HandsomeJack_049
HandsomeJack_049
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@th3 said:
it doesn't matter who sets up the blood zones everyone gets the effects of them.
Thanks for the answer!
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Overall, I think this update would be great (huntress aside), but why are we nerfing pig again BHVR and trying to call it a buff? Pig's dash (as is) lacks the power necessary to be anti-loop, its loud, its slow, it rarely works on even competent survivors... So the majority of her kit relys on the RBT to be successful. I get removing aura if you want to reduce the intentional hunting of players working on the RBTs but adding a whole 30 seconds in return from some minor stat tweaks is a huge nerf overall (because of the way hats work right now.) Honestly, if we want to move away from active RBT kits and more crouch/dash, your going to need to buff the dash numbers much more than proposed.
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@Emeal said:
I don't envision this rework happening; it fundamentally changes everything cool about the Knight. I'm left wondering what those who have grown to love playing this Killer are supposed to do if such a drastic shift takes place. Each Killer has a specific gameplay to them to completely change a Killer at this stage is unprecedented. Lets go into the specific, what exactly is wrong with Knight in your opinion?
BHVR has also said that this is a concern when people in the past talked about reworking characters. BHVR is skeptical of making such complete redesigns unless completely necessary (i.e., SM who defined the 3-gen meta for a whole year.)
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I'm really concerned that this directly nerfs Trail and Nowhere to Hide. Have we gotten confirmation as to whether this will prevent you from kicking a generator at all after 8 or just that it will no longer regress the gen?
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@whskytangofxtrot said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605218#Comment_3605218
well stop exploiting. lol... At least put party streamers in the tree or something in the meantime. Disable lockers. instead
I feel like people would rather lose flashlights over lockers. lol. It will likely be fixed come the next hotfix. My advice? Use flashbangs. You can blind the killer even if they are facing walls/high obstacles. Pair it with background player and it's terribly funny.
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@whskytangofxtrot said:
Thanks... Or at least replace them with streamers in the bloodweb temporarily.
They were disabled because of game breaking exploits.
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@dweetboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3605214#Comment_3605214
Oh I love that idea!!
Yeah, we already have rummage for healthkits and toolboxes (and maps I think...), why not keys as well?
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I actually like the idea, but I don't really think left behind needs a buff. If it got one, this would be nice. I think a better buff idea would be something like this: Press the activation button to rummage through a chest to find a purple key.
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To add to this, the issue appears to be related to trying to move the camera while using rites of judgement - the camera feels like its trying to force itself and jerk against player control, creating that nausea like effect that was so common in other forced jerk movements.
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@GoofyKiller33 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3603839#Comment_3603839
I'm sorry to hear that. I hope they get banned like last time.
Report in game, report on forums, and provide a video. Like lastime, these people will get banned, and like lastime, they will come and complain here for everyone to see.
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It really does feel like eventually either tool boxes will need a nerf, gen speeds will have to be increased, killer's individual basekits will need to be looked at, or somekind of overall basekit mechanic for slowdown will need to be introduced. Part of the problem comes from the fact that survivor's can only improve on efficiency, whereas killers have to hope that Survivor's make a mistake (or they proxy camp and tunnel, because the best kind of slowdown is a dead survivor.) Ideally, a solution would be something that doesn't punish survivors but gives killer's that little bit of breathing room in the early game (or rewards killers for spreading hooks, which also helps adress tunneling issues.) Right now gen time is match time, and if gen speeds become too meta again, we're going to see a return to 4 gen slowdown, which will lead to overly long games, which leads to more complaints, which leads to gen slowdown getting nerfed, but because you feel like you have to run it, people will just become more dependent, etc, etc. It's a brutal cycle. Easy solution is to nerf gen speed perks and tool boxes like how gen regression perks and slowdown perks got nerfed. Prove Thyself is a good example of these small nerf tweaks that don't break the game, but help ease the overall issue with generator speeds.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3601315#Comment_3601315
This is also a nice change, and actually rewards Killers who pop it within a group 😁
Edit: Would need ignore hooked survivors in that detection cut off though... maybe downed survivors too.
Yeah, I feel like it wouldn't be hard to precondition the perk to not activate on a survivor who has just been unhooked.
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@FFirebrandd said:
I personally would want Chocolate #1. From reading the description,that's what I thought it did and thought it would be decent. It's still a little crazy to me that it's 4 times stronger than I thought.
Thanks for the feedback! I certainly wouldn't mind keeping the perk's strength but limiting it the first survivor. It reduces the overall oppresive feeling but keeps it a viable info perk.
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@UndeddJester said:
This is the thing, blindness has always done this, and it's fine because usually blindness isn't easily applied for large amounts of time, but UW gives easy access to it.
I still think people downplay how useful this perk is on the right killer, I recently concluded this perk isn't as overpowered for skilled survivors on anything short of Nurse and Blight, but it decimates low tier players against any killer that has decent snowball power.
My personal vote is Vanilla 1. Have the perk require the Killer to be somewhat thoughtful about when they use it, not just unga bunga throw it up and go, blinding the whole team as they tunnel/camp their target.
Whenever you open a Locker, Ultimate Weapon activates for 10 seconds: Survivors entering your Terror Radius scream and reveal their location to you. Those Survivors suffer from the Blindness Status Effect for 30 seconds. Ultimate Weapon has a cool-down of 60/55/50 seconds.
Great points! That's why I included a couple different variations of possible solutions. Thanks for the feedback.
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@Spirit_IsTheBest said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3599718#Comment_3599718
I can understand your reasons but with other regression perks its way too powerful in my opinion.
The limited effect is reflective of the power. Recall that it used to be 9/12/15% up to a max of 12 pain res uses. Now its four uses for 25% and then perk deactivates. It is also a scourge hook perk and scourge hook spawn logic is really scuffed. We could tone it down to like 10% but it would have to go back to multiple uses and maybe no longer be limited to scourge hooks.
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You are more than likely fine. For a report to be fully processed it has to be reported in-game and with VIDEO evidence on the forums. From your description, it's more than likely that nothing about your gameplay is incriminating. If anything, video evidence of the survivor’s gameplay is proof of griefing behavior.
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I think part of the problem with conversations around this topic is that a balanced solution rarely comes at the same time. BHVR makes an adjustment one way and it takes time for them to find the appropriate balance to bring up the otherside to compensate. It eventually happens, but in the mean time, one side has to deal with added features that benefit their opposition. For example, over the course of 2023, survivors have gotten the visual terror radius (a QOL addition that can be used for non QOL purposes to enhance gameplay against the TR of killers) as well as the UI Hud (which eliminates a large portion of the information gap beween solo Q and SWF), and the anti-face camping feature (which was more to address a largely unpopular playstyle - that the majority of either side disliked). In return, in 2024 killer will be getting a FOV slider (another QOL addition that will likely also be used for the benefit of gameplay elements by reducing the ability of survivors to perfom certain techs and immerse/stealth themselves.)
Another issue is a very human one, neither side wants nerfs/adjustments without the other side also getting hit - its a very common reaction. Look at any conversation around balance in the DBD community and you will almost always see arguments about "Well if X is getting nerfed then Y also needs to be nerfed." Likewise, neither side wants the other side getting buffs. When the UI hud news was released a portion of the killer community was firmly against it - saying that it ruined the fog of war element of DBD (even though many of those same people agreed that solo q was in a much worse state compared to SWF at the time.) Likewise, I suspect a similar conversation will appear once the FOV slider is introduced.
At the end of the day we have to have some degree of faith that BHVR knows what they are doing.
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@OrangeBear said:
I love this killer. It's such a treat to play as him and his power feels very much inspired by the movies it's perfect. It's also a really engaging ability too. 3rd person and voice lines also add so much value as well.
Perks are good too. But i'm not too sure about Hex : Two Can Play. I feel like the perk wouldn't be useful at the times it's supposed to trigger. Maybe i need practical experience with it though.
Yeah I love playing as and against Chucky (aside from human specific things, but that's not a fault of the character) - I will say that it does feel like Hex: Two Can Play should get buffed. It doesn't make sense that the concept of the perk is a meme (blastmine) killer perk, but survivors get only 1.5s to the killers 2s. It should be equal. The duration of the blind/stun should be equal for both sides.
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I think a more equal conversation would be all regression perks in return for the removal of all gen progression perks. Gen speed is game speed and either direction can make the game less enjoyable for the other side.
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I think we still need to wait and see what the proposed solution is before coming to any conclusion. First, the solution may not even survive PTB. Basekit unbreakable was considered the strongest solution to a slugging issue; however, a PTB demonstrated that it was too powerful a tool for the survivor roster and effectively nerfed the majority of M1 killers - and the counterbalance (the instant game over for four slugs) was incredibly oppresive on the high end of the killer roster.
Likely, we will see something akin to the anti-face camping measure: They will test how their proposed solution works and it will be changed or dropped depending on what happens. If it comes out that the measure unfairly punishes killers for playing the game normally and rewards the survivors for making mistakes on their end (3-genning themselves by not paying attention to gen placement) it will likely not survive the PTB. Considering that the anti-facecamp feature achieves the exact goal of addressing facecamping, while not punishing regular gameplay, I'm going to hold out any thoughts until we see what BHVR does.
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The conspicuous action nerf was a required change because survivors abused DS to purposely put the killer in a lose-lose situation. They’d get unhooked, hop on a gen, and force the killer to have to eat the DS, lose the gen, and lose the survivor as well. The old Unbreakable + DS meta was the closest the game to dying because of the survivor meta (with eruption / SM (Brine + Overcharge) being the killer equivalent).
The most likely change is to restore the 5-second stun and maybe increase the length of duration (with a counter that the perk deactivates if another survivor is hooked while DS is still active).
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@Rokku_Rorru said:
My guess is the Sloppy changes aren't to do with mangled and rather the perk itself, like making it a duration or something (not saying thats what it is going to be but probably a rework to its function)
I'm under the impression that because mangled is getting changed, Sloppy must get changed too. If it was just a numbers tweak (which it might be) then it will be a nerf to the mangled effect across the board (perks and add ons). But the fact that they'll touch sloppy as well makes me think they are going to rework the entire effect. In which case, its more likely that the changed mangled effect should be reflected in Gift of Pain. For example, if they change mangled to: When injured survivors are placed into the deep wound status effect - that wouldn't work for something like Gift of Pain because it would negate the endurance status effect of hook.
It might be premature to even guess at this stage, but I couldn't help it, because this is not the first time a perk has been forgotten (adjusted: either buffed or nerfed) about when a Meta Shakeup happens.
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I worry that depending on what BHVR chooses to do Killers will feel increasingly forced to rely on unfun tactics (tunneling/proxy camping). Right now only noob killers and sweaty try hards use these tools, but at the end of the day they are catch up tools for the killer. Depending on what BHVR does, they may become a mandatory strategy for certain M1 killers.
Also what about trap killers like the hag? Her slow movement speed and overall weak power is intended for guarding a specific zone of the map. She's not like SM who can drop a drone and move one. Are there plans to buff the hag in relation to this proposed changes to 3-gens?
I feel like most of the 3-gen issue was reflective of OP gen regression perks and old pre-rework SM. With both of those things no longer in the game, is 3-genning still the predominant issue in DBD?
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Chucky feels great to play as and against!
I love that when facing Chucky, you get immense value out of corner techs when they are stuck in the slice and dice animation. It also helps that the slice and dice ability doesn’t have the flexibility of a Blight rush! I’ve juked more than a few Chucky’s now by hugging the final turn tighter than their ability allows them to hit.
Playing as Chucky it feels great to go for the M1 and then using Slice and Dice to catch up and either get the down or continue the chase right away. I will say that there seems to be some issues with invisible hitboxes, but that's not unique to chucky.
You guys knocked it out of the park on this one!
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I'll be honest here... I think the ball was dropped on this one. The recoil removal feels great, but everything else... at this point just give trickster 5 knives and make them do one health state like huntress. You get little to no value out of the knives at most loops and the decay rate means that you are constantly losing pressure. The only time I got injures/downs using the knives was when the survivor was in animation lock. Personally, you should just revert the main event changes and give trickster back his faster throwing rate. Main event isn't important enough for this slow style of gameplay. I thought you wanted trickster to keep up his fast paced gameplay?
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On this point, the change log says: Blade-ready movement speed: removed per-throw movement speed reduction.
Did we revert the accelerated throw speed towards the end of a throw? Or is this also a bug? Because right now the throw speed is set and never increases.
Is it this change (?): Revert time between throws to 0.33 sec (was 0.25).
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587793#Comment_3587793
They said Myers will get rework? I thought they claimed he is fine, which I disagree with tho.
He is basically getting carried by his addons. I really wouldn't mind nuke mori addons if he gets decent basekit.
Yeah, they said in one of the Q&A's that Myer's is on their shortlist of killer's who are getting "reworks" (i.e., adjustments to pre-existing abilities and add-ons - not a completely new power).
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Unnerving Presence – Great idea; a little underwhelming, but fairly balanced.
Predator - Probably doesn’t need the cooldown if the idea is to help a killer catch up to survivors and start chase. Particularly because you have it deactivate in chase.
Bloodhound – Again, the fallback condition of not triggering killer instinct twice in a row is probably not necessary. I get the concern that it could maybe be used as a tunneling info perk, but with the limited 3 second max duration of killer instinct, that’s not enough time for a killer to otherwise catch up and find a survivor. It might even work against them by luring them to a spot where a survivor was, but has since walked away from. Similar to Ultimate Weapon.
Stridor – Cool idea; not much more to add.
Dying Light – I really like this idea. It’s silly that modern Dying Light really has no utility and is one of the few killer perks that more directly buff survivors then provide a net benefit to killer.
Hex: The Third Seal – I love the “Upon a survivor losing a health state for the first time in a trial . . .” pre-condition because it protects the hex from being cleansed at the start of a trial. I wish that BHVR would have similar preconditions for most (if not all hexs) so they aren’t so inconsistent.
Hex: Ruin – I don’t think a 30% increase is sufficent. They should either revert the nerf back to 200% and keep the fallback condition of the hex being destroyed when a survivor dies. Or, they should keep the 100% but get ride of the death = destruction condition.
Hex: Devour Hope – I like the defense condition and I think you balanced it will with the NOED condition at five stacks. I would say that the four stacks effect is kinda meh. I get the idea, but Devour Hope is such an important hex. It would probably be more balanced if it said something like “at 4 Tokens, the first time a survivor interacts with this hex, they scream and reveal their location.” That way it protects the totem till 5 stacks, but only works once and will not provide info again (like tinkerer).
Overwhelming Presence – Dang! That’s a huge buff. It would make the perk for more viable, putting it up there with Franklins.
Beast of Prey – I love it! All it does is remove the red stain (and TR if the chased survivor gets too far), but sometimes that’s enough. Great idea!
Hex: Territorial Imperative – This is fantastic! We finally get “boons” for killer. The idea of setting up a zone is super cool, but… it could be problematic within 3 gen situations.
Knockout – Look, I get it. But there’s no way a perk will have such a condition that directly benefits survivor. Instead of letting the first downed survivor pick themselves up, it would probably function better to allow survivors to still see the downed survivor’s aura, but increase the amount of time it takes for a survivor to recover or be recovered by an additional 50/75/100%.
Remember Me – Nice that you gave it that little bit more oomph. I know that right now Remember Me provides incentive to tunneling the obsession because they can open the gates faster. This helps fix that.
Blood Warden – that is suck a meme thing to make t-baggers have blood warden proc on them.. I love it!
Scourge Hook: Hangman’s Trick - The added ability to prevent scourge hooks from being sabo’d is nice, but it still feels too underwhelming. I’m not sure how you can fix this perk to be honest, but this is a good attempt.
Rancor – Honestly, this is a bad adjustment. It’s overall a nerf and gives no benefit in return. I understand that it sucks when you’re the obsession and a surprise rancor comes in, but this precondition of additional hook stages is too much. You’d have to dramatically increase the info provided for it to be equal.
Zanshin Tactics – Why? This is the mirror to Windows… and you literally gave it the nerfed windows treatment. This perk is already terrible on killer (unless you’re a clown main). Definitely not a worthwhile adjustment.
Scourge Hook: Blood Echo - This is also a bad take. Of all the exhaustion perks, besides mindbreaker, blood echo is one of the few viable ones. To turn it into a scourge hook is a bad idea. If you want keep your effects just add some time to the cooldown.
Deathbound - Eh. The perk still isn’t that great unless you are a mobility killer or you were already heading in that direction when it triggered. Still, better than the current version we have.
Hoarder - That’s an interesting take. But are you concerned that this would make Hex perks too defendable?
Hex: Crowd Control – I think I prefer the live version to this. Hard to say unless we had a PTB with this effect.
Lethal Pursuer – Eh, another meh adjustment. I don’t think we need something like only +2 if you are going to limit it to the obsession.
Grim Embrace – The boon thing is unnecessary. Boons are already a semi-dead playstyle right now. Blocked Hex’s however, that is a nice secondary effect. But, Grim embrace’s aura reveal is required so that survivor’s can’t just hide the whole duration – otherwise you had a wasted perk slot as killer.
Dissolution – It’s nice to get rid of the 3 second thing. It was unnecessary and a stupid precondition.
Hex: Septic Touch – Huh, that is one way to make the perk more impactful. Healing can only be done by repaired generators if you want to avoid debuffs. A powerful effect – warranting a hex. Cool idea.
Nowhere to Hide – that cooldown is far too long. For an info perk like NTH that is primarily used to start a chase – 40 seconds cooldown (at best) is too long. I would cut these proposed times in half. 30/25/20.
Leverage – That’s interesting. Might be too OP if I am reading the second condition (8 unique hooks disabling perk/item related endurance) correctly, but it is certainly an improvement over the current leverage and functions like an anti-tunneling incentive perk, like grim embrace
Game Afoot - the only difference is removing the secondary condition’s limitation to the obsession? Okay, but it really doesn’t place the perk in a better spot.
Ultimate Weapon – I’m torn. First, 60 seconds (at best) for only blindness and a snapshot of a survivor’s location is too much (for a cooldown). However, I know that one can use UW for other purposes too (such as interruption). The survivor scream notification does not give equivalent info to something like darkness’ precise aura reading or whisper’s general real time. But, I know that in games it feels like the duration is too long for the cooldown to be so short. I would keep the game’s 60 seconds (for total time between uses), but play with the numbers. Give UW a duration of 10 – 15 seconds and a cool down of 45-50 seconds. Or, something like that.
Hex: Thrill of the Hunt - restoring the defense function is a good idea, but I worry that it might be problematic in those situations where the survivor’s have to cleanse a totem (NOED/Devour) but can’t because the killer constantly has info when it is being touched.
Insidious - there’s no real reason to have a cool down on this perk. With the anti-camp feature this perk is basically dead. It takes too long to use for mindgames in chase and the only reason to run it is for the meme’s on unwary survivors.
Shattered Hope – cool concept, but survivor’s rarely run boons anymore. So, it still feels like a wasted perk slot. Shattered Hope should probably have been made basekit (with the killer able to destroy boons but having to hold down an interaction timer for X seconds – like how survivors can cleanse totems).
Unrelenting – This is simply weird…
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Yeah, to be honest, the whole killer instinct for a power effect is just too underwhelming. It’s an iri addon. It should be more impactful.
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Myers just shows his age now. His ability is relatively simple and doesn't have the utility that many modern killers have (built in slowdown, built in traversal, etc.). He also has some of the worst add ons in all of DBD's killer roster (while also having probably the single strongest add on as well.) He needs love.
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There are a few interesting techs you can use against the guards if Knight has left his boys to chase you alone. Dropping the pallet (the first time) forces the guard to wind around the loop to try and hit you, but future hits will ignore the dropped pallet. You can also do a sort of window tech to gain distance; the guards have a relatively straight path they try to take to catch you, and if you *fake a window vault with a sharp turn, the guard will run up to the window before turning to continue chasing the survivor - wasting time and giving the survivor distance.
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@VomitMommy said:
You could just make him work as Oni, activate with button, when you pick up you keep progress left, but your power is canceled.
You should for sure make sure to voice this thought when the PTB for the Myer's rework drops sometimes (next year or in early 2025). I think that's a really good point.
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I think Nemmy needs an add-on pass. The majority of his add-ons are underwhelming and provide little to not benefit. I like the idea of buffing his zombies too. I know BHVR mentioned in the past that they wanted more zombies but couldn't add more than 2 because the game's code literally couldn't handle it - so improving the zombies he already has is a nice next step.
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I can see them making another special skin like Naughty Bear for Knight with different weapons. Would be worth the money.
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It's a cool concept, but underwhelming. If you were to trade off the wiggle intensity (which on its own isn't all that impactful following the Boil Over nerf back in 5.7.0) I think you'd need more than lacking auras. Maybe something like "While being carried by the Killer apply a 1% hindered effect every 3 seconds to the killer (stacking)."
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@OrangeBear said:
They removed how you throw more blades with each blade most likely to make him more viable when line of sight time is very short and intermittent. This has always been something that huntress and deathslinger did better than trickster so they are trying to address it.
8 hits from 6 is to compensate for that so it fills at the same right but you need to hit more so survivors have more chances to dodge. It's also worth mentioning that trickster will still have 44 blades but need 8 hits. Previously when you had to hit 8 trickster had 60 blades and the blade add-ons also gave you even more.
Removing recoil makes him more skill dependant not skillful. Because the recoil is random.
Main event duration did get reduced by half and it still has the long cooldown after you end it so you will need to be careful when you use it otherwise it will slow you down.
The changes make a lot of sense to me personally. I wouldn't mind if they had to tone some stuff down but i do hope they keep some of the changes because i think he is really frustrating to play right now.
My biggest thing is that the recoil was overly hard on controller players. I'm glad that it's gone!
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@Monlyth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3576381#Comment_3576381
I may be misremembering, but I think the limited duration is a deliberate design choice, because if Trickster could activate Main Event whenever he wanted, he could camp with it. And I can't really argue with that; Main Event makes Trickster into a monster in camping scenarios.
Yeah i believe that was the concern. That's why they should consider making it function more like artist or victor (from the twins) - the devs could effectively deactivate that part of the power around hooked survivors and address camping issues. Sure, like huntress, he might be able to effectively "face" camp from a distance, but the devs should consider alternative solutions instead of just leaving main event untouched. It's not the biggest issue with his kit, but it just feels kinda clunky. Maybe they rework it entirely so that main event functions like a free reload instead? That could be a interesting idea to go down. Or maybe main event provides a unique debuff for knives used during that limited duration? (blindness, obliviousness, etc). Something more interesting than: "I have 30 seconds to get value out of an ability that gives me a nerf machine gun for 10 seconds."
But, I guess thats what the PTB is for. More likely than not, of all the changes, the Main Event changes won't go to live as is.
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All Trickster needs for main event is the ability to choose when to activate main event. The issue with the power was that you'd typically get it when you least needed it. (i.e., just finished a chase with a survivor and downed them and now you have main event ready.) Maybe you find a survivor and get to use it (like the developer update referenced) or more likley, it would run out because you couldn't find a chance to use it versus being locked into throwing knifes animation. They can keep it at thirty if we get that. Heck, they could even disable it around a hooked survivor if that's a serious concern (like artist).
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I’m torn. I would rather the game have more perks that synergize together than less – otherwise, we just continue to have weak perks that make a minor difference. This combo is problematic, but I feel like if you outright remove the interaction, you in part reduce the efficiency of buckle-up. For the people is always going to be powerful, the trade of one health state can come in clutch, endurance or no. But giving a downed (and their savior) survivor endurance on its own would become an incredibly niche thing. Sure you could run other healing perks to increase the speed of the heals, but at what point do we draw the line on requiring an entire 2-3 perks to get value out of 1 perk?
My solution: Just increase the amount of time required for the FTP prompt to trigger. It gives the killer more time to interrupt the action, but it also still allows survivors to pull off an impactful play if the killer spends too long dallying around (breaking pallets or checking for flashlight saves).
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It was for sure a perk that provided too powerful an effect for an asym like DBD without having a precondition. Keep in mind that killer perks should overall be more impactful than survivor perks because a killer can only bring 4 perks, and survivors (between them all) have 16 perks. Similar killer perks are all tied to a pre-condition (often to the killer's detriment). Play with your food (PWFY), for example, requires the killer to enter chase with a specific survivor (or burn another perk slot to have a perk that changes the obsession) and then lose chase with that survivor to gain 1 stack of 5% movement – a stack that is lost upon performing any combat action (regardless of whether a survivor loses a health state). Swing and miss? Lost a stack. Used your special ability? Lost a stack. Killers could lose entire games trying to get max stats or consistent value. Because of that, PWFY is balanced.
MFT on the other hand, provided a flat 3% just for being injured. And, normally a good counterargument would be that the pre-condition is actually pretty dangerous for the survivor (after all instead of 2 health states, they are limited to 1 before entering the dying state). However, the modern survivor playstyle encourages staying injured (medkits and COH nerfs directly enforced this). Therefore, you’d have survivors running perks to capitalize on being injured to the point where the one lost health state is almost an uneven trade. Personally, I don’t think the 3% speed increase was overly impactful by itself (but when paired with resilience or hope it could be) – the issue was that survivors got it for free indefinitely. It's not like Overcome, which provides a minor boost following a hit in return for the exhausted status effect. Or lucky break, which is a powerful chase perk that is directly tied to a proportional altruistic requirement.
The only counter a killer had was something to inflict the exhausted status effect. The problem? The majority of perks that inflict exhaustion are poorly designed and provide little to no benefit except for that purpose (and have terrible pre-conditions). Fearmonger is arguably the best, and even that allows survivors to simply walk a few seconds and remove the effect – making the perk only truly impactful if the killer was either a stealth killer or had the undetectable status effect, allowing them to catch the survivor off before they walked off the debuff. Furthermore, a large portion of killers lack add-ons that provide the exhausted status effect either.
So, the change to an anti-tunnel perk with synergies for its secondary effect (provides endurance for completing a healing action) is a change that is in line with the game’s preconditions for powerful survivor perks. They are either tied to generators being completed, worked on, or healing actions. The removal of the exhaustion limitation is justified if these changes come to live. We will have to see if the PTB makes a notable difference or not, or if further tweaks are necessary.
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@[Deleted User] said:
Wraith's base-kit is honestly in a pretty good spot and is both counterable and fun to play as/against. I wouldn't like to see that ruined.
Fully agree! At this point I think wraith is in a place where the devs just need to make sure no new bugs impact gameplay. Otherwise, there are more pressing issues to fix.
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Yep, the hitbox have been broken since the patch; Hens noticed the same during one of his streams. Straight hits, hits over windows and pallets that registered before the patch no longer connect at all and hitbox seems to be disconnected from the actual tail animation.
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Huh, wasn't this issue addressed with the omni-directional unhook prompt years ago? I wonder how the crawler mode is breaking that prompt registration. You should post this to bugs if you haven't already.
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I think Alien is well designed and against skilled survivors is around B tier at best. It's going to take time to get used to a killer with a different gameplay loop, but people will get there. The devs fixed the largest issues from the PTB and made the killer fairly balanced. The turret counter balance is even handed and nice (some small tweaks might be needed for smaller hallways and vertical range abuses on the turrets), they defeat any form of stealth with the info provided and if you use them in dead zone to chain to tiles you are more likely to get enough distance for safety. Just like with artist, deathslinger, and Pyramid Head you'll learn how to dodge the tail swipe because of its hitbox. Once everyone has had time to settle with the killer I feel like the playerbase will get to the point where they don't notice it anymore. For example, look to Survivor Content Creators, who have already figued out the best in chase counterplay and are able to run a Xeno for 5 gens. Everyone else will get there, it just takes time.