they are still trash
Not sure why buff is on quotes? They were made stronger, so that's a buff. Are they good yet? That's debatable but they were buffed regardless.
Plus they might get more of a buff after the PTB. That's what the PTB is for, after all.
Cruel Limits won't still be used and Mindbreaker, depends on how much they increase the Exhausted Effect but even if it was 10 Seconds, the 50 % requirement makes the Perk very meh. They should've reworked those Perks completely.
I even suggested a Mindbreaker Change once.
And yeah, Cruel should probably block Windows around the Killer instead of around completed Gens for a longer duration. It only activates 5 Times so it should be something strong then.
Mindbreaker could have fun build potential with Ruin/Undying/Tinkerer/Mindbreaker
Mindbreaker still has the weird design choice of literally telling the survivor its in play the moment they are on a gen and will still have the nice little countdown telling them exactly when its over so they can use their sprintburst.
so yeah, still trash...
Cruel Limits idk, would have to test.
Mindbreaker needs to work at all times, not just the first half of the gen.
Cruel Limits should block pallets.
Cruel Limits will still be far far too situational, whereby it only occasionally nets an actual reward during a chase.
For the record though Mind Breaker isn’t actually a bad perk. Although the extra seconds of exhaustion sounds nice this isn’t really where the perks value lays. It’s value is in its ability to PAUSE existing exhaustion timers. I’ve ran this perk in conjunction with Blood Echo, and I’ve won matches against survivors running DH or SB and they NEVER or RARELY got to use it. Mindbreaker can also stall the game because some survivors with an exhaustion perk will actually WAIT till they’ve recovered their exhaustion before touching a gen again.
My only wish was if the buff were changed so that the tiers were 50/60/70% repaired.
It’s not a weird design choice. The survivor incurred a status effect. They need to be notified of that.
And now that they know, after they first use their SB they have to decide: do they wait until their exhaustion recovers before touching a gen again? Or do they risk having their 40 seconds paused working on a gen and maybe get caught out by the killer before 50% is repaired without their SB ready?
I think it's just because that's how exhaustion works. I'm not sure how difficult it would be to change, but it's a cool idea and a nice buff if survivors didn't know they were exhausted until they started to run. And it wouldn't be too strong because it would only be a surprise the first time it happened.
Except the flaw in that is what if Meg is spotted before she gets on a gen and uses her SB in that chase? She’s gonna know Mindbreaker is equipped anyway the first time she can jump on a gen and notice her SB exhaustion isn’t recovering.
i don't think that's enough for seeing those perks getting used increasingly. There would be nothing wrong with going a bit overboard with those perks, because they are still kinda niche and only usefully work in specific situations, unlike stuff like Sloppy, Enduring or Nurses. We will still see the same 8-10 killer perks every game if they buff those niche perks this "carefully".
OK? It's still an improvement over what it is now.
Will still never be picked. The 50% gen condition is making this perk totally 95% useless, mindbreaker is waaay to weak to replace any other choice
The buff for mindbreaker: the effect stills works all the time that you are in the gen (delete the [BAD WORD] 50%), when you stop working in the gen, the exhaustion lasts 10 seconds.
Cruel Limits still probably isn't one I'd use, but the extra range does at least help you get a hit out of it possibly. The problem with it though is that, even if it literally blocked every window map wide, it only triggers once per gen for 30 seconds. So at most it's getting you a couple of hits over the course of the game, maybe. And that would be if it were map wide, as it is where it only covers a 30 meter radius survivors can run out of that radius in just 8 seconds and you will maybe only get one hit if you're lucky.
Now if Cruel Limits also blocked pallet drops for 30 seconds after a gen pops and had a really large radius, then it would be a solid perk probably.
Mindbreaker we don't know how long the Exhaustion lasts, but they said "a few seconds" increase so it's probably something like 5-10 seconds now. Which still sounds really weak. It only works on survivors doing gens that are at less than 50% completion and only makes them exhausted for a short bit as they run away from the gen. So... what, they won't get Sprint Burst is the main effect? In that scenario? Seems bad.
Still won't be worth running. Devs are afraid of making perks actually useful and then people decide "Oh, yeah. I don't need this new shiny Hex: Undying perk. I'll actually run Cruel Limits for once."
Cruel limits will still suck.
Mindbreaker technically depends on the magnitude, but will most likely still suck.
I mean 1m would obviously accomplish next to nothing. 8m can extend the window block to several more windows. Not really sure what YOUR point is, as I addressed the opinion that they could still be bad perks in the very comment you replied to
They just bumped up the numbers, I think they need a bit more help than that to be viable options.
Mindbreaker still has its "below 50% gen progression" limit which still remains to this day the weirdest limitation on any perk. So its hot garbage. Without that it could be good on Ambush/Stealth killers. The devs seem so afraid of punishing survivors who remain injured with Sprint Burst/Dead Hard who rush gens without healing its bizarre.
Cruel limits just isnt worth using no matter how much they buff the numbers.
What if Cruel limits was 128 meters and lasted 180 seconds?
That would be absurdly OP but I assume you're joking.
Cruel Limits won´t leave meme-tier even with these buffs. Mindbreaker might be kinda interesting but I´m quite sure I still won´t use it.
completely missed the point with both of them.
they havent fixed what actually made them bad, so the perks are still terrible.
While it's not a serious suggestion it's not a joke either.
I'm trying to make the point that a sufficiently large numbers buff CAN make the perk good.
A more reasonable change would be the existing time but a global range or something.
Cruel Limits: still bad. For a perk that can activate 5 times at most, it has to have a very strong effect to be worth running. The effect is still weak. It might not trigger 5 times even because there could be no relevant windows nearby and you could also just be too far away to make use of the effect. Survivors can also just drop the pallet, which they would likely do since once the gen in that area is complete, saving the pallet matters less.
Mindbreaker: I thought it had potential but then I remembered it could only activate if the gen is below 50%. Still trash. It somewhat suffers from the same problem as Cruel Limits in the sense that it can only activate 5 times since it's difficult to regress a gen to a point with Cruel Limits is effective without Ruin.
Id rather a effect like that be applied to surge since that perk already does a similar but weaker effect.
Mindbreker should work 100% of the gen and apply exhausted for 10 seconds when getting off a gen
Remove the 50% condition on mindbreaker then we can talk.
As for the buff well the same goes for the buffs to Mindbreaker, Technician and Cruel Limits they all missed the point of why the perks were underused in the first place.
But keeping the discussion to the mentioned perks .
They lack control on the Killers part and are extremely limited in their potential.
The 50% restriction of mind breaker meant that aside from early game most of the time you went to a gen it was most likely that it was over 50% so the perk wasn't even affecting the survivor even if it was you had absolutely no way of knowing this. If you remove that restriction it can make it a really nice for defence based or stealth Killers who tend to get screwed over by exhaustion perks the most.
Now onto cruel limits the fact of the matter is you have next to no control over when a generator is going to be completed.
If you have tinkerer and use a high mobility killer to get there you have way more advantage in just prevent it from being completed then allowing it to be just a trigger the perk.
But one about non high-mobility killer you might ask they might not not make it there on time so can take advantage of it.
Well you silly goober if the survivor has an area or a pallet they could loop they will just waste the time of the perk giving you no value.
Worst case scenario they just take the hit then run to a safe location so they can loop your butt.
Now if all this wasn't bad enough this perk can only activate five times a match with the last time it activates the survivors actually have have a lot more safety as they could potentially have people in areas to take hits and run them to a safe exit gate.
If you want my opinions on the buff mindbreaker's buff makes it more useful it's still complete trash but it's slightly more useful however cruel limit is just trash.
They are a perfect example of choosing quantity of buffs over quality of buffs. Those two perks were literally just number edits. Easy done, shove them in, make it look like more was done than actually was.
I'm happy they are both getting buffed, but honestly neither of the changes addresses why they are terrible. Both will still be really bad and never used.
Cruel Limits 32m needs to pop around the killer and last longer, like 60 seconds. You shouldn't be going to a completed gen anyway.
Mindbreaker needs the gen progression limitation removed, it doesn't make any sense to have a downside on a weak effect. After that's removed, bump the time up to something like 20 seconds. Anything under 10 seconds is honestly a joke.