My opnion on the upcoming changes
Pyramid Head - I don't think they're that bad. We'll have to wait and see first, but from the sound of it, it's not terrible. I love PH, but the "Hit one way or another" wasn't that fun to verse, let's be honest. He can still hit through walls, so that alone will make him a pretty good killer. Let's reserve judgement until we see the changes ourselves.
Trail of Torment - This is pretty good, not gonna lie. Giving the survivors the aura info actually makes a bit of sense now. Although the devs statement on thinking that a stealth perk could overshadow stealth killers has me a bit concerned. A big reason stealth killers are weak is that their entire gimmick can be countered by Spine Chill, a now pretty common perk, but that's a topic for another day. Good change overall.
Forced Penance - Worthless. The issue with Forced Penance is the same issue with Mettle of Man. It's absurdly difficult to trigger, except in this case, giving over a minute of being broken isn't even that great. Sure, you might get some value out of it, but is it really worth a perk slot? No, the answer is no... unless you're meme-ing with Mad Grit + Iron Grasp + Agitation. In that case, run this perk.
Blood Pact - Eh, not bad. Not great, but not bad.
Any Means Necessary - The reduced cooldown was long overdue, although the perk will not see much use. As a killer, they made 2 choices. Leave the pallet, or break the pallet. If they drop shack, that pallet is so absurdly safe that they always break it. if it's unsafe, then you leave it. You might be able to save one or two decent pallets if the killer tries the "pretend to break" mindgame, but it's not really worth a perk slot. It is a good change though.
Cruel Limits - Devs, while I am glad you're finally taking a look at Demo's perks, you don't understand why this perk is bad. It only procs when a gen is done which is pretty bad. But it's like Bitter Murmur or Rancor, both are at least decent, so what's so bad? If there are no windows, survivors are likely near a pallet. That's assuming you're even near them to do anything. You might get some value in Haddonfied or the hospital, but that's it.
Mindbreaker - The lack of numbers given makes it hard to judge. It will still be a bad perk though. Let's be generous and say the time was increased to 10 secs. That time is low enough that a good survivor can afford to wait periodically in a chase in order to get their Sprint Burst back (that you'll have 0 idea they'll have btw) and you might be in an even worse position now. Oh, but what if you get rid of all the nearby resources they can use? That gen will be past 50% by then.
Slippery Meat - Still pretty bad. Not much to say. Good thing for Trapper mains, I guess?
Thanatophobia - This will be pretty scary. Let's be real, there are two killers that use Thana; Plague and Legion. You don't heal against those killers (if you heal against Legion and it's not endgame/for a rescue, you're doing it wrong). Let's say the numbers increase from 16% to 20%. That adds an extra 16 secs on a gen, not including any other slowdown they could have (pop, Undying-Ruin, Dying Light, etc). It sounds like a buff to Forever Legion.
We're Gonna Live Forever - Eh, mediocre effect but the new ways to get tokens is kinda nice. It'll still really only be used to grind but the extra functionality is nice.
Technician - The increased penalty is rather unnecessary but it's a decent change. It'll be a good perk for those still learning the game and aren't that great with skillchecks yet. In fact, I suggest running this perk for a bit so that you can practice hitting great skillchecks successfully. I might actually start running this in case I have to face a Freddy.
Pop - I'm in the crowd that finds the fact this nerf occurred while DS was untouched to be absurd. Disregarding that, the change isn' too bad. Most won't even notice a difference and it'll be more of an annoyance than a hinderance. I know this is off-topic but DS needs to change - the moment its trigger became an unhook, it became an anti-tunnel perk that can punish the killer even when they don't tunnel. There is no reason a perk like Pop should be nerfed when a borderline game-breaking perk like DS in untouched.
Comments
Where everybody going to see these upcoming changes? Can't find it anywhere.
There is a PTB of the changes coming on the 29th
There was a Developer Update released recently that details planned changes they are about to test on the PTB. You should be able to find it here: