DaQueenJess
DaQueenJess
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- DaQueenJess
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@DY86 said:
I Agree, I mean, if the game devs dont provide options to dim the effects of such conditions, we have to look elsewhere. It’s unfortunate but true. I have poor eyesight (astigmatism to be precise) adn I play mostly on console, so some maps and some killers kind throw me off (specially dredge) And theres nothing I can do. I know the feel my bro
Same here and i havent had glasses in over 2 years because mine broke i actually adressed this in the survey because console sucks when the nightfall happens 100% my whole tv is black and cant see a damn thing
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@ReverseVelocity said:
After looking through the dev update, I'm going to give my opinions based on the perk reworks.
Meta perks
Barbecue and Chilli - A shame that we're losing the bloodpoint bonus, but it's still going to be a strong aura reading perk on many killers.
Hex: Ruin - I don't think it will be worth running anymore, might be nice to have, but I don't think it will be super effective. Deactivating when the first survivor dies seems unnecessary, since it is a Hex perk.
Pop Goes the Weasel - This is still going to be a strong perk for interrupting nearly-done gens.
Corrupt Intervention - No issues with this one either.
Tinkerer - Exactly the change I wanted to see, thumbs up for this one.
Hex: No One Escapes Death - This change should aim to make the perk less frustrating, while still giving the killer a chance to snowball in the endgame. I don't know how effective it will end up being, though.
Scourge Hook: Pain Resonance - A slap on the wrist. This perk still provides a huge amount of regression, especially considering that generators take 90 charges now. I think this perk will still be largely unaffected.
Dead Hard - Honestly, I have no idea how to feel about this one on paper. It's one I'm going to have to play with to form a proper opinion on.
Decisive Strike - This change is DISASTROUS. A 3 second stun will make this perk too easy to brush off and encourage tunneling even more. Extremely unhealthy change.
Borrowed Time - Still as necessary as before, seeming as the basekit endurance seems mostly worthless. The basekit endurance needs to be raised significantly.
Iron Will - It might be useless or it might be ok, another one we're going to have to play with to see how effective it will end up being.
Self-Care - This perk will be DEAD if these changes go to live. 45 seconds for a self-heal? Completely worthless. Too harsh of a nerf.
Spine Chill - Yet another completely dead perk. This perk no longer provides information you can't get with your eyes, AND you removed the vault speed bonus. There is no reason to run this anymore. Too harsh of a nerf.
non-meta perks
Overcharge - Seems like it could be very overtuned. Having gens regress at the same speed survivors repair them seems crazy. Replacing one very strong slowdown perk with another is not a "shake up".
Eruption - Another one that could be overtuned. 25 seconds of twiddling your thumbs doing absolutely nothing isn't exactly very fun, either.
Knock Out - This perk was already quite problematic for solo play, and it's getting a flat buff. Not a good idea.
Coulrophobia - A nice gimmick with the skill check speed, I think that might be funny to play against. Probably won't be amazing, however.
Dark Devotion - Opening up a perk to be used on all killers is always nice. I think it could do with a small duration buff too, though.
Jolt - No cooldown. Cool.
Lethal Pursuer - A very nice addition to the perk, and something that's been requested in some form for a while. Having Lethal not be a dead slot after 9 seconds is cool. I like it.
Scourge Hook: Gift of Pain - Could be overtuned with the base gen nerf.
Thanatophobia - Why on earth are you buffing this perk at the same time as nerfing base gen speeds? 115 seconds on a gen solo is going to be very boring.
Scourge Hook: Monstrous Shrine - Oh boy, this one is going to be stupid on Hag, Blight and Huntress. Making hook speeds faster isn't really something that should be touched, they're already too short as-is.
Calm Spirit - Why does this have an action speed penalty? It's really unnecessary, and will discourage people from running it.
Saboteur - Solves none of the issues people actually had with the perk. It doesn't show you the auras of hooks when survivors are downed, and it still goes onto cooldown after a cancelled sabotage.
Botany Knowledge - A good buff, could end up being a little out of hand though, we'll have to see.
Off the Record - This is just going to be a replacement for Decisive Strike. A lack of actual basekit anti-tunnel measures alongside the completely unnecessary DS stun nerf will leave this perk just as meta as DS was. Swapping one perk for another is hardly a "shake up".
Lucky Break - I personally hate this perk with a passion, but having it not be a one-time use for the people that like running it is cool I guess?
Pharmacy - Removing the ability to get a medkit while healthy might end up creating the problem of teammates stealing your chests. Besides that, however, I love the change to this perk.
Sole Survivor - Still terrible, and doesn't address the main reason the perk was bad. Relying on your teammates dying is not a good prerequisite for a perk to activate. It actually might do something once in a blue moon now, though, so it's technically an improvement? It should get tokens for each hook on your teammates, which provide a third of what a current token does now.
Distortion - Finally, a way to get tokens back. I'm a fan of this change.
Lightweight - Halving the time at which scratch marks disappear will be handy in situations where you have to cross the map undetected. I think this might end up being pretty decent.
Déjà Vu - 5% is nothing. This perk is basically the same as it was before.
No One Left Behind - A very nice perk for endgame resets. Very glad that the activation condition got changed, and the 7% speed boost for survivors you unhook is sure to come in handy. Good change.
Dark Sense - I think this perk is actually worse than it is now. The effect should be stacked on top of what it does already instead of replacing it.
Tenacity - A nice buff, that lets you crawl away from the killer if they leave you alone for too long.
Hope - FINALLY, no timer. I've been waiting for this for years.
Overzealous - A 2% increase when gen speeds are being made 10% slower. Not really a good buff at all. The Hex totem mechanic is nice but the numbers are still too underwhelming.
We’re Gonna Live Forever - This secondary effect could end up being very strong in the right situations. A shame to lose the bloodpoints, but this perk will still be good, I think.
A lot of interesting survivor perk changes here, it's a shame that the complete lack of any worthwhile anti-tunneling and camping measures will stop people from running perks they want to, on top of buffing these strategies. I'd really revisit these basekit changes, otherwise all of these perk reworks will be for nothing. The solo survivor experience will become even more miserable than it is currently unless you make changes.
I agree with you 100% some of these changes were definitely needed as some seems still to lack the core issues people are having with dbd. Soloq is getting more and more pushed aside for swfs and killers. 95% of the time i am solo. I do have groups of newer players i play with but i am definitely not new. So i feel bad when 3 of them are new and i run the killer for 5 gens. The killer gets blindsided so thats why i dont play with them alot. Soloq needs to be fixed. We need a system to talk to other soloq members. Being left on hook the 1st time while the rest are on separate gens and hook stages are still fast or now faster (with monsterous) and gens going slower will make people sit on gens longer. :( something needs to give for soloq.