don't want perks that counter other sides perks. lightborn rework when because it counters flashbang.
As for other aspects of perk gonna have to test but I dont see a issue with it countering dissolution, dissolution should be changed anyways imo.0 -
I fully agree that the Killer Perks are mid, but calling the Survivor Perks busted is really a big stretch.
Wide Open Throttle currently is completely overrated. The Perk does not provide any distance on its own and while it sounds busted to recycle Shack Pallet, it will most likely result in a Hit. Which then begs the question, why even drop the Pallet at all if you get hit anyway? You also cannot really control when to use this Perk, at some point you have to vault a random unsafe Pallet because the Killer is mindgaming it and this will just result in the Survivor getting a Hit and the almost non-existent value of an unsafe Pallet being up again.
I dont know yet how I feel that it counters Dissolution, but Dissolution is such a cheap Perk on certain Killers, I dont mind if it gets a little bit weaker because of that.
Lend a Hand is bad. Your points dont stand at all. You mention an SWF and while SWF is the ultimate Scapegout, a competent SWF will not use such a Perk. They have access to other, way better Perks and therefore you will not see Survivors stacking up their permanent healing progress on one Survivor. The combination with Resurgence is also a nothingburger, I mentioned it in another Thread, but since you have to cleanse a Totem before to activate the Perk, the benefit will be 0 in the end, since you dont really save time overall. (Which is probably the reason why they added this requirement in the first place)
Cross-Examination is more of a Killer Perk to be honest. Yes, this means that Survivors can use Flashlights more efficiently, but you know what is not efficient? Using Flashlights. I guarantee you, this Perk will get more Survivor Teams lose because one person decides to follow the Killer around.
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My biggest issue with Wide open throttle is it encourages holding W play style which is very annoying to face especially on 4.4 killers and if you stun the killer and vault back it's not a free hit, you can just use vault speed perks to guarantee this. As I think about this perk countering dissolution I don't think it's really that bad.
Lend a hand problems are is a potential of healing quicker than killer can hit you like it was with circle of healing and how it stacks with conviction, power struggle and some other perks related to downed survivors like those that gives endurance on picking up a survivor or when for you when you are picked up, this has teh fast track potential imo and the requirement to boon is to stack it with circle of healing or exponential, like this perk is bad by itself or in solo q but same thing with shoulder the burden and it's a busted perk in swf.
Cross-examination is weak but it's the killer supposed who is supposed to chase the survivor not survivor chase the killer, this perk needs a rework so it's not as bad, and sometimes one flashlight save at the beginning will lose the game for a weak killer like ghostface or trapper. Also this perk makes the game harder for killer who are not very experienced.
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