Comments
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It's good, but not incredible. The gen speed bonus isn't high but if you can last in chase for a while it's just free extra time on every generator being done, and far more importantly, it allows you to avoid running the killer towards generators that are being repaired with far, far more of an advance warning than…
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Ideally I'd want to see a whole chunk of the roadmap dedicated to overhauling problem items, chests, and the Luck mechanic. Rework to the toolbox repair speed, big updates for Maps and Keys to make them more approachable without needing specific addons every match just to make them function, more chests with better spawn…
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Sure, but Treacherous Crows is one perk slot versus four, as you point out. If Treacherous Crows gave comparable overall aura-reading uptime to four Alerts, it'd be more than worth that one perk slot. The problem is that it's not consistent enough for its setup requirements, not that the basic design is worthless. Alert's…
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While I agree the issue of the survivor being the one to startle the crow more frequently is a problem (and not being able to stack the Invocations is baffling, as well), I find rundowns of this perk often miss out that the whole team gets that two second aura reveal. If the activation condition were tweaked a little to…
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I don't think the perks are in as dire a state as you're laying out here, but I do think some work could be done. For starters, I think the actual effects of each perk are worth some kind of investment/downside balancing. A BNP on every generator is very good, and team-wide aura reading is hardly a joke of an effect…
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There are a lot of people who think that the healing nerf from 6.7.0's PTB - the one where healing went from 16 to 24 seconds - actually happened, which is why I bring it up. I definitely recognise OP might mean medkits specifically, I'm just making sure that's the conversation being had. I even have some suggestions if…
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Seconding the above on bringing a map being the better call versus Small Game. I'd also recommend doing a more full build if you want to be shouldering the whole burden of cleansing hexes. My usual go-to when I want to cleanse a lot of totems is Overzealous and Inner Strength, because the time investment you put into…
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They never actually nerfed healing, for the record. Healing still takes 16 charges at 1 charge per second, that hasn't changed. They only nerfed medkits and Circle of Healing.
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Oh, was the bloodweb cost decrease later? My bad, I must've conflated those two patches in my head. Good catch!
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I think it's a mistake to assume that the role incentives were intended as a replacement for the BP bonuses on BBQ and WGLF. I think the role incentives were designed primarily to help out the matchmaking and queue time, and they're also one of the multiple things that helped lessen the bloodpoint grind going forward as a…
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Like I said, none of those things are supposed to be individually massively impactful. They're supposed to add up and operate in tandem with one another, which is what they do. Though, I do have to point out, Dead Hard was so disgustingly overpowered that what we have now is nowhere close. It's still a good perk but it's…
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It's not just the gen speed, it's the gen speed on top of everything else. Less time spent wiping your weapon and staring at the pallet/wall/gen you're kicking means you can get back into chases quicker, overall. Not by much, but it adds up. Actual immediate regression from kicking generators gives you more freedom to…
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Gen defence is significantly less needed than before 6.1.0, specifically because of a combination of factors including the total generator time at base going up, chase times overall going down, self healing being significantly reigned in so pressure from injuries matters more, and methods of speeding generators up being…
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I've been having this issue as well, but only recently. I guess something changed recently in the back end to cause that kind of thing? Whatever the cause, it is annoying. Hopefully it can be addressed soon.
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That's a little skewed, don't you think? The user above already detailed all the other things killers got that haven't yet been changed, so I'll point out that the basekit changes and perk changes from 6.1.0 were supposed to make slowdown perks less necessary, and they succeeded. The fact that slowdown perks are weaker…
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Appreciate the kind words, and congrats on your victory here :3 Here's to 2025 having even more passionate and constructive debate. I'm certainly not going anywhere!
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I think that's where we kind of have to circle back around to your expectations being way too high to be reasonable for any given single patch. Even a big shakeup patch like 6.1.0 isn't going to fundamentally change ingrained player habits like that, nor is it going to change the fundamentals of the game such that certain…
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Well, to a degree, there's only so much one patch can do. Patch 6.1.0 certainly created the climate for the meta to shift considering how much less necessary slowdown perks are specifically because of it (and a little bit 6.7.0 too, that one helped a fair bit), like I said, but then the question becomes… how much is the…
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I have to say I disagree, and I think the disagreement stems from the fact that you're only really looking at perks here when 6.1.0 was a gigantic patch that affected much more than just the perks that were changed. For starters, just to take care of some low hanging fruit, the prestige and bloodweb changes as well as the…
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It's not about being dumb, it's about being new. If you don't know what half the perks even do and you've only played like, five or six matches, you're not gonna know what you want to focus on getting. It took me a while to figure out what was good and what I liked playing with when I was new. Again, I'm not against the…
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Players will eventually want access to all of them, yes, but as a newer player you're not going to have any frame of reference for how good any of these things are, so you're inherently going to pick one or two to go for first. When approaching the grind that way, new players have a lot of avenues to get BP to keep that…
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Not that I'm saying progression can never be sped up, but I've always found it odd that people will invoke the new player experience while talking about an explicitly long-term, not new player focused goal like getting every perk unlocked on every character. You don't need to do that as a new player. Chances are good that…
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I've got one for killer, one for survivor too. From the killer perspective: Toolboxes. Gen speeds overall aren't bad at all, they're pretty balanced. Gen speeds when survivors bring toolboxes, though, are much worse- in the rare event that everyone's bringing a toolbox with a dedicated build, it's almost unwinnable for a…
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You're looking for healing yourself, I assume? The strongest possible combination there right now is Strength in Shadows and Botany Knowledge. SiS on its own is still very good, but Botany pushes it to the point where it's outright faster than someone else healing you and you can heal others faster on top of that,…
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That was my issue with the question, too. Perfectly fine thing to ask but it definitely needed a checkbox or text entry box for clarifying whether you think the killer is too good, too weak, or needs changes in an area not related to outright strength.
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Half of these changes are buffs, I think you might be reacting prematurely. To the wider topic: Not bad changes overall, but there's a couple things I'm not sure of. I don't think the Nemesis zombies are anywhere near as strong or consistent as they'd need to be if Tentacle Strike is being nerfed that hard, for example,…
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Well, they wanted to make sure people understood what those terms meant before asking about what killers need each, I'd imagine. I also think they might be kinda concerned people don't know about those terms whenever a roadmap is released, which anecdotally I certainly see happen sometimes when people speculate about what…
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As others have said, there's not really a plummet, the playerbase ebbs and flows over the year consistently. Even if there were, though, 36k on just one platform is still a very healthy number. Not much reason to be concerned about that.
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I don't think I agree, I think some of her addons are quite interesting. She has that one for constant screaming that works really well in anti-heal and hex defence builds, for example. Stuff relating to Houndsense like Oblivious and Exhaustion opens up new opportunities for her to ambush with Search instead of relying on…
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Ahhh, I missed the edit, my bad. Houndmaster… she does have the single worst addon in the game for sure, but I don't know that the rest of her addons are that bad? She's got the chase speed addons that aren't really that useful, and her power cooldown addon is whatever since that cooldown is already super short, but the…
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Pyramid Head for sure, that's a truly atrocious spread of addons. Nemesis has pretty good addons overall, so definitely not him. Xenomorph's seem okay too, but I'm a little less familiar with that killer. Who else would I put on the list… it's hard, because no killer has anything close to how bad Executioner's addons are…
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The MMR has those as its win conditions because they were already the game's win conditions, not the other way around. There has been some ambiguity in the past in some areas, but the game's basic mechanics are all geared towards one specific goal on each side. There's basically no way to interpret that as anything other…
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Not that I disagree that having fewer chapters a year would probably be healthy, but I do think some people are maybe overlooking that the technical performance/QA of chapters and events had been pretty decent for a good few releases prior to Houndmaster and the current Bone Chill event. In recent terms this period is an…
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Extremely funny that they bothered to put checkboxes for the characters everyone unavoidably owns because they're in the base game, lol.
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None of those tools were basekit, so you're in a position where players either have to run the exact same tools every single game just in case the killer decided they wanted to 3-gen that game, or lose whenever they face a killer that tries it. This way, there's something players can leverage no matter what their build is.…
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The answer mostly lies in the fact that it's not self inflicted, mostly. Don't get me wrong, it can be self inflicted, both before and after the 3-gen system was introduced. It's still very bad for the survivors when it happens that way, too. But, the reason it's okay to include a system like this is because killers could,…
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I mean, yeah, if the whole team is concentrating on that one gen, it's going to get progress. Even without the eight kick limit that's true. What you really have to do is end the chase quick enough to get back to the gen before it's completed, if you're trying to defend it. That or make your gameplan around it getting…
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Sure, different killers are going to struggle more or less in different scenarios, but that's somewhat missing the point. Assume the worst possible setup for the sake of this argument, an immobile M1 killer on a map that really needs to be reworked for this reason like Azarov's. The survivor's worst case scenario is a…
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Because the killer has way more ability to both prevent that situation from forming, and still win after getting into that situation. The worst case scenario for a killer there is that the last generator gets done and they have to make their play in the endgame. The worst case scenario for survivors here is a stalled-out…
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The devs balance around both, as any dev should. I think the way they phrased it a while back was "qualitative" and "quantitative" data? IE, they look at both the quality of the experience from feedback the community gives and commentary from those who stream that experience, and the data they can quantify with hard…
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…Send the guard out to patrol and catch the survivors, then act on that information by chasing them himself. If it's a high priority gen, the survivors working on it are the ones you should be chasing, not ones across the map. Mindlessly damaging it over and over without trying to stop survivors from repairing it won't do…
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I still feel like just folding in any other change you also don't like into this discussion is a little inappropriate, it muddies the waters. Besides, why stop there? There've been more bad changes than just that. Best to keep our focus on the things that follow a pattern, otherwise we'll lose focus completely.
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Yeah, but that's a completely different situation than the one being discussed. The pattern being discussed is things being intentionally overnerfed so they're effectively removed from play until a later date. That's happened twice, and didn't happen to the Twins, who were buffed overall.
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As a survivor, you are completely incapable of forcing the killer to aggressively damage generators again and again. I've seen this video before, and it's a good example of what this system does punish. This Knight is very clearly trying to stall that generator for the sake of stalling that generator, and isn't attempting…
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Sure, but they also didn't intentionally nerf the Twins into uselessness before that fix, so it's not really super comparable. A lot of changes took a long time to make, and some of them ended up pretty good when we did finally get them.
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I don't think this'd be a good change, personally. For one, it'd still allow killers to stall the game quite a bit with a 3-gen, since getting to eight regression events tends to take a while- especially with just kicks. I've seen the argument about Surge blocking generators before the endgame before, but I'm always a…
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I'm not sure why people count the Twins rework in this conversation, that was very obviously a different situation- not least because the Twins were in fact buffed from where they were before, not nerfed. That being said, I also don't much like this precedent, though we must also acknowledge why it's happening. It's…
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It's happened to me a couple times, but it's not been consistent, thankfully. I've found it's worse in the first game I play after booting up the game, then smooths out again.
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I'd probably recommend not putting all your eggs in the totem-cleansing basket, though I also enjoy those builds so I'm hardly gonna judge anyone for also doing it, haha. For me, the best way of balancing this - especially now that Thrill's being nerfed - is to only bring two totem perks, and bring a Map item for tracking…
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Right, I see. Well, there are definitely a lot more loops that you can just flat out play like normal when SM drops a drone at a loop than you're implying, but if we're specifically talking about the "drop drone at loop to try and zone survivors away" playstyle being annoying and repetitive, I'm not gonna contest that.…