The Singular Positive Feedback About The New Dev Update
While the changes BHVR detailed in the 6.1.2 are horrendously bad,there's one thing I want to commend the team for. THANK YOU FINALLY WE'RE GETTING MORE PERK UPDATES IN MINOR UPDATES.
This is great and I want that to become the status-quo. Minor perk changes are not that hard to make,so seeing the team finally grow the courage to actually get them into smaller updates is very good,I'm hoping the cluster-######### that this update is doesnt discourage BHVR from them continuing with this.
Comments
Well, I am still waiting on Sadako buffs and they are apparently still waiting and seeing? Maybe they will figure it out near the mid chapter of Project W. Two perk nerfs and an interaction change are not good enough for me to jump for joy. We even have to wait for the update for them to... Um, turn off the killswitch?
Yeah. No. Glad you are happy, but I am not impressed.
Knee-jerk, whiplash nerfs after a month of play are not cause for celebration.
They're evidence that The Mob is winning.
What does one side want? Is the volume loud enough? Okay, they get it. No matter how absurd.
Was doing gens for 2 minutes fun?
I mean sure thats good but as others said, its kinda knee jerky as in in order to get rid of a very niche situation they gave us DMS/PR (lol)
That's... not how it works.
It is most decidedly not if those fast iterations are all terrible. It can still either be good and lead the game towards excellence or bad and lead to the game crashing and burning. All fast changes does is get the game to those end points faster.
The mantra in game design of "Fail Faster" only works if you learn from those failures.
no side should be happy about the shitfest that are these changes. my title is also "the SINGULAR POSITIVE FEEDBACK" it's the only thing that is good here
they might! i just hope they dont learn "dont try this at all" and instead "do this but dont bring ######### perks to the table"
If your team is too cheap to bring CoH, too bad at the game to avoid getting hit, too oblivious to just hold W away from one another, or too lazy to heal, spending 110 seconds on a generator instead of 90 seconds seems like a fair trade off.
I agree, it's a good sign that they're willing to push out balance changes in small patches and I definitely hope they aren't dissuaded by the overreaction and melodrama surrounding this particular patch.
Genuinely, it's a good thing. I'm glad they're doing it.
What if they run dying light? And gift of pain slower healing that will waste more time and half the team is dead.
COH won’t stop the other 2 perks and legion can just instantly re injure you and COH doesn’t work against plague.
Do i see a upcoming "legion OP, pls nerf" thread?
Btw. The situation you described didn´t go away. It just got worse with Legion feeling forced to keep all survivors injured at all times.
No legion is not op but he can easily get so much value out of those 3 perks.
The person I’m talking to keeps saying the mob is winning and there nerfing stuff cause the people are loud even though it was not a fun thing to go against. The playstyle is awful. It’s still going to be a problem. But not as strong
To be honest. Every perk should give value to its user. Be it survivor or killer. Having a perk that is only usable on 2 killers (because lets face it... if there was a thirst killer benefiting from it, devs would have named it) is not really a good design choice.
They could have done other things to thana, but well...
True but if they continue to make changes like this then it's not a good sign even if the turnaround is good.
All of the things you mention were exactly the same pre-patch. 20% slowdown from original Thanat. +3% slowdown from Dying Light per hook. Gift of Pain slowing you after being healed. All three helping killers who are able to spread damage around fast enough to overtake CoH's 8-second heals.
This ALL existed before. And it was not a problem in the slightest.
Yet now that gens take +10 seconds, and that 10 seconds could, potentially, be increased a further +4-6 seconds if they devote all their perks to slowdown, have zero trouble finding survivors, win every chase, easily hook everyone on scourge hooks (despite Sabo hard-countering scourge hooks now) AND keep survivors injured for the entire game? NOW it's a problem.
So, 110 seconds from running all of these in the old system was fine, 124 seconds in the new system? Completely unbeatable. Totally unfair. Zero counterplay. Death knell for the whole game.
Three perks AND a tremendously successful killer performance to slow gens down by 4 to 6 seconds.
Does nobody actually do the math on these things? Do people just see the percentage numbers and say "38% slowdown? That's UNBEATABLE!"
You know what fixes the 38% slowdown? How about the 42% INCREASE you get from having two people on one gen?
Here's my big wonder: If everybody complaining about these things is just totally sure that the entire survivor team will be injured from the moment they spawn in to the end of the match, why don't people run Resilience more? 9% repair speed boost for the whole team, passively! That takes 8 seconds off every gen: nearly deleting the +10 seconds boost killers just got!