About the PTB changes
I feel like BHVR listened and reverted a lot of unneeded changes from the ptb. By far the best change was the healing, from seeing 80s heals to "injured metas" playing survivor during the ptb was not fun. I like the basis of 24 charge med kits having a defect with self-healing like botany has on med kit charges and the antiseptic taking 24 seconds but I'm still waiting on base kit unbreakable (even if it’s 40+ seconds to pick yourself up). The circle change is great, I was waiting for the speed to increase and always thought aura readings would be more beneficial and this improvement is way better at promoting teamwork, possibly if it’s overused reduce the radius to 20m or 18m. Scourge PR has always been good and at most times, it's helped me as killer and other times it’s activated on a low percentage gen no one’s working on, I don't mind the %buff but having tokens seems limiting to its power, instead of changing the meta by completely killing the perk maybe reduce the available hooks or every gen complete, swap the scourge hooks around (if possible) so that it's beneficial in more ways than just Once-Per-Survivor. I'm disappointed at the DH change as when you become unhooked the perk becomes available but if the insensitive was to become less of target and you get tunnelled, the base-kit borrowed time will put you into the deep wound and make dh unusable for the time being, making it even more situational. I would prefer a change where when you become injured there is a timer (say 45-60s) where dh is active and can be used and is then de-activated until fully healed again (still being an exhaustion perk), this way dh can still be utilised as before but requires taking a health state. I would have liked to see more of an improvement to billy's kit however reverting the engraving addons and keeping the overheat reduce is a small step to him becoming his old self.
Although it’s from the previous patch, I do like how BHVR is leading away from gen regression although they only seemed to touch upon killer. I feel like COB+OVER was strong as heck but at the same time even just nerfing the time at which they regressed, I'm using COB as an example (200% over 20/25/30s or 200% of the gen bar, e.g. 70% completed gen would have less of an impact before ptb but might be more powerful than 135% overall?). With the new Overzealous perk change and the somewhat buff on COH, I feel like the gen rush meta will be more powerful now and needs some tweaking (prove thyself); especially since they have and are changing the "blood point induced items" like from BBQ to Med kit addons yet prove is remained unchanged (Prove thyself mainly still having 100% bp). Even after the increased gen completion time, gens can fly by within the first 2 minutes depending on the killer and perks. I would like to see a nerf in general making once again, teamwork being a key focus, but also to some high picked perks, for example, prove thyself is very good when working with 2+ teammates despite solo gen work being more advantageous to the team overall, you can complete gens extremely quick. A nerf could be lower the %bonus you gain when working with teammates or skill checks become faster/smaller/slower? (Could even be a whole new mechanic who knows) or great skill checks are less rewarding; causing players to resort to good skill checks to maintain the speed. Or even, for every gen that is powered, reduce the bonus %by (5/4/3)? Also, reducing the progression bonus of hyperfocus by 1/2% could help or reduce the max stack to 4 - same as stakeout - still able to give good value but at a lessened rate to those skilled players.
Still thinking about the gen ideas, instead of 'changing the meta' entirely, introduce more perks making the meta broader than blander. Looking at percentage of used perks, Deja vu looks underwhelming giving a 5% to the 3 closest gens for a certain time limit. I would like to see the auras of the 3 gens available for all survivors or at least let the %bonus stack (if so reduce the 5% to 1/2/3% ?) potentially granting a 6-9+% to the gen being worked on by those that are running deja-vu even on top of prove thyself, making early game stronger and able to counter lethal purser/corrupt intervention but only limiting it to the first 3 gens that are closest at the beginning of the match, if this is over used narrow the time frame it's available (from 30/40/60s to 15/20/25s) obviously the aura time will be different having 3 different survivors using different tiers but just like prove thyself the higher the tier the more priority it will have e.g. Tier3 Deja-Vu will activate the 15/20/25s over Tier1 Deja-Vu? Red herring is not utilised a lot and by activating it via a locker its barely viable until late game or in certain scenarios. What if the targeted gen creates a loud notification alerting the killer, but also granting anyone working on said targeted gen a 4/5/6% bonus (after red herring has made a loud notification) until interrupted, tempting survivors to speed the gen up at a risk that the killer will come to them. If successful in pulling it off the perk has a 40/50/60s cooldown but if the gen is complete while red herring is active and hasn't been interrupted during the gen repair, perk automatically deactivates for the rest of the match - and only one red herring may be active at one time, meaning that even if 2 survivors are working on a gen together and both have red herring and one of them activates it in a locker, the other survivor running red herring will not be able to use it until the other red herring has been deactivated. Whispers was always a good perk a few years back, allowing killers to get a direction that survivors are working on a gen within a certain radius but is now overshadowed by better, aura reading perks. I propose a buff wherein the perk remains active during say 24m but changes auras of gens and actions, e.g. Gens become a pink colour instead of red, but also any silent/non loud action also has their auras revealed meaning that any chest openings, cleansing of a dull totem, during a sabotaged hook (and maybe an exit being open? that ones a bit powerful?) will have their object aura revealed but not the survivor.
I hope BHVR looks more in the direction of increasing the meta and balancing both sides by giving more access to better combos and perks rather than nullifying popular perks. What do you think?
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