Feedback on 6.1.2

Thanatophobia: Making the additional 12% regression contingent on all 4 survivors being unhealthy destroys this perk. It is incredibly easy for survivors to notice the Killer has Thanatophobia and keep one member of the team healthy and keep the penalty at 6% which is laughably pathetic. Not even Legions or Plagues should run this perk.

Mettle of Man: You destroyed what little value it had. Don't buy Ash just get Zarina and run Off the Record.

Pain Resonance: The best part of original Pain Res was the notification. The killer hooks a survivor, sees a notification on a generator and has a target to pursue and a reason to leave the hook. Both of your reworks for this perk have been awful.

Just make Pain Resonance an 8% or 10% slowdown with a notification. Enough slowdown to be worthwhile and give the killer useful information to get them away from the hook. Dead Man's Switch is strong enough on its own it doesn't need this synergy and with less slowdown its synergy with Merciless Storm wouldn't be as severe.

Why no changes here?:

Decisive Strike: Should be a 5 second stun and deactivate once the gates are powered.

Iron Will: If a survivor with Iron Will is in a locker or crouching they should be silent.

Hex: Ruin: Having it deactivate once a survivor is dead was enough. It should have kept its 100/150/200% regression because its a Hex that can be gone 20 seconds into the match.

Eruption: SoloQs have to suffer incapacitation repeatedly with this perk while SWFs easily counter it. At least reduce the incapacitated time.

Pharmacy: Practically useless now.

Comments

  • Decisive Strike: Should be a 5 second stun and deactivate once the gates are powered.

    I’d lean toward 4 seconds, a compromise between the old and new versions. As to why they didn’t mention it, it may simply be a matter of them picking a few things they feel they have better data on. 🤷‍♂️

    Iron Will: If a survivor with Iron Will is in a locker or crouching they should be silent.

    I disagree, the 75% sound reduction on Iron Will is fine, including if someone is in a locker. I’ve seen plenty of instances of survivors on streams successfully hiding with the new 75% sound as the killer walked by. If the perk is too weak they should just take off the restriction of it not working while Exhausted.

    Hex: Ruin: Having it deactivate once a survivor is dead was enough. It should have kept its 100/150/200% regression because its a Hex that can be gone 20 seconds into the match.

    Yeah, I think Ruin could be at 150% to 200% cap instead of 100%. As is it’s a pretty weak perk, especially for a Hex.

    Eruption: SoloQs have to suffer incapacitation repeatedly with this perk while SWFs easily counter it. At least reduce the incapacitated time.

    I have no opinion on Eruption at the moment. As above, it might be just a matter of them waiting for more data if they even are seeing it causing issues at all.