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Balance Team dropping the ball again

helix43helix43 Member Posts: 143
edited September 25 in General Discussions

So you guys nerf pgtw because a 60 second timer is "too lenient", but are still keeping ds timer at 60 seconds 🙄. You also made us wait months for perk reworks because you wanted to give proper reworks and not just stat changes, but then you just do stat changes anyways 🙄. Don't even get me started on the nerf to ph's anti-loop ability. Jesus christ! How do you guys continue to show how clueless you guys are at balancing your game.

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Comments

  • RespectfulnancymainRespectfulnancymain Member Posts: 1,815
    edited September 25

    Pgtw nerf isnt a big deal tbh, I usually kick a gen seconds after hooking, imo 45 seconds is more then enough time to get to a gen

    Ph needed that nerf, he had no counterplay🤷

    Im personally really happy with all the changes

    Post edited by Respectfulnancymain on
  • MewMew Member Posts: 1,230

    There's still the PTB, not every change is set in stone for live.

  • RakimSockemRakimSockem Member Posts: 1,228

    All the balance changes were fine. 60 seconds for Pop was BS to begin with. They did something good with this patch on both sides

  • helix43helix43 Member Posts: 143

    Um he does tho? His range attack goes in a straight line, so just move left or right and not get greedy at loops. That's like saying huntress has no counter because you won't stop running in a straight line during a chase.

  • AetherBytesAetherBytes Member Posts: 1,251

    i do believe ds should get the same treatment as pop, both of them deserve this change.

  • RespectfulnancymainRespectfulnancymain Member Posts: 1,815

    If I drop the pallet I get hit by his power, if I dont drop it I get hit by his m1, How do I counter that?

    It's not comparable to huntress because she has a cooldown after pulling a hatchet

  • supersonic853supersonic853 Member Posts: 2,346
    edited September 25

    imagine thinking i should be stunned after ive hooked 2 other people and find the survivor on a gen and they jump into a locker. See what i did there? :)

  • PanicSquidPanicSquid Member Posts: 139

    Can we talk about the change to Cruel Limits. I don't think changing its radius is going to make it better.


    I'm interested in the Mindbreaker and Thantophobia change.

  • White_OwlWhite_Owl Member Posts: 2,825
    edited September 25

    DS and PGTW are completely different perks, the fact that they share a similar timer doesn't make them comparable. Just reducing the timer for DS would have a much bigger impact, that perk need a less simple approach to make it fairer for both sides.

  • ManyAchievablesManyAchievables Member Posts: 180

    Okay, I may have left the game recently, but I honestly see no problems with these changes.

    A lot of the number changes were pretty nice, even if it ultimately might not be enough for all of them to become good perks. Thanatophobia actually seems like a good perk for all Killers now, Trail Of Torment sounds like at least a B tier perk, and a lot of the perks for beginners have been buffed to be more viable (WGLF actually has an in-match effect now, pog).

    Pop having a 45 second timer really isn't that devastating. This change only really nerfs Killers that already have low mobility to begin with (which, I mean, they can just use a bunch of other slowdown perks), but every top tier Killer will feel literally nothing from these changes.

    DS having a 60 second timer isn't the problem. It's the fact that they can literally do a generator in your face at times and you can't do anything about it. The timer isn't the problem, it's the fact that there's no effective counterplay against someone who's smart. Having the high timer just worsens the effect a bit. If they were to hypothetically nerf Decisive Strike, they could lower the timer to 45 seconds, but that'd be boring and wouldn't stop the overarching problem of a lack of interactivity. They should nerf Decisive Strike by making it deactivate when you do something that progresses the game, because if you're doing that, you're not being tunneled and you're not trying to stop the Killer's progression.

    And the Pyramid Head changes... well, they're not the most inventive thing they could've done, but they did offer a bit more interactivity than before. Now, there's actually a chance to avoid a hit because of the longer pause before being able to M1 normally. Plus, they did make it a bit less punishing to miss, and I believe this also means that when you actually hit someone, the cooldown will be shorter too. Unsure on that one, though.

  • SnakeSound222SnakeSound222 Member Posts: 3,693

    Aside from a couple changes, this patch sounds terrible.

    Withholding judgement on PH until we have numbers.

  • MegHasCuteFeetMegHasCuteFeet Member Posts: 369

    You mean like last PTB where they released an outdated version and then changed add-ons to live on their own without listening to feedback?

  • ShrekTheThird69ShrekTheThird69 Member Posts: 323

    All this pop nerf is gonna do is make more people use ruin and undying.

  • Aven_FallenAven_Fallen Member Posts: 6,736

    Doesnt happen to me. :)

    I dont use PGTW in Red Ranks. And I am a Potato. But if I can go to Rank 1 without PGTW, seems like you are the bigger one.

  • MusicNerd_TCMusicNerd_TC Member Posts: 3,089

    The PH nerf was done terribly. I'm fine with giving a cool down to cancelling his power, but they should have made ROJ easier to hit, since now, a good survivor will never get hit from ROJ.

  • Aven_FallenAven_Fallen Member Posts: 6,736

    Nah, according to this forum it is completely the same, because both Perks have the same timer. And Lucky Break from Yui is 3 times as good as DS; because the Timer is 180 seconds. Only the timer matters, the effects are different, but hey, the timer is the same, so compare those Perks to each other!

    Yes, that is this forum.

  • KebekKebek Member Posts: 1,917

    I think PH's changes will be more of a buff rather then nerf overall but that's just my opinion. Once the changes are out it'll be more clear how impactfull each changes actually is.

    On the pop nerf, tbh I agree with it more or less. I don't think that 60s on pop was opressive but devs have a point that you can chase and down another survivor and still get pop value pretty often (I've done it many times). 45s is still good enough for low mobility killers to cross the map and pop a far away gen so I think it will be ok.

    Still, I'm hoping it's not all the perk changes there are in the patch and if it's only those mentioned that they'll do more of these perk update patches more often, they are needed.

  • BigBrainMegMainBigBrainMegMain Member Posts: 3,648
    edited September 25

    You know what....

    That's fair, if you know me, I'm a huge advocate for DS. I Love DS but...you're right.

    "Too Lenient" but DS doesn't get touched? Pop went Meta after their awful decision on the Ruin Nerf and they're messing with it again?

    That's unfair to killers. I agree.

    They're the same, in a way. They both halt Objective Progression.

    Again, they're the same, in a way.

  • TodgeweihtTodgeweiht Member Posts: 3,384

    Eh, its not that bad, even with pop tier I it is possible to kick gens at the other side of the map with 110% killers

    What annoys me is that the other perk buffs are not good neither, I mean, the problem with Cruel Limits is not the range, rather, that its not good enough for a perk that can only activate 5 times per match and is situational AF. Same with mindbreaker, I hope they dont add just 3 or 5 seconds.

    And no buff to surge :,(

  • Aven_FallenAven_Fallen Member Posts: 6,736
    edited September 25

    The Thana-Change can be decent, depending on the numbers. And Trail of Torment also sounds quite decent, but I dont think that it will really be used.

  • CashelP14CashelP14 Member Posts: 3,140

    Pops nerf makes sense and won't make a massive difference overall. The reasoning they gave made sense. You were able to run to a gen, down someone, kick the gen and then get another pop after hooking that survivor.

    The PH changes also make sense. Hopefully this makes him feel more fun to play and against.

    They also made good changes to perks also. Finally WGLF actually gives a good reward for using it.

    Well played balance team. Actually some good changes made.

  • jackal470jackal470 Member Posts: 122

    I dont know how I feel about losing the 15 seconds of pop yet but I DO NOT like touching thanataphobia. It was a slow down by spreading damage so now let's let them heal faster and negate your work as a killer easier....I'm not feeling this at all. When I don't want to play ruin or corrupt I like to play sloppy, thanat, and nurses....they are killing perk combos, you need a slow down while vs. good players

  • ccactus623ccactus623 Member Posts: 123

    Yes but 90% of the time I see DS work it's when the killer tunnels off hook. While it can be a bit strong , if you're downing the person of hook straight away isn't that the point of the perk ? Also if you've had 3 hooks I'm a minute you're doing fine DS won't matter

  • Aven_FallenAven_Fallen Member Posts: 6,736

    You can always use Sloppy Butcher for Healing Speed Reduction, in fact, it is actually been used a lot with Thana (and used more often in general). And depending on the numbers, Thana can be decent, it still reduces the Gen Repair Speed and will get buffed in that aspect.

  • ccactus623ccactus623 Member Posts: 123

    Pop is the best killer perk and still will be, the extra 15 seconds was nice to have but overall youll get just as much use out of it.

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