Predator97427fr
Predator97427fr
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- Predator97427fr
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Great job Bhvr ! All of the quality of life changes seem to be amazing, and it is very nice to see some of the lesser used perks getting a buff, however there seems to be a little misunderstanding on why certain perks pick rates are so low. All of the buffs up there are really pleasant don't get me wrong, but I'd argue that the reason they are amongst the least picked one doesn't lie in their numbers, they just are fundamentally flawed. I'll take an example for each role. For killers, Dark Devotion, while seemingly being an interesting perk to mess around with survivors, doesn't really help you much in your match and is basically a more situational and niche version of unforeseen, no matter how much you buff the numbers, it just is outclassed. For survivors, I'll take the example of light footed, which really pains me to see in such a state because i find the idea to be amazing. Not hearing your footsteps is let's be honest not as strong as we thought it would be when the perks released, the killer still being able to hear your breathing sounds very clearly, which makes the TWO conditions absolutely unnecessary(healthy and not on cooldown after a vault). In fact, the only moment where you might get value(and if the killer don't hear your panting noises) would have been be after breaking line of sight after… a vault. Which you can't do because of the cooldown, no matter how much you decrease it, which makes this perk pretty much useless.
All of this just to say that buffing raw numbers of perks is good, (it works for call of brine for example), but for some perks it's just pointless because the problem is not there.(btw what I'd do for those 2 would be adding a new effect for Dark devotion like at the end of this effect, every survivor that was in the terror radius would scream giving you additional info, and for light footed, make it more in line with like iron will and remove the cooldown and maybe also the healthy condition, I'd argue that it still wouldn't be that strong because the killer will still be able to hear the breathing sounds of survivors)
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a bit too big, not enough locker but great overall
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I really like this map's design and general dynamic but currently it has some annoying problems
The middle : It's currently kind of a deadzone for both survivors and killers. It needs more line of sight blockers, more pallets, (currently there is already a couple spawns( 2 or 3 I believe), making it so that the pallet spawns on the middle are guaranteed would be nice) AND IT LACKS LOCKERS ! That's a big deal for both survivors and killers like dredge, huntress and trickster
The houses : To be fair there is a couple infinite loops on the sides of this map that makes it quite uneven. Make a couple of them a bit weaker and provide some counterpart like putting new loops in dead zones. there is also a serious lack of hooks on this map that makes survivor wiggling off very likely if they sabotage a single one of them.