Future numerical tweaks post-patch
So a couple of thoughts on future possible tweaks following the early feedback from the patch
- Save the Best for Last should probably be toned downed so its speed boost at 8 tokens combined with the new base game recovery speed ends up being the same net recovery speed as it was at 8 tokens pre-patch. (I.e. something like at 8 tokens it is about 40% boost on top instead of 50%.) The perk was already pretty popular pre-patch and the unchanged settings are leading to it being probably just slightly too fast I think. Going back to the old net benefit would still keep Save the Best for Last as popular as it used to be without it being overly used.
- Have Overcharge start at 100% regression instead of 75%. Starting at 75% and taking 12 seconds to ramp up to 100% means you’re actually worse off kicking a gen with this perk if it gets stabilized in that time than if you kicked the gen with no perk at all, assuming that the survivors can consistently hit that skill check (which a lot can). At least by starting at 100% the regression it gives is objectively always faster than no perk.
- Increase the Decisive Strike stun to 3.5 or 4 seconds. 5 seconds may have been too long but 3 seconds seems a little too short. Somewhere in the middle is probably the sweet spot.
- Just get rid of the 20k cost to prestige altogether. Unless there’s a reason it exists? 🤷♂️ It’s not a huge cost in the grand scheme of things but it does feel like an unnecessary one.
- Increase the 7% movement speed after being unhooked to either last a little longer or go a bit faster. That’ll give unhooked survivors a little extra time to get more distance and incentivize going after the unhooker or a different survivor instead rather than immediately rechasing the unhooked player. (Basically just enough so they have time and speed to get a safe distance so they can have a reset chance after the unhook, but not so much that they want to hover around the killer being annoying because they feel invincible.)
- Combine the above with a slightly faster hook rescue animation, that would help mitigate facecamp Bubba slightly since if the unhooker can at least get the person off the hook the upgraded Endurance and speed boost would let the unhooked player get a decent distance away before Bubba could rechase them. (It shouldn’t be too fast, though, since there should be a chance at the grab still.)
I know a lot of people are complaining about Thana and Legion but honestly I think some of that is people getting used to the new system and learning to path without Dead Hard in the pocket and such. Over time that will even out a bit and we’ll end up with kill rates still higher than they were prepatch but not as high as they are this very instant.
I also left off bigger change suggestions like new features or bots for disconnected players once bots are in the game, etc. I’m mainly looking at small numerical tweaks to things that were impacted by the patch that are hypothetically simpler to implement.
Comments
STBFL doesn't now give a 50% reduction, because it's not a case of it being 10% + 40%.
The base cooldown is now 1.8s instead of 2.0s, which means every % reduction to that is less effective than before. 40% of 1.8s is less than 40% of 2.0
As you can, the cooldown starts 0.2s quicker but at 5 stacks and up, the reduction is only 0.1s.
(It’s actually 1.08, not 1.1, I’m assuming you’re rounding but in terms of percentage change it makes a slight difference.) Anyway the difference between 1.2 and 1.08 seconds is a 10% speed increase. It might not sound like a lot but it’s a half meter difference in a chase or just enough of a difference to possibly hit someone twice during an unhook. (Unhooking takes 1 second to finish, so the difference between a 1.2 second and 1.08 second recovery can definitely mean you get to hit the unhooker twice before the rescue finishes versus after since they only have half less than the window they used to to react and start again, 0.2 seconds versus 0.08 seconds.)
Imo the easiest fix to STBFL is just nerfing it to 4%. It’d still be better than before from 0 to 7 tokens, and about the same at 8. The chart posted above isn’t correct though, since the base cooldown went from 3 to 2.7, not from 2 to 1.8.
I think for the health of the game, DS should be punishing and should be a 5 second stun. It was already rather easy for nurse and blight to tunnel through it even before it was nerfed. Leave it disabled in endgame, and you could even add pallet/flashlight saves to the conspicuous actions list. Never understood why sabotaging disabled it but that stuff doesn’t.
20k prestige cost is unnecessary, I don’t think anyone would complain if it was removed.
I think for the baseline BT and speed boost, it should last longer but should remove the survivor’s collision rather than an endurance effect. It should be effective for anti-tunnel and allowing an unhooked survivor to get to a loop, but not for bodyblocking the killer. This would also reduce bubba’s ability to simultaneously down both the unhooked and the unhooker. Conspicuous actions would still cancel it. Change BT to provide endurance for a certain duration after this effect expires. I would also support a faster unhook animation to compensate for the reduced attack cooldown and also make the “grab game” less in the killer’s favor. I also think the length of a hook stage should be increased so camping isn’t even more effective than it was before especially with certain gen-blocking perks.
Also throwing this in, please just make botany knowledge not work with self-healing at all rather than giving it an awkward medkit penalty that screws you over if you pull one from a chest.