Yffriium
Yffriium
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Yes, I'm sure a video game company would make it their top priority to ensure 80% of the player base doesn't have fun. This is totally a good-faith argument.
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@Batusalen said:
Only when the self healing is equal or less than altruistic and a medkit is in play it is true that is more effective to self heal than do altruistic, which is not a problem as you have the ability to just drop your medkit and let him do the healing while you repair.
The problem was never that self healing is more efficient that altruistic, on the contrary. With the new changes, now healing another survivor with the best medkit would grant you a healed survivor and 22.67 charges done in a gen in the time that survivor would spent just healing while the other would do 24 charges on a gen.
This was the big lie survivors fed BHVR, that altruistic healing was not the problem. It is, and it will be worst with the CoH buff as now a SWF squad can reset the damage of 3 survivors in 12 seconds.
But people cried, so the cries must be silenced.
You're discounting several things to make this argument. You say it takes 3 survivors 12 seconds to reset, which lacks a lot of nuance. For one, it requires all three survivors to first run to the same location, which takes time. Also, you neglect the amount of time it takes to set up the boon (14 seconds booning + 40 minutes finding a dull totem). To be conservative, we really should double the time you say: 24 seconds for 3 survivors to reset. 12 seconds spent running to each other, 12 seconds spent healing. Even still, we are neglecting the time it takes for survivors to run back to whatever they were doing after healing, but we will ignore that for now.
Making 3 survivors take 24 seconds is the equivalent of 72 man-seconds. That's almost a full generator, spent on healing. Meanwhile, your gens are regressing, you've kicked some pallets, & you're almost certainly chasing the last survivor or have their hook timer ticking down. If not, then you can always walk over to the 75% of the team healing and interrupt, applying pressure to all but one survivor, forcing either a down on one survivor who was yet to full heal, or causing other survivors to take hits & waste all that time running and healing.
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DBD players say this after every. single. update. You will still play the game-- quit your complaining! If you think the game is biased towards one side, you're free to play that side which you believe is busted OP too strong pls nerf. Sometimes patches have to be "killer sided," sometimes patches have to be "survivor sided." That's called balance!
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Personally, I think the most recent changes are fine. Though medkits are still a little more efficient, that's the benefit of bringing one. Using a medkit saves 8 man-seconds on one heal, maybe two with add-ons. Consider it's opportunity cost: instead of a medkit, you could bring a toolbox, which easily saves more than 8 man-seconds on a generator. Or, you could bring a flashlight, which could help with a game-changing flashlight save or allow you to sneak past a blinded killer in chase.
Medkits before were way too strong when a survivor could heal himself two or three times in under 16 seconds. Now, I think they'll find a comfy spot with balance taken into consideration.
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"Why nerf pain res?"
It gave killers 15 seconds of free additional pressure & either revealed a survivor's location or auto-regressed a generator after each hook. Many many killers ran it each game. It is not unreasonable to nerf the perk.
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The devs have said that they tried this, but it felt really bad to play against Nemesis without the speed bonus.
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"This could be as simple as scaling their strength with the distance to the nearest trap."
Your explanation leaves much to be desired. What does "strength" signify in this context??
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@TerraEsram said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3380154#Comment_3380154
You know that... It's like a nerf for plague? When survivor got her, he gonna be happy because, no more more than 24 secondes for healing, just some magic soup and, hop, healing again?
It's not really a nerf for Plague, just a buff for all other killers which she does not benefit from. I guess the only thing you can say is a "nerf" for her are the gen regression perk nerfs, which I don't think will end up being a huge deal. In fact, these changes might even be a buff for Plague, since they may encourage survivors to bring additional healing perks & items which she can make worthless.
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@Huge_Bush said:
At the rate they're going, watch them come out with a new Twins chapter that you have to fork out money for. Only, this time, you will have Danny Devito who comes out of Arnold Schwarzenegger's chest and run around snarling at everyone. Then everyone will forget about the abomination of a chapter known as A Binding of Kin.
A Binding of Kin was not a bad chapter. The perks on Elodie and The Twins are very fun to use & introduce new mechanics. The killer itself had some major issues, but everything else about the chapter made it worthwhile I feel.
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These changes are almost certainly more beneficial for killers. Even if survivors all stay injured and choose to rush out gens, you're essentially playing with the added power of Plague, plus they cannot activate Dead Hard anymore since it has been neutered. Though gens may go faster due to a lack of distraction to heal, you will also end chases significantly faster. I can't imagine that this update would be biased towards survivors in any way imaginable.
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Most obvious bait haha.
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The healing nerf is a massive shadow buff to Twins. The counterplay to Twins has always been to group up while injured. If Victor downs a survivor with a pounce, then the other survivor could kick him & then pick up the other survivor before Charlotte can arrive. If healing now takes an additional 8 seconds, that gives Charlotte an additional 8 seconds to interrupt the heal and acquire a hook state.
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@Carth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379584#Comment_3379584
And yet the argument against doing the same to swf is typically something alone the lines of not every swf is top tier and we cannot balance around them. You can't have it "killers need to balanced around the top end but not survivors just..because!!"
What are you talking about? I never said anything about SWF. You're strawmanning.
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@Remedicist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3379584#Comment_3379584
The game shouldn't be balanced around Nurse. It should be the other way around.
All facets have to be considered. Again, if a change is busted even in just one particular build, then that's a problem. Doesn't mean the change itself is the issue, but something will have to be altered.
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@ReikoMori said:
Ah yes, all 12 killer mains who run Coulrophobia and the TR perks necessary to make it truly functional.
No doubt Coulrophobia will become more frequent when heal speeds worsen.
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Yeah... seems pretty painful now. Though I'm really glad to see the medkit & CoH nerfs, I don't think the 50% longer heals should apply to altruistic healing.
On the bright side, Autodidact, Resurgence, Solidarity, Renewal, Reactive Healing, & Inner Healing all got shadow buffed, which could lead to greater perk diversity.
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@vovandr said:
there's plenty killers that is not nurse
You have to balance the game around any potential setup that someone could bring. If something is oppressive in only one build, it's still a problem.
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Blocking line of sight through some 20m circle is really not much of a power. Seems like a less-powerful version of some stealth killers which already exist in the game.
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@Presidenten said:
I would agree, but only if you saw the auras of survivors who aren't chased or doing an action. Because seeing all auras at all times gives out too much information on where the killer and gens are. Even when im playing in a SWF we cant give much info on where we are on most maps, aside from key locations like main building and shack, because everything looks the same.
But good SWF groups will be able to give incredible information. Most high-level groups will proclaim (for example) "Shack is bottom left," them stem all of their callouts from there. Then, all someone has to say is "Being chased mid right," or "Killer dropped chase top left." Even with simple call-outs, this provides load of information to teammates, which they can use to be as efficient as possible. Meanwhile, as a solo survivor, I don't even know if the other survivors are on gens or not-- there's a huge discrepancy!
If showing the auras of each other at all times gives off too much information, then certainly SWF also has too much information, because they can get almost all the same knowledge from simple comms. Since we can't ban Discord, the best course of action would be to bring solo survivors up to the same level as SWF, and as a result, buff killer to make up for the harder matches with better information.
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@pseudechis said:
https://forum.deadbydaylight.com/en/discussion/comment/3106174#Comment_3106174
Remember you are a group of camp counsellors at crystal lake not an organised seal team on a mission.
People seem to have forgotten what dbd is about in the name of competitive ‘balance’ but all this so called balance does is water down the horror experience.
Solo queue could use some indicator saying what the others are doing to help but just being able to see everyones aura all the time. It’s too much.
The horror experience of DBD lasts for only a few moments when you first start playing the game. Anyone who has played for more than several hours no longer feels the horror atmosphere. I agree that it's important to have thematic appropriateness, but gameplay is also equally important and should not be neglected in favor of the former.
If survivor-to-survivor aura reading breaks the theme of the game, then you must dislike Bond, Empathy, Aftercare, Situational Awareness, and Empathic Connection. These perks all would break the horror theme, just with some more conditions to activate.
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@Raptorrotas said:
Aura reading is the strongest kind of free info, being infinitely more accurate than what comms can produce.
Survivors are currently in the same situation that killers always ended up in the theoretical gapclosing between solo and swf. You're currently hoping for some promised compensation for the buff your enemy team just received.
I personally find it hillarious how survs are reacting currently considering how they told killers to "wait for the undefined compensation" in those solo-swf discussions.
Getting back from my rant back on topic, if you gave free permanent auras for survivors, it'd change the whole dynamic of the game, for a lack of better words.
Please do not try to foster an "us vs them" mentality on my forum post. There are many other posts on the forums for that.
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@IlliterateGenocide said:
I kinda disagree. if anything a base-kit kindred.
Why?
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3084728#Comment_3084728
the problem with noed lies within the way survivors think about the perk.
every time people talk about noed you hear it gives killer kills they dont deserve because they screwed up. thats just not true its an endgame perk its dead the whole game and the killers playes with three perks the whole game. the killer didnt screw up because the gens got done the devs says multiple times they want the game to be balanced to roughly 2k 2e so the gates must be powered in most of the games there is nothing undeserved. if we go with that mindset bloodwarden is undeserved hope is undeserved adre is undeserved.
NOED gives undeserved kills because it guarantees you get a +1k to whatever you were already gonna get. No perk should reward you like that. It's fine for perks to have strengths but the effect of NOED is too strong since you're bringing 1 perk to increase your kills by 1.
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@prettypinkpansy said:
I honestly agree with a lot of the points brought up here. It's clear that my tunneling/camping solution isn't as foolproof as I'd hoped. I think the one thing we can all agree on is that the current system isn't working and needs to be revised, though. And I'm glad to see others agreeing about NOED.
https://forum.deadbydaylight.com/en/discussion/comment/3084674#Comment_3084674
This suggestion is really interesting! I think only breaking 2 to stop NOED is a little too weak considering the perk is a paperweight for most of the match, but maybe 3 + some passive effect, I don't know. Maybe something like Thrill of the Hunt where dulls are harder to break. Maybe breaking a dull locks all other dulls for 45 seconds, the way Plaything bars a totem from being cleansed by anyone else for a bit. I think this would be a cool idea for a hex perk in general, something that requires you to eat dulls to destroy its power (and you know 100% for sure it's there).
Actually, here's a fun NOED idea: have it light up all 5 totems as Hex Totems and you have to break them all or NOED activates at the end as it usually does. Booning does not remove the effect, when kicked it just restores it as a hex totem.
With regards to your point about hooking someone and they show up at the other side of the map next to an exit gate... I agree it's a problem, but unfortunately this is already Pyramid Head's reality, haha.
Very interesting proposition about NOED lighting up all totems, or some sort of NOED system which warns survivors that it's approaching. I hope that the devs experiment with one of these & find out which is most fun.
Maybe NOED could work like Pentimento, except it lights up all dull totems instantly when the exit gates are powered, and gains different abilities depending on the number of totems lit. Perhaps something like: 1 totem -> 5% movement speed bonus, 2 totems -> Survivors are exposed, 3 totems -> Slows exit gate speeds.
I know that the proposed hook system is already part of Pyramid Head's power, but he at least has the option of using cages or hooking survivors, allowing him to decide for himself which is most effective in the present scenario. For all other killers, they wouldn't be granted the ability to decide & will instead be forced to hook survivors, losing lots of pressure and map control in the process.
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@Starrseed said:
https://forum.deadbydaylight.com/en/discussion/comment/3084637#Comment_3084637
together with a slowdown cap it could lessen the complaints about forever legion and plague. i just dont want killers nerfed in the future that arent all that strong because of stupid slowdown stacking and how good it works on them
Fortunately, BHVR frequently doesn't listen to complaints of the player base when its comes to balancing changes. They tend to try to use statistics to guide their decisions instead of the hate comments of thousands of angry gamers. "Forever Legion" isn't really a thing, and survivors will soon figure that out. Just sit tight.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3084643#Comment_3084643
I didn't want spine chill to be stronger, I simply needed it because I can't hear much from my left ear. It helped me understand a killer was approaching so I needed to get ready for loops or look around for potential escape routes. Now you know way too much and it was bugged (maybe they fixed it already) and the distance meter was working the other way round...
You still get information of if the killer is nearby & how far they are, which is more than you got before. It's up to the player to take use of the information.
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I appreciate greatly your sophisticated post here. Glad to see that it's not all just worthless arguments on the forums!
You're right about NOED-- I hadn't really considered it before, but the perk is largely contradictory with many game mechanics. I think that the new NOED is definitely an improvement compared to the old one, though it has a long way to go since it can still reward the killer with cheap kills.
Perhaps NOED could only activate if there are more than 3 totems remaining in the match? Then, once there are less than 3 totems, NOED instantly deactivates. This way, the killer can't camp the NOED totem while someone is on the hook, & some survivors can still use their boons while others can cleanse and both groups would still be advancing the gameplay objective. Though this solution doesn't really deal with the fact that NOED provides unfair downs, so I'm not sure.
I disagree with your position on camping/tunneling however. Increasing the endurance timer doesn't mean the killer just has to stalk a survivor for the length of the timer and then immediately down them. The purpose of endurance is to allow survivors to make it to a window or pallet, upon which the killer has to make a decision. He could hit the survivor with a basic attack right as they make it through the window or pallet, triggering endurance. Or he could continue to chase the survivor, though the survivor is now in a much safer position. Or, he could leave the survivor and try for someone else. This last option is what we are trying to encourage. If the endurance timer were increased, this would allow survivors to get to a safe place more easily, further discouraging killers from chasing that survivor since it would likely lose them the game.
I don't think having survivors teleport around on hooks is a great idea. A big part of killer is snowballing and map control. Taking away map control brought about by hooks would completely change the game, and as a result it wouldn't feel very rewarding as killer to acquire hooks.
For example, imagine it's EGC and you down a survivor on the opposite side of the map from the exit gates. You pick up and hook the survivor, and, by random chance, he gets teleported right to the gate, with his friend there waiting to immediately unhook him. It doesn't really feel right to be punished for downing & hooking a survivor-- were you supposed to leave him slugged & let him bleed out instead? That can't be the answer either.
I think camping should have some place in the game in order to discourage certain survivor strategies, but it should absolutely be less powerful than it is today. I've only got rough ideas for how to make this happen however.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3084627#Comment_3084627
SC allowed me to be aware if the killer was approaching, which I can't tell by the sounds, to prepare potential escape routes depending on where it popped up from.
Now it simply lights up and flickers and does crazy sht once you're within the TR. Even if the killer is tunneling someone else. So the information is way too much but useless.
I'm not really sure what either of you are talking about...
I was an avid Spine Chill user before. New Spine Chill is ABSOLUTELY stronger. Not only does it light up whenever the killer is within 36 meters (no matter what!) but it also visually shows the exact distance between you and the killer. This has given me tons of information in matches, allowing me to judge if the killer is actually coming to chase me or is instead looping someone else.
The only thing that is worse about the new Spine Chill is that the 6% vault speed bonus has been removed.
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Thana got a buff from 5%/injure to 5.5%/injure. The difference is approximately 3 seconds worth of gen time per gen, assuming all four stacks are maintained throughout the game. If all four survivors aren't constantly injured, then the difference is even less. Reverting Thana will not solve the problem which you posit.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3075318#Comment_3075318
Aye, they eliminated the nerfs against it and super buffed it. Now it let's you know if the killer is within 36 meters of you. No longer have to keep a look out for the killer. Lights up and you weren't moving? Headed your way. Red line starts to deplete? He's getting dangerously closer. Starts to fill again? He lost you or isn't after you. We're you running somewhere and it lights up? You're walking into killer territory. Just turn around and work on a different gen. Just have to start at the icon and you instantly tell if he broke chase from you without even having to look at him. S tier perk now, and completely invalidates stealth killers entirely. Heck, can even safely work on gens without the need to keep an eye out for them sneaking up. Absolute safety.
Holy.....
I thought that the Spine Chill change was a direct nerf. I just tried it out in a match and it has many features that I had no clue were implemented.
This perk is definitely busted. New Spine Chill is now my favorite part of this patch.
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@RpTheHotrod said:
Giving me a chance to take a break and do other games. I have been doing DBD a lot as of late. (I'm a killer main, but they effectively removed my boy ghostie from the game, so I don't feel much incentive to play killer, now).
However, I will say, lightweight is pretty fun to run as a survivor, now. Iron will is barely noticeable of a nerf, at least on claudette. Can barely hear her, so im still running iron will. Spinechill is alarmingly overpowered now with the surprise nerf reversal and massive buff to it. Was running it last night. Not a single match was the killer ever able to find me while I was running around doing gens unless I was doing saves. Guaranteed safety bubble? Survivor's dream. It also makes you entirely safe from all stealth killers (hence my ghostie sadface).
I assumed that Spine Chill would be worse. I'll have to try it out, thanks.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/3060565#Comment_3060565
Overzealous is the worst perk right now and its probably going to be still very bad after the patch.
Lets use patch numbers since its going to get changed very soon
Cleansing a Totem takes 14 seconds and the perk will increase your gen speeds by 8% which means you put 1,08 charges instead of 1 when fixing, to make up for those 14 seconds you spent cleansing you have to fix roughly 180 charges of a gen (1,08*180=194,4 then 194,4-180=14,4 extra seconds now you broke even with the time it took cleansing) which is 2 whole gens of work and you must do it without getting hit since you lose the buff, if you cleanse a Hex you need 90 seconds of gen work without getting injured, this is less bad but Hexes are not something you see every game and usually the only ones you see is Ruin and maybe Undying, Ruin is getting nerfed after the patch which means its use is going to decrease quite a bit plus you actually need to be the one cleansing, other people can beat you to it.
Now this doesnt even take on account the time it takes to find a totem and then going back to a gen, this time can easily exceed more 20 seconds which then you have to repay by fixing gens, with a 8% increase every second you put to activate the perk needs 12,5 seconds of work to make up for it (6,25 if you find a hex) which means if it takes 10 seconds to find a totem, 14 to cleanse and 5 to go to a gen you will end with 29 seconds, 29*12.5=~360 seconds (4 gens of full work or 2 if you find a hex), you could have gone to a gen from the start and start fixing it.
Now, why do I believe this perk is the worst one for Survivors when stuff like Slippery Meat exists? because other really bad perks dont trick anyone, you can see how bad they are, noone falls for Slippery Meat, Buckle Up or Sole Survivor because everyone reads the effect and thinks "ok this is garbage" but this one can trick people who dont do the math into equiping it and then hindering the repair speeds.
Nah, I disagree. Cleansing a hex totem is something that /someone/ has to do in a match. If the person cleansing the hex totem has Overzealous, then in addition to completing the required action for progressing the game, they also get a 16% repair bonus for some time.
Of course Overzealous won't actually decrease the amount of time you spend on gens + totems, that would be kind of ridiculous. However, it's actually very valuable to invest into your strength when you're safe so you can be stronger when it's dangerous. For example, if the killer has a strong 3-gen, it might be a good idea to go cleanse a totem on the other side of the map before charging in so that you can get more generator progress completed.
This is why Inner Strength is so strong. Even though it oftentimes takes more time than just using self-care, you can invest the 14 seconds of cleansing + the amount of time looking for a totem so that later, when time matters more, you only need to spend 8 seconds in a locker to heal a full health state.
Or Autodidact as well. It hinders you at the beginning, when the game is perhaps more lenient, but as the match goes on you slowly increase in strength until you're able to make powerful plays when they matter more.
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@Sepex said:
Perks do have downsides...cool downs.
Cooldowns are not a downside. Having a perk with a cooldown is still objectively better than having a perk without one. Sprint burst, for example-- even though the cooldown limits the ability, you still get faster movement speed every so often, meaning that it provides you with additional utility had you decided to not use the perk instead.
A downside is something inherent in a perk which detracts from your strength, such as the new Botany Knowledge which provides a 20% healing efficiency penalty to healing with a medkit.
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Perk downsides are fine.
Most perks don't need downsides because the benefit is minimal.
However, if a perk exists which has a major benefit, then a minor downside could balance them out.
Let's say perk A provides +5 utility points to your character. If perk B provides +10 utility points as a bonus, but also has some downside which has a value of -5 utility points, then the two have approximate equal strength of +5 utility points.
Consider Autodidact, Deliverance, or Renewal/Second Wind. They all have downsides, but they make sense in order to offset the major benefit.
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@GannTM said:
That would be kind of insane if you get that much aura reading on where the killer is.
Alert already gives you more than that much aura reading, unless survivors use 0 pallets in a chase (which is certainly rare).
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Yeah, never really got value. Don't really see the purpose in this perk when Bond, Empathy, Aftercare, and Blood Pact exist. Plus, this perk is actually made weaker if your teammates bring Lightweight or Lucky Break.
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Making different rulesets for players who choose to play with their friends is childish. No other game has a mechanism which discourages players to join matches together. Rather, solo players should be buffed to the same level of SWF, and killer should be buffed to compensate. Then, every type of player will be of approximate equal strength.
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You can always just go into a custom game. All the add-ons will be unlocked already on every killer & survivor.
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If survivor is so OP, consider switching to survivor. It should be pretty easy for you.
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@CaulDrohn said:
A toggle for switching the filter on or off would only work unidirectional your side, you cannot make it bidirectional bc then you could force your slurs to be seen by others. And if you have it disabled on your side, how do you know if the filter randomly filtered something the otther won't be able to read, maybe not even understanding what youy wanted to say? It just does not work.
I came to this thread to agree with OP, but you've made a really convincing point. I think you're right.
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Been playing for 2 years. Killers always say this after every single patch. I remember killers saying that they were gonna camp and tunnel every hook when Pop's duration got nerfed from 60 seconds to 45 seconds.
You go ahead bro, play how you want. No one will stop you. You're not punishing anyone but yourself.
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@RpTheHotrod said:
https://forum.deadbydaylight.com/en/discussion/comment/3049267#Comment_3049267
Well, thematically, it's the entity hiding the survivors so it can grab them back itself. Sort of like, "No, Killer, that one is MINE." It's the entity hiding them.
Right, & I get that and think that's quite appropriate. The only thing that doesn't sit right with me is that the survivors go invisible. Maybe instead of invisible, they could be "uninteractable" for 5 seconds OR until the killer breaks chase with them? Not sure.
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I think this is an interesting idea, but I'm not sure if it fits super well into DbD. This system seems like it greatly discourages tunneling in a fair way. However, thematically, it is a little strange. Survivors disappearing doesn't really fit within the realm of things that survivors "should" be able to do, as indicated by BHVR's previous design strategies. The most entity-related activity that survivors have currently is blocking gens with Repressed Alliance, and even that is rather tame. Giving survivors supernatural abilities may step over the boundaries. If you can think of a way to make this system work while keeping it thematically appropriate, I'm all for it.
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That sounds decent, except for the "3 minutes" part. A killer who makes survivors regularly unable to do anything for 3 minutes would instantly become the strongest & most busted killer in the game.
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@ich_häng_mal_rum said:
https://forum.deadbydaylight.com/en/discussion/comment/3040944#Comment_3040944
We are all think a meta shake-up is important, but the way to reach this is different. You also say bringing perks on a similar level/strength is good, but how is a 35% selfcare equal to inner strength, coh or something like that? That doesn’t make sense to „remove“ a perk from the viable options… or now everybody will run otr instead some run otr, some bt, some ds, that would be a shake-up to not see every match the same perks.
I think you misinterpreted what I said. In my post, I stated that it is impossible to make all perks equal strength. Having perks be equal is an approximate goal, not a fixed one. There is bound to be some variation. Some will be slightly stronger, some will be slightly worse.
I also never said that the devs did a good job of this with every perk. Self-care and Spine chill were definitely overnerfed. Though, I think they did a good job with some other perks.
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@ich_häng_mal_rum said:
https://forum.deadbydaylight.com/en/discussion/comment/3041207#Comment_3041207
Good luck with alert against a 3blink nurse, alchemist blight or a endless slowdown Legion with mending simulator… that’s the reason why survivors feel they need the strongest perks. Survivors and killers will always fear the heaviest opponent and try to prevent a chance. That’s reasonable
Alert is a very fun and powerful perk against most all killers, there's just a few scenarios in which it won't provide much value. All perks have their value & situations, save a specific very few. You can't judge a perk by its absolute worst case when the worst case is pretty rare.
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BHVR realized this somewhat, with the Ruin & Pop nerfs, but the buffs to Thana & that-healing-scourge-hook-one-i-cant-remember show that they're not quite there. I hope that the devs will use data from this next patch & feedback from players to deduce what future changes need to be made.
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Yeahh, I'm a little worried about this too. Maybe this won't really be an issue later on, but it feels like Legion matches might get even more boring. Even if Legion is still a "bad killer," and even if it's still easy to win against him, it's not gonna change the fact that holding M1 on a gen for two minutes (or sometimes holding M1 on the mend bar wow!) is just not very engaging. Moreover, you have to rely on the fact that your SoloQ teammates /also/ know that they need to be maximally efficient or else the game's a goner. Forever Freddy was incredibly boring to play against, half because holding M1 on a gen is boring, but also half because it was tedious to defeat. I fear that will be the same with Legion in the future.
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Meta shake-ups are good. Seeing the same perks every match for 2 years has gotten pretty boring.
In any game, there is guaranteed to be a "meta"-- this is inevitable. You cannot prevent some strategies being slightly better than others. This is because developers are trying to balance between two different things with perks: diversity and strength. Developers want maximum perk diversity to make the game interesting, but also want minimal strength differences so that all perks get used.
However, these two ideals are impossible to achieve in tandem. They are somewhat oxymoronic with each other. The fact that perks do different things means that they can never truly be equal in strength. Even if you took precise, surgical care into trying to make every single perk exactly balanced with another, some superior strategy would eventually develop. After all, there will always be some situation out there in which one perk beats out another. The best the devs can do is make each perk /approximately/ equal to each other, which is what they have been attempting to do by nerfing the strong perks & buffing the weak ones.
Mixing things up brings new life into the game and introduces entirely new scenarios, which I'm definitely looking forward to.
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They are not doing anything about camping this patch. But that doesn't mean they won't address it later.
Oftentimes, BHVR will purposefully swing the pendulum too far to one side in order to acquire less messy data from matches. They then use this data to figure out by exactly how much to swing the pendulum back to the precise middle.
My hope is that the insidious issue of camping will be easier to address once some of these balance changes go through. But who knows, maybe camping will stay with us well into the 7th year of DBD.