Teacyn
Teacyn
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- Teacyn
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Trickster is effectively just going to lead to survivors never opening chests if you're running it. I can't really comment on if that's a good perk design or not, but that's going to be the end result. They'll know if you have it based on the slowdown.
Faulty defenses is neat, might help in situations where you're dealing with a really safe pallet. Would probably need to make it give the survivor a little pop-up on the side when it happens, like perks that cause status effects do. Since it needs to scale by level, could give it 2/3/4 tokens, or alternatively could make it take 4/3/2 vaults.
Malfunction is way too much gen progress, to the point where Obsessions would start outright not doing gens unless it was a very safe gen. 10/20/30 might be better, but could also be too weak compared to Pop? maybe if it also caused the Gen to start regressing normally when it activated and gave a Difficult skill check to any current repairing survivors like Oppression does?
Justice: Breaking basement hooks is really pointless since there's 3 others, so I would just remove that aspect of the ability for simplicity. A neat ability otherwise, allows you to make an area substantially safer at the cost of a perk slot. Since you need some way for the perk to scale per level, could make it so breaking a hook takes 10/8/6 seconds or something like that.
Hide Away is extremely niche. Since it obviously tells the killer you're in the locker, most killers will probably just use the time to do something else in the area (patrol a nearby gen, break pallets/walls, etc.) and then come and get you after.
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I would personally take off the aura immunity and reduce the pain grunts by 25%/50%/75% instead of 80/90/100. Should be fine then.
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Level-headed is an extremely powerful anti-slug perk, to the point where it could possibly replace Unbreakable. If the killer moved away from you for just long enough for you to crawl 10-15 feet away, they may not be able to find you at all and you can just recover for free on maps with darkness and grass. Combine with Tenacity for extra effect. Would also lead to degenerate interactions when there's only two people left if I had to guess, since slugging the second to last is extremely common in case the last is camping hatch. It's already pretty easy for the killer to lose them in that case. This also acts a a full-counter perk to Deerstalker, which is already an extremely weak perk.
Serve and Protect is also extremely powerful. While it might be a bit weak in solo queue, SWFs could use that to absolutely bully killers to death since they can relay information at all times, especially if stacked with OoO. I think the base idea could work but hiding other players effectively completely is far too much. Hiding their auras and blood trails only might be better, but I'm not 100% sure.
The rest of them are fine and neat.
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The only challenges I've found to be worse than this one are the ones that require you to get a bunch of flashlight blinds in one game, because that one literally stops functioning at high ranks. It's basically impossible to get flashlight blinds consistently past purple ranks and even in purple ranks sometimes, since at that point killers know exactly how to dodge them consistently and you really only get them if you catch the killer super off-guard. The one that requires smashing a fuckton of pallets/gens in one game is also pretty bad, you basically have to throw the game and bait survivors into dropping pallets constantly and go out of your way to kick every gen.
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Impediment works as an idea but it is definitely too strong with these numbers. Possibly make it only last 20/30/40 seconds? An alternative idea might be to make it a non-hex perk that has the same effect as Ruin, but only when there's only 1 gen remaining to do. Essentially, instead of the power of Ruin being available the whole match but being vulnerable, you get it 100% of the time at the end only.
Vengeance sounds fun, conditional mori perks are always fun, makes mori challenges less dumb too. Think this one might be a bit too strong though, getting stunned and blinded happens a lot, especially if survivors are using stuff like Head On.
Death Bells is a scary perk, I love it.
Dancer is just not a design that's going to work. It's way too strong like this and would massively lengthen chases, and if you nerf the numbers down too much it's going to be inferior to Spine Chill (and maybe Resilience) because those work on more things and SC gives additional benefits.
Rule Breaker and Follow Me are cool ideas, but Follow me might be super-niche. Could see SWFs using it, but probably not solo queue.
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My post from a similar thread was the following.
-2% progress immediately (removes 4 seconds of work, roughly)
Buff base regression speed from -0.25c/s to -0.33c/s, nerf Ruin to be 100%/125%/150%
Make it so a gen has to be repaired for 5s in order to stop regressing when left.
Add on the bit about Overcharge not being possible to "cheat" (I have no idea why it doesn't work like a normal gen skill check, if I'm not mistaken Oppression does), and that would be a substantial buff to gen kicking. This would heavily punish survivors for mindlessly gen-tapping in the middle of a chase or right next to the killer as well.
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The game desperately needs some kind of practice mode IMO. An unranked mode wouldn't really accomplish that because of how massive the skill gaps in lobbies would be, and the current setup punishes you for trying to learn and experiment because you'll just get clowned on and de-rank like crazy.
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Yeah, Midwich is the only indoor map I don't usually have trouble finding gens on.
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God yes, literally 90% of my issue with indoor maps is finding gens, especially on Lery's and Gideon. Even if you personally don't have trouble finding, there's a good chance at least one or two players in your lobby won't be able to find them and will waste huge amounts of time stumbling around.
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I didn't think to mention it earlier, but yeah I've basically been completely unable to do grabs. Every time I look like I'm about to get it, it starts the grab anim, then freezes me in place, and then the survivor peels off unharmed. It sucks.
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No Mither would be fine if it didn't tell the killer you had it immediately and if you started the match healthy, IMO. I'm not sure how you would indicate it to other players that they can't heal you if it had the icon hidden, though. Making it visible only to other survivors could be one way, but seems a bit arbitrary.
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Struggling is the entire reason I don't play Survivor on M+KB. (that and hitting skill checks with spacebar is really unnatural to me due to the lagginess of them combined with the natural delay of hitting a key vs. a controller button). I tried binding it to several different keys and even mouse wheel and it still absolutely sucked and hurt my hands. Mashing like that on a controller is at least moderately comfortable, even if I'm worried I'll break my A button lol.
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The new autohaven is so weirdly balanced. There's huge deadzones with absolutely no pallets and barely anything to hide behind (against Tall killers there's literally nothing in some spots), but the map is also so dark that it's really easy to just, not be seen by the killer in some cases. As killer I struggle to find people on the map if they're not on gens (or running), because it's so dark that basically any character can crouch in some grass and become almost invisible.
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Yeah Unrelenting is meant to be a very simple and basic perk, though it is definitely too weak as of now. There's absolutely no reason to run it at higher levels. Could possibly make it so it decreases time needed to gain Bloodlust? Or possibly reduce time after successful hits too, but it would need to be a much smaller amount (probably 10% at l3 if even)
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The reason behind fixing core game design issues with perks is because it's much simpler to do than actually fix core issues, which are hotly contested on what the issues even actually are.
Slugging is a really awkward issue because it's not even 100% an issue. Slugging is important to doing well as killer sometimes. However, it becomes toxic/unfun when killers do stuff like slug 3/4 of the team all at once because BBQ or some other info perk told them exactly where everyone was, or they slug somebody and just leave them sit there for like 2 minutes. The usual response to this is "well the survivors should play better and not get chain-downed and they should pick you up off the ground if you're there for that long" and while that's all fine and dandy, the skill gaps between survivors are completely meme-worthy at all levels. I have literally bled out on the ground in the middle of a match with nobody else injured because none of them come and pick me up, multiple times. as such, people almost always run anti-slugging perks. Unbreakable is one of the most commonly run perks in the game. So how do you actually address this issue? Allowing people to pick themselves up with no perk would be a massive nerf to killer because they would have to more or less immediately pick up the person they downed, instead of being able to do other stuff real quick, and this game is already heavily survivor sided at higher levels of play.
Tunneling and hook camping are more cut and dry issues, but they still don't have clean solutions.
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The only way BT will ever be nerfed is if killers hook camping gets nerfed. There's been a variety of suggestions about how to do this (baking t1 Kindred into survivor base kit, significantly increasing point penalties for standing near hooked survivors, removing unhook interrupts, etc.), but BHVR hasn't shown particular interest in any of them to my knowledge. As such, BT is unlikely to ever be nerfed, as it's basically mandatory to run at upper ranks unless you don't plan on ever unhooking people.
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Yeah DBD has absolutely no competition ATM, so there's even less reason to go f2p.
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Yeah from what I've seen from various moderator posts, their current system cannot tell the difference between a "legitimate" DC (though you could theoretically always disconnect your PC from the internet to trigger a DC) and somebody just leaving the game. The issue comes from the fact that regardless of what's causing you to DC (actually losing connection or leaving the game), the effect on the other players is the same. As such, it kind of makes sense to punish it the same regardless.
However, I do personally think you should get a smaller penalty for "legitimate" DCs, or potentially have them increase the penalty less. I don't have 100% stable internet so I usually lose connection in the middle of a match once or twice a day, and I'm worried I'm going to end up with like hour long matchmaking bans because of it.
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Yeah I think the number of Side Objectives we have is fine, but they could do with more depth. Breakable walls were pretty disappointing IMO.
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Part of me wonders if it's an unintended side-effect of so much anti-slug and anti-tunnel stuff being added to the game. Sort of an unconcious arms race.
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While Monstrous Shine (or maybe Insidious?) is probably the actual worst killer perk in the game, Knockout is definitely close. It is completely useless against SWFs, is hard countered by Unbreakable (and I guess No Mither/Soul Guard, but those are vastly more situational and lol No Mither), and even in the case where there's no hard-counter in play, it's still a waste of a perk slot for the most part. All it really accomplishes is slightly annoying solo queue survivors. Aura Blindness is not an effect that works particularly well under ideal circumstances, and Knockout can't give you those even in a perfect scenario.
Perhaps it could be re-worked to slow Recovery (not being healed by others though) and crawling? Though I worry that would just encourage killers to slug even more than the game already does.
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While I do think BBQ is way too strong of a perk, this is not a good way to change it. This will just result in killers being directly encouraged to camp hooks even more than they already are, and not actually accomplish anything useful.
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Yeah a lot of the time with survivors they alt+tab or do something on their phone or get up and do something because loading + queue times are so long in this game (especially on PS4/XBONE), and they may not get back to the game immediately, but players shouldn't actually load in faster than you. The game has a system that makes it so that it won't let the game start until everyone has loaded. If for some reason that isn't working, it's probably a bug rather than anything intended. (That or the survivors are cheating, but if it's happening repeatedly I doubt it's that.)
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Playing on lower settings make it vastly easier to see on a lot of maps, especially Autohaven. It's an actual issue that I really think needs to be addressed, the game should not be harder for people who want to play on higher settings.
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The game needs vastly stronger anti-cheat before F2P is considered, and I doubt BHVR would consider going F2P unless sales of the game have drastically slowed down or even stopped. I would rather them lower DLC prices if anything, even if only for the non-licensed DLCs (Since I imagine the licensing on those makes it hard to sell them cheap)
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I'm not sure it's doing anything to be honest. My experience hasn't been worse but I have still noticed killers getting really awkward hits on pallets and windows from time to time. Experience as killer has been the same as far as I can tell too.
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The numbers in the base post are far too high, but I agree with the idea. Bake a weaker Pop into base killer kit, slightly buff base gen regression, nerf ruin a bit to compensate.
Also agree with the post about DS being nerfed allowing killer detection perks to be nerfed. Stuff like BBQ is frankly absurd and removes so many layers of survivor strategy completely, but as long as ######### like DS exists I really don't think nerfing them would be a good idea.
My number suggestions for the kicking
-2% progress immediately (removes 4 seconds of work, as mentioned earlier.)
Buff base regression speed from -0.25c/s to -0.33c/s, nerf Ruin to be 175% at level 3 (I personally would rather it be nerfed further than this, but let's be realistic here.)
Make it so a gen has to be repaired for 5s in order to stop regressing when left.
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Yeah The entire reason I don't play Survivor on KB+M is because mashing for struggling is insanely uncomfortable for me and I already wear my keys out a lot regardless. Mashing on controller is a lot easier on my hands but it's still obnoxious.
(also, shouldn't this be in Feedback and Suggestions? It isn't really a poll.)
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There's absolutely no way to remove/discourage tbagging and other forms of low-effort trolling that isn't going to harm standard play. You could do something cheeky like making killer build Bloodlust faster if a player spam-crouches, but either you set that threshold low enough it messes with survivors who are crouching behind cover mid-chase a lot, or you set it high enough it doesn't matter for t-bagging. This is one situation where the only real solution is "deal with it", sadly.
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While I can agree with the first feature partially, the second one is absolutely a no, especially the ban. You should get a standard disconnect penalty and that's it. (Though I do personally wish the game would get a change where if somebody DCs within the first few minutes of the match remaining players become unable to de-pip.)
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While I would personally rather the weird cooldown be removed instead (keep the reduced movement speed though, in my opinion), something like this could also be nice to allow her to get a little but more of a headstart on survivors and move a little more sneakily.
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I would be alright with this if it was a random perk, which is always level 1. If it allowed you to just outright bring a 5th perk it would be insanely powerful, but an offering that gives you an extra perk on roulette could be fun. Usually won't change the game much, but other times you might get something quite nice.
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AFAIK refusing to pick up a survivor isn't bannable in any way, it's just kinda seen as annoying because you're wasting each other's time. This exact same discussion can be had about DS and some dude just hiding in a locker or sitting there smugly on the ground, though at least in DS's case they only have a set amount of safe time. Power Struggle is a really situational perk unless you build around it (using flip-flop and possibly Unbreakable), so if someone manages to actually use it you kind of just have to eat it. It's way less of a Get-Out-Of-Jail-Free card than something like DS.
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Ormond is weird, it's hilariously easy for some killers and others (like Blight and Ghostface) can barely function on it because it's so open now. It's overall killer-sided now but depending on who you're playing it can definitely suck.
That being said, if they got 3 gens done in the duration of a first chase either the chase went on for way way too long or the survivors were doing something unusual. It sounds though like you proooooobably had either a SWF running a ton of genrush stuff or a hacker.
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While both killers are still incredibly strong in the right hands, they are significantly harder to learn and less fun to play as now. I hope they revert the current nerfs and find some other way to nerf them that doesn't render them clunky and awkward.
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I can add an additional screenshot of this happening on Autohaven. These survivors seem to have been a SWF abusing it intentionally, they kept jumping on generators on the handle side right before I hit them. I was able to kill the obsession when she did this, but I could not pick them up.
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What I've wanted is pretty simple
- Unique visual for the Broken key (this is less of an issue now that Moris got nerfed, previously though you basically couldn't use the Broken Key because a lot of killers would immediately bring a Mori if you brought a key because it looked exactly the same as a Hatch-opening key)
- Opening hatch takes 5-10 seconds, so you can't just ditch in the middle of a chase.
- After the hatch is closed by the killer, it cannot open again until there is only one survivor left (which opens it as normal)
- The Hatch makes a Loud Noise notification when opened by a survivor.
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There's literally no reason not to in my opinion. The only possible gameplay advantage is that if the last survivor has DS active it would allow you to ignore it, but in all honesty all that really means is that cheeky survivors won't get to use a get-out-of-jail-free card when by all accounts they should be killed.
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Unfortunately, these "crutch" perks are used so much because they're incredibly powerful. Even for incredible survivors with thousands of hours in the game, they're pretty much objectively the best perks in the game.
DS forces killers to either ignore you (and risk you getting back up) or waste a ton of time, both of which can easily win games. It's one of the few perks that can completely change a match in an instant, and it's by far the best anti-tunnel perk in the game. If the game had better anti-tunnel mechanics (though I don't know what those could be), you'd probably immediately see DS's usage drop, and it would leave room for it to be nerfed.
BT allows you to just completely disregard killers who camp around hook, and as such is basically mandatory to use at higher ranks, especially against high mobility killers.
You can write things like this for pretty much all of the meta perks. They're meta because they're incredibly powerful, and at high-level play you have very little reason to run anything else. The same happens on the killer side with ruin + undying + pop being run on every single killer. You're probably not going to see people run other perks unless there's significant rebalances to perks (a lot of perks are frankly useless or so incredibly situational that they almost never come up unless you heavily play into them, meanwhile stuff like DS, BT, Ruin, Pop, etc. can be used in every single match and require zero playstyle adjustment), and I don't think we'll ever see a rebalance like that.
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Also agree with the Mori nerf. I never ran moris because they felt like a dirty way to get out of playing well (especially the Ebony mori). They now still have a minor purpose in allowing you to counter some clutch DS or pallet plays, but they don't allow you to just completely skip a hook. Now I don't feel bad about running them because they're nowhere near as broken, and they're much more in-line with the power level of other Offerings.
Do keys need nerfed/reworked? Yes. They absolutely do. Moris also needed a nerf, and while it is a bit annoying they didn't both happen at the same time (since a lot of people used Moris to counter Keys), that doesn't change that a nerf was needed IMO.
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Victor seems to not activate Spine Chill, or if he does the angle on it is really weird. I haven't been able to get a consistent test of it. It's possible this is intentional but it's not consistent with any other Undetectable effects which makes me think it's a bug (maybe because his view angle is so low?)
