Perk balancing
So remeber when thanatophobia was buffed on the ptb and that never went though because of how it affected all four survivors/legion related issues?
I mean that's fair reasoning to some degree....
So why aren't survivor perks balanced around more than one survivor running said perk? Sure perks like prove thyself actually have been (only one prove thyself affect at a time) but what about adrenaline and decisive? Sure they're strong perks and you could agree that on a solo survivor they are balanced (minus the 60 second timer. That's way to long but ds isn't the focus... Well... Not yet)
But if all 4 survivors run both ds and adrenaline (seeing as both are meta perks this isn't that far fetched to assume) that takes away 64 seconds of healing away from a killer of all the survivors were healing (3/4ish of a gen hence why nobody really heals when there's only one gen left) and cause the killer to be stunned for 20 seconds (1/4 of a gen) due to the long timer OR a whole 4 MINUTES of hook invulnerability because if the killer was to eat a desicive They could be taken on yet more loops that could last up to 5 gens if the killer is still learning the specifics of chasing (on console this us particularly hard as a controller doesn't offer the same ease of access to red stain mind games as a mouse does)
Let's look at the killer side now, and because thanatophobia was mentioned (and dying lights affect only applies to 3 survivors). At maximum efficiency its a 16% debuff to repairing healing and sabotaging. Ignoring how easy the perk is to counter with med kits and healing perks for sake of maths this is a total of
55 .2 seconds of slow down if all injured survivors are working on a seperate generator, which at face value looks amazing, a whole minute of time practically (3/4 of a gen). But then compare this to the maths earlier time the survivors can buy (20+64). This comparison shows that realisisticly the killer only gains around 28.8 seconds. 1/4ish of a gen if this ludacrise scenario of all four survivors injured working on gens occurs.
Keep in mind this slowdown time is addative of all four survivors, as it the time stolen from the killer.
And this isn't even factoring in perks like head on or the amount of of time a chase is increased for each exhaustion perks. Or any gen pressure from the killer for this matter as I'm only one person, who doesn't want to spend days doing maths, maths is boring.
Tldr : when balancing perks for survivors or talking about then please take into concideration of how powerful they can become when they're stacked.
No mither gamers rise up, I hope your all having a great day and that this post didn't come off as too hostile, I just wanna say my two cents on certain topics as civilly as I can.
Have a great day.
Comments
It IS taken into consideration. Breakout for example doesn't stack specifically because it would be BS if 3 other Survivors swarmed the Killer with it if it did.
Well that's great to hear :) but can you see where I was coming from in the post?
kinda, but it's more bad execution than them straight up not trying.
Fair. But you-know-what-im-going-to-say just-now-and-claim-that-it's-an-old-saying
If the axe doesn't take of the head on the first swipe. There's always the second
Adrenaline isn't really that problematic. Yeah it's a lot of time saved potentially, but the Killer should be trying to win before that point anyways, making Adrenaline as balanced as the game as a whole and thus if you balance the game in general properly then Adrenaline will be balanced as well.
No excuse for DS tho.
Also they've been busy buffing weaker perks (which has been great so far btw) so perks like Thanataphobia will likely be buffed at some point. (but more likely perks like deja vu and monstrous shrine first)
I can see your agreement there for adrenaline and its a good argument, but as for deja vu how would you actually buff it?
Rework. It's existing effect is outclassed by detectives hunch.
What if then.... What if it revealed the aura of pallets you dropped during a chase?
I'm thinking of the deja vu song sorry. It's a bad effect which is outclassed by w.o.o so....
What if it had a timer based thing? If you initiate a chase 5 seconds after working on a gen gain a token, if you go back to that generator you were working on within 15/30/60 seconds after breaking chase. During that time if you get back on a gen you gain 4/5/6% increased repair speed for 3/4/5 seconds if you still have that token