PTB Killer Perk changes are insulting
Trail Of Torment: Devs flat-out lied about what the functionality was going to be changed to, making it to be when the gen gets touched or on-injure/down at the last second, instead of on-gen-touch or on-down. The change is good, lying to players is not; If you have to make last minute changes, don't announce what it's going to be beforehand.
Forced Penance: Problem with the perk is not the numbers, it's the situational lack of utility.
Cruel Limits: Same problem as Forced Penance; nobody's using it because of a lack of utility, not the size of the numbers. It's 50/50 whether you can even get use out of this; you're either at the right gen or not.
Mindbreaker: While the removal of the <50% requirement is nice, the 3/4/5 seconds after just effectively gives Survivors a new way to 99% their Sprint Burst.
Pop Goes The Weasel: A nerf to a limited-uses-per-trial perk that actually makes kicking generators worthwhile because... the Killer isn't using it fast enough? There's no limited-use perk you want to use up as fast as possible, you want to use it strategically. Nobody's racing to use all their Distortion tokens.
Hex: Huntress Lullaby: An already niche, weak perk that only had real power in being used for running crazy-difficult skillcheck builds, almost exclusively on Doctor. Why nerf this?
Thanatophobia: This is just ######### disgraceful. You not only add an equivalent perk for Survivors that is 3.5x as powerful, but you get rid of the healing debuff to "buff" the perks effects by a nigh-unnoticeable one percent. That extra 4% slower healing (0.64 seconds) would have just devastated survivor healing abilities, I'm sure.
Why are you people so afraid of shaking up the meta when it's Killer-sided? Nearly every time something shows promise of being a powerful addition to Killer arsenals, you #########-can it, but run wild with changing Survivor perks. Double healing speed on downed survivors with WGLF, 100% chance to prevent gen explosions with Technician, Slippery Meat doubling the unhook chance, halving the cooldown of By Any Means Necessary, etc.
Comments
Game balance is a subtle art, the problem was people are both expecting them to have a gentle touch but also immediately fix everything by making it how they want it, its a start
Subtlety isn't playing favourites. The last Survivor perk to get a direct nerf was Balanced Landing in 2019.
So the Thanatophobia change is trash?
https://youtu.be/kdhhQhqi_AEGame balance is certainly a subtle art, but I don't think the balance team fully understands it, and even when they do, they end up being limited by the non-existence of mechanics (eg. no way to add a flat value to an action without going through percentages first. That's why Thanatophobia has to stack with other healing perks if applied to healing at all; the game can't handle prioritization of percentages like that (unlike with status effect durations).
As you can see, I understand that there are probably dozens of problems standing in the way of balance, but I am still not happy with the choices the balance team has made given the tools they have.
they have been on both sides of the pendulum but hopefully they will start making good changes as they get more experience in it
I would be inclined to agree...but there have been stagnant problems in the game since its launch and even more since then (gen speeds, survivor efficiency vs deaths, killer-survivor collision difference, "camping", you name it; it's all been there for a very long time.