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Kabopat

Kabopat

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Kabopat
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  • Just want to put my 2 cents somewhere that might actually reach the devs:
    Overall, I understand the intention of this PTB, but I think it's very overtuned and too restrictive.

    My biggest concern in the anti-tunnel having way too much added to it, that it flattens the available plays for killer and makes this a very boring game.

    Generally, I think artificial punishments are bad, and gatekeeping information feels iffy.

    I think the Elusive status effect and unhook buffs are good! Keep that! Also keep the rewards for not tunneling. But remove the punishments. The unhook buffs will make tunneling take longer, which adds a natural consequence of time lost. This allows each killer to analyze the cost/benefits of tunneling in that specific game, and will reduce tunneling overall, without micromanaging how killers play. Natural consequences feel better and are easier to understand, the artificial punishments not only feel bad, but are overly complex and hard to understand.

    Tunneling may not be fun for Survivors, but THIS is not fun for Killers. And BOTH sides matter. Especially for new players.

    Blocking out the HUD isn't the worst, but honestly just feels super confusing and disorienting, especially if you look at it from a brand new killer's POV.

    I'm hoping that this PTB is intentionally very strong to test all the options and get all the feedback. Sending it as is…. this strong…. would be more problematic than the current tunneling/slugging issue.

  • My 2 cents:

    > [CHANGE] Adrenaline no longer activates if you are hooked when the gates are
    powered.

    This feels bad imo. Adrenaline is already something that is
    super hit-or-miss on if it will even happen. This change makes it a
    terrible perk for Solo queue, because my teammates will not know I have
    it, so I have no control now over if/when this procs
    . Now, if I happen
    to be on hook and a gen finishes, I've just played the whole game with
    one less perk slot. Adren is already a risk, because you might not even
    make it to end game, and now it's even riskier.

    This may promote Adren players to hard stealth to the detriment of the team
    towards the end of the game to avoid wasting the perk. Current Adren
    promotes players to take chase to support the gen progress, because
    their perk allowed them to feel more confident. They could play cooperatively in a team dynamic and take chase and maybe get hooked while the last gen was getting done. Similar to how a Deliverence player might do so earlier in the game if it's active. They can risk the hook because they know they have a perk that makes it less terrible.

    > " making it very difficult for the Killer to catch them before they could escape "

    Why is this an issue? Isn't that the point of this perk? To be harder to catch?

    The killer can chase the other survivor (the one who
    got the unhook) rather than tunneling out the person with Adren.
    Additionally, Survivor perks that activated at end game keep getting
    nerfed, but killers have LOADS of endgame perks (NOED, No Way Out,
    Remember Me, Rancor, etc. etc. etc.) Endgame shouldn't be so killer sided. It's becoming the most dangerous part of the game for Survs, even though they have to play well to even get there.