Resilience perk needs to be nerfed.
Hello Devs,
I want to bring up the perk Resilience today because this perk gives a lot of buffs for just being hit by the killer.
These Omni-perks exist because you are letting one perk cover a wide scope of game actions or buffs/debuffs. Vigil was recently nerfed because it cut down on timers for most status effects in the game.
Why resilience was left alone will be a mystery to me but at the same time I think it needs to be cut down because getting a speed boost just for being hurt across so many actions is detrimental to game balance.
Survivors already have perks that let them do these faster, some at 100% speed on their own orwith other perks and/or items.
I'd suggest either spreading these buffs out amongst new perks and in the mean time removing most of them from resilience. I'd also request you stop making these kinds of changes where a survivor gets an advantage of such large scope simply for losing a health status or being hooked.
This game doesn't need more passive bonuses being handed out to either killer or survivor side with no goal achieved to receive it. A lot of killer perks require we achieve a hook or down a survivor, our goals in the game to get a temporary bonus but now we have a perk where a survivor gets a reward of wide coverage just for being injured by the killer and I do think that is bad game design.
-Triglav.
Comments
It's especially bad when people 99 their heals (why is this still a thing, it really shouldn't be) so there's not even a risk to using it. Not to mention the way it dumpsters hit and run playstyles, or killers who use constant injures like Plague and Legion. I sure do love getting punished for using my power because there's no actual detriment to being injured.
Resilience deserves nerf for very long time. Not only that it makes solo gen 3s quicker but also vault about 0.05s faster and small bursts to all other mechanics. It should either be 2 % across everything or 5 % to few of those effects.
To listen to you, all old perks for old characters need a nerf. Glad you don't work as advisors for BVHR…
I would not say a nerf but a tweak. They could remove the repair speed bonus and make everything else 10 or 11% to compensate . We just need less perks that affect the main objective .
Wow, I actually made a joke today that Resi will be the next perk that will be complained about now Vigil is dead…. and I was being sarcastic.
Deserved to be nerfed.
I'm glad too. I don't expect anyone to listen to me, the devs can do whatever they want at the end of the day. If it gets to be too much I can just quit and move on to another game.
We definitely don't need a perk that covers multiple actions and gives out bonuses for just losing a health state though across so many actions.
Why not ?
Can you list all the different effects that a killer can apply on survivors ?
Killers still have some (old) perks that it can apply 2 or more effects on survivors tho'.
If I understand correctly your logic, 1 perk = 1 effect only ?
Literally nobody is saying that.
sure
If it was actually strong then just bring hemorrhage stuff.
I think we should focus on your logic instead. What do you think should happen? You think survivors should continue to get more action speed bonuses across all actions when they get injured? You think that when a survivor takes a hit they should go faster and faster with no penalty?
My opinion is worthless to you so tell us then what you think should be done instead to make this game more fun for killers while making survivors go faster? I hope you can tell us.
Resilience is probably one of the more balanced perks when it comes to risk/reward imo, and I normally dislike anything that increases gen speeds for little work.
I'd rather see Deja Vu get reversed back to how it used to work over resilience getting changed.
That said, there's something to say about splitting up a perk's current bonuses and spreading them across perks with stronger effects. Fire Up sure could use a similar treatment if done well.
Wow, they are really scraping the bottom of the barrel for perks to complain about now that sprint burst and vigil both got nuked.
I can't tell you what it should happen, my broken english doesn't allow me to argue a lot with you about that. And it wasn't MY logic. I just can tell you Meg with her Resilience was created at the time where survivors were facing of just M1 killers like Trapper, the Wraith, the Nurse or The Doctor. In this time, you didn't have - as survivor - to deal with all the ranged killers with all the indetectable effect & instant tp everywhere on the map. The killer has to commit chase when he has found someone, to hit & to down him before to hook the survivor.
In this time, when this perk was created, the devs probably have a very different idea about their game, what & how difficult are the chases & their objectives.
It's discussing problematic perks. Killer perks got nerfed and are in decent spot where they are good but not oppressive however there are many survivor perks that are peoblematic for years - lucky break, power struggle, finesse, lithe, shoulder the burden, reassurance, dead hard, dramaturgy, bottany knowledge and many others. Once one perk gets nerfed it's obvious the next perk will be picked. If Nurse got giga nerfed Blight would be main complain. It's nature of meta changes.
I… I'm sorry but I don't know if you are serious or not. Is this like sarcasm or are you trying to be serious?
I'm very serious. Perks I mentioned are pinch of equippable problematic perks. I understand that survivors want to be powerfull but me who play both sides know how insanely powerfull survivors become. My escape rate says it clear. I never had so easy time winning as survivor. Manily to perks I mentioned.
1
Aurora Stardotter
32,1 hrs
54.55%
52.25%
2
Kwon Tae-young
5,7 hrs
9.34%
52.63%
3
Orela Rose
5,4 hrs
9.34%
68.42%
Yeah you'll need to fix your formatting that's not legible. Also why would your winrate matter for anything? You could have just been letting everyone die and get hatch to escape.
Sadly, I died to a lot of too altruistic endgame scenarios. Otherwise my escape rate would be significantly higher. Sorry for formatting. I just shared stats.
Resilience saves 7 seconds on a gen btw.