http://dbd.game/killswitch
Thoughts about enduring, if you change the perk you need to adjust ...
I think there needs to be a balance of "amount of pallets" that can be on the map, the change of distance that you applied a couple of patches ago, is not correct. There are still many pallets ..
There should soon be a balance of maps, repositioning pallets and changing structures. Because currently as a killer, we need tools to lose "THE MINIMUM TIME POSSIBLE" with a survivor and if there are 20-25 pallets per map it is impossible.
Maybe I'm wrong with the enduring setting, but I think they should adjust other things on the maps.
Therefore, I pray that if you make the change to enduring, balance the maps.
Comments
-
So now it will cuts the time of your stun by 50%, instead of increasing recovery right?
0 -
I don't have idea what Mc_Lean said...
0 -
@Ihatelife Yes, it reduces the stun by 50%. This is the same as increasing recovery by 100%. So technically, it's a buff.
- Pre buff Enduring stun - 1.14 seconds
- Post buff enduring stun - 1.0 seconds
8 -
They stealth buffed Pallets when they nerfed D-strike, in any case I would be open to some percent changes being tested on the ptb.
3 -
Agree map balance is one of the games biggest issues.
I don't have much opinion on the Enduring change because I don't generally run it. I didn't think it was worth the slot before and it definitely won't be worth the slot after imo.
There is the Spirit Fury / Enduring combo but I personally think it's overrated and not worth losing 2 slots for.
5 -
What?
They specifically stated that the new enduring was going to be more powerful against the pallets. It seems like a nerf but the wording has changed as well, making it more powerful. It is not going to affect some other stuns like DS and head on.
I thought you were gonna talk about DS, flashlight saves etc. but suggesting nerfing pallets after enduring buff is odd.
3 -
"but suggesting nerfing pallets after enduring buff is odd."
Is that really odd? Pallets are too powerful at base and need to be fixed at base, not require a perk that still doesn't really weaken them that much anyway.
1 -
I run Spirit Fury/Enduring on a couple of my killers only to deal with pallets. I honestly don't care about Head On or DS stuns. So if it's going to be a small buff for countering pallets at the cost of not working against other stuns I'm cool with that.
2 -
Oh god <33333 Hypeeeeeeeee
0 -
Now why in the hell would they go and bother enduring? You killed Tinkerer and now want to make Enduring bad against DS?!
1 -
So Enduring + Spirit Fury will be 0.14 seconds more SPICY? Sounds pretty good.
Enduring not working vs DS is fine with me considering DS is a specialized counterperk now as opposed to an universal potential second chance.
6 -
On a personal level, i'm more than happy with this change.
Rarely encounter DS anymore, and i've never even seen an attempt at HO.
But i can now recover from the 20 Pallets on the map even faster?
Sure!
0 -
the actually enduring is 0,5 seconds, the new enduring is 1 second. its a big nerf...
0 -
the current enduring stun is --> 0,5 seconds the new ENDURING is 1 second. Its a big NERF... fury + enduring = BIG NERF
0 -
Enduring currently increases your recovery speed.
The new Enduring will reduce the stun time.
For example, if you RECOVER 100% faster from a 2-second stun, you'll be stunned for 1 second.
If you REDUCE stun time by 100%, you'd recover instantly, no matter the amount of seconds.
3 -
Just to be clear, if we assume the game is running at 60FPS then 0.14s is equal to about 10 frames. That should be just noticeable to people who might use Enduring a lot.
0 -
Not quite. This is actually part of the reason why we're changing it; it's confusing for a lot of people. Current enduring increases your stun recovery rate by 75%, so the math looks like this:
2 / (1 + 0.75) ~= 1.14
New enduring reduces the stun time by 50%, so it will work like you expect it to:
2 * (1 - 0.5) = 1
It'll actually be faster than before.
Regarding the OP: Maps already have a set minimum and maximum amount of pallets. This varies depending on the map, but it is already a controlled value. It is not based on distance between pallets alone. The game will attempt to distribute pallets evenly by not placing them within a certain distance of each other as much as possible, but if the minimum number of pallets has not been met, it will break this rule and place them in any available pallet spawn location. This is why you might sometimes see a double pallet.
10 -
Thanks for the clarification of the perk.
2 -
Nothing to do with the Enduring change, but pallets need to be more consistent. We shouldn't have the issue we do now where you can load into a match and go "well great, I can spend 90% of this match breaking pallets and they still won't run out" just by seeing which map you're on.
Autohaven especially always feels garbage to load into.
1 -
What's the minimum number?
0 -
Well if this is true then the rule should be adjusted to not be broken and have the minimum amoumt lowered
0


