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@Emeal said:
I think you should explain each point and as to why those changes should be.
I thought so too, so I added more details! I used a translator, so some parts might sound a bit awkward, but I hope the meaning comes across clearly.
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@Rokku_Rorru said:
You put so much effort in part of me wishes I could try this concept on a PTB, coz I feel just reading it wouldn't do it justice.
A lot of thought went into this, I like how you've focused on the back and forth more, that's neat.Thanks for the kind feedback! I was inspired by the “anti-camping/tunneling patch” that the developers had attempted but eventually abandoned. I slightly modified the direction of that patch to weaken camping and tunneling for Killers while providing them with other appealing options. Adding Pop Goes the Weasel as a basekit perk for Killers serves as a reward for not camping or tunneling.
However, giving Pop Goes the Weasel as a base perk raises concerns that Killers could become too strong in the late game. For Survivors, I included Self-Care as a base perk so they can maintain sustainability in the late game without losing viability, while also enjoying a wider range of perk choices.
This change would likely be welcomed more by solo-queue Survivors than by party players coordinating heals on Discord.
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@Zuiphrode said:
Bro generating his replies with chatgpt 💀
Because, bro, I'm Korean.
I'm definitely leaving the translation to GPT,
but I write all the content myself. -
@Zuiphrode said:
I'm going to roast this in a little more detail so I can hopefully pound in just how absolutely terrible and toxic your suggestion is, OP.
-The destruction token system -incentivizes- tunnelling because the only practical way to revert gens is with destruction tokens, and killers only get them by hooking. They have to tunnel someone out immediately to even make their gen perks work. In fact, they have to CONTINUALLY tunnel to maintain any gen pressure at all. Medium skill teams will body block and otherwise make it impossible for the killer to hook, and since medkits are an almost instant heal now, they can do it with no real penalty, which means that, effectively, all but the most skilled killers will never be able to revert gens in any meaningful way.
-Killers no longer have any endgame pressure. At all. A surv with boosted action speeds can open a gate in potentially as little as 15 seconds.
-Every survivor item got buffed to the moon, making it even harder to keep survs pressured via injuries or to keep them off generators. Generators will fly even faster than they do now, survs will heal even faster than they do now (and they already heal too fast), survs have perfect location on killers whenever they want, etc. This combined with the destruction token system utterly murders game balance.
-The action speed buff actively punishes killers for winning, meaning that kills at the wrong time will make the match unwinnable for them (if they should somehow even get a kill). They can't slug people to keep them busy either since everyone has infinite basekit unbreakable now.
-The Bamboozle nerf directly contradicts the stated goal of buffing killers in chase.
This is not game balance, this is just a Monty Haul wish list. If this was implemented even in nerfed form, surv queues would hit 2 hours or more within 24h after the patch. You might as well have just typed "remove killer" and saved yourself some time.I would like to clarify a number of misunderstandings you have about this patch.
1. Survivor items were not broadly buffed — they were nerfed.
More specifically: med-kits and toolboxes were nerfed, flashlights remained unchanged, and maps/keys/fog vials were buffed.
Self-healing is one of the most important mechanics for survivors.
Killers who aim for a late-game strategy generally try to completely shut down the survivors’ ability to heal so that they cannot meaningfully participate in the match.As a result, reliable self-heal is practically mandatory for survivors.
Unfortunately, they have only two ways to obtain stable self-healing:- Run Self-Care + Botany Knowledge (or Desperate Measures)
- Bring a med-kit
Using two perk slots just to heal takes away the freedom to run other fun perks, so naturally most survivors choose med-kits.
2. About toolboxes — the current version is far stronger than you think.
Current toolboxes, especially the “blue toolbox” setup, synergize extremely well with skill-check perks because the skill-check frequency skyrockets from 8% to 40%. This allows survivors to end the game before the killer can even apply meaningful strategy, just like strong med-kit setups.
In the current meta, it is fair to say that 4 out of 4 survivors bring either med-kits or toolboxes.
Maps are simply substitutes for Windows of Opportunity, and keys are substitutes for BOND—none of them remotely compete with med-kits or toolboxes in actual gameplay value.3. Comparing current med-kits vs. the nerfed med-kits I proposed
Current meta med-kit builds use:
- +16 charges
- +15% great skill check bonus
This allows survivors to self-heal twice in about 20 seconds each.
Under the proposed nerfs:
- The max charge cap prevents more than two heals
- Healing takes ~30 seconds for two self-heals
→ This is a clear nerf compared to live servers.
Strong purple/red add-ons are also nerfed with charge penalties, often restricting survivors to a single heal.
4. Comparing current toolboxes vs. the nerfed toolboxes
Current toolbox meta uses:
- +12 charges
- +30% repair speed
→ Repairs a 90-second generator in ~70 seconds, plus
→ +32%/s increased skill-check rate = ~7+ extra skill checks
→ Final effective repair time: ~63 seconds
Under my nerfs:
- Total charges increased
- Repair speed reduced to +25%
→ “Raw” repair time is ~72 seconds (similar to now) - Skill-check rate nerfed from +32%/s → +8%/s
→ Only about 5 extra skill checks
→ Strong synergy with HYPERFOCUS (and other SC-based perks) is significantly reduced
→ Average effective repair time becomes ~67 seconds
This is unquestionably a nerf, not a buff.
5. The Destruction Token system does not incentivize tunneling — it discourages it.
This patch weakens camping/tunneling in three ways:
- Survivor hook stage timer increased from 70 → 75 seconds
- Speed boost after unhook extended to 30 seconds
- Every time a survivor dies, remaining survivors gain global action speed increases
All of these significantly reduce the reward killers get for tunneling or camping.
On the killer side, this patch finally rewards roaming.
The first perk that ever encouraged killers to leave the hook was POP GOES THE WEASEL.
When this perk was meta, did killers camp?
No — they left the hook to apply pressure.
This is why I believe POP GOES THE WEASEL’s effect should be incorporated into the basekit.If a killer hooks survivors eight times, they can regress generators by a total of 120%, which is strong and healthy gen control without tunneling.
6. Regarding the most controversial part: survivor action speed when teammates die
Survivor action speed increases by +20% / +50% / +100% depending on deaths.
Because of this, I adjusted gate opening times accordingly:- With 4 survivors alive → Gate opening is now 30 seconds instead of 20
- Last survivor alone → Gate opening becomes 15 seconds
You also mentioned gates lighting up too fast.
This is why I changed the indicator thresholds from 25/50/75% → 1/33/66%.Originally, killers had ~15 seconds to notice the first light.
Under my change, this timing remains identical — killers still have ~15 seconds to react.7. What about generator repair speed increases after deaths?
+100% only applies when one survivor remains, so let’s ignore that for realistic matches.
The meaningful effects are:- 3 survivors alive → ~75-second gens
- 2 survivors alive → ~60-second gens
Would killers tunnel early to remove someone right away?
No.
Because killers want to fully benefit from the basekit POP GOES THE WEASEL system, they will spread hooks instead.
Realistically, a survivor will die after about 7–8 hooks, at which point 1–2 generators will remain.Let’s compare:
Is it faster for 4 survivors to repair five gens,
or for 4 survivors to repair 6.2–6.5 gens, then speed up only at the very end?They are roughly equal.
This means the patch reduces 3-gen stalling, a major issue in the current game.
With this system, even the 8-regression limit could realistically be removed.8. The Bamboozle “nerf” is not a nerf
Because the base window vault speed was buffed from 1.7 → 1.6 seconds,
Bamboozle going from +15% → +10% still results in:- Previously: 1.47s vault
- Now: 1.45s vault
So the perk is not weakened in practice.
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Please confirm if this is the correct log file you requested.
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@Mandy said:
It was actually designed working in conjunction with one of our Consultants who is deaf…so it most definitely was designed for players who are deaf & hard of hearing.
Oh sure, I bet the deaf consultants had no problem hearing the skill check sound notifications, right?
They’ve basically been under the effect of Huntress’s Lullaby at 5 tokens this whole time—
a perk that completely removes the sound cue for skill checks.And yet, they’ve never once raised concerns about it.
Why?
Because they probably didn’t even know such a sound existed in the first place. -