Some Ideas from someone who has played for ages and is currently bored

Im bored atm afk in WoW and since this game has changed a bit over the past few months, I figured I would make a post with some ideas, even though I know nothing will come of it. Note that I play both sides at Reds, so I will try my best to remain neutral.

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Revert Ruin.

Ruin is currently worthless unless you are a killer who can easily pressure gens, such as Billy or Spirit. These killers were/are already the best due to their mobility and kill potential and could easily play without needing it, yet hilariously benefit the most from the change. Killers such as Clown or Legion are objectively among the weakest in the entire game, and the perk that helped them ramp up is now trash, assuming it stays up. The changes to toolboxes is a start, though one of, if not THE biggest issue of Map design has been kicked down the road (more on that later.) Reverting ruin will not only strengthen weaker killers who are mediocre on the best of maps, but would also give survivors more of a challenge than holding M1, seriously, its the most boring thing in the world.

Do Not Add Breakable Walls, Change Map Design instead.

(This mostly pertains to breaking Shack wall)

Breaking walls is a decisive subject at best, I personally find it to be the most blatant band-aid fix yet and is an insult to those who have asked for a change in map design, so stick with me. Everyone knows that Haddonfield and Temple are examples of god-awful map design and need to be thrown in the garbage. Instead of reworking them to be more inline with say Wreckers Yard which is leagues better, they come up with the idea of adding breakable walls such as Shack. I have to ask, WHAT DOES THIS DO FOR MAP DESIGN? The reason people hate your maps are because of how they are designed, allowing killers to delete something like Shack without any forethought or risk on their end is a complete joke. Why, I ask, is the tile that can be countered and outplayed through mind-games, now possible to just walk up to at the start and delete? Trapper can trap it and force survivors to risk running it before clearing it, spirit can mind-game her phase to try and outplay, Deathslinger and Huntress could use their power to try and catch the survivors out etc. but instead of encouraging higher level play, Killers can now just click a button and delete a core loop. Its actually ridiculous.

Updates. Updates. Updates.

No game should hold off on something like perk reworks or number tweaks until a full content patch. How much would it pain you guys to push out a perk change BEFORE the new Chapter? Even small tweaks to the weaker perks should be made more common, there isn't really an argument I can reasonably conceive, and after all this time, it just comes off as laziness. Also, can we stop with the "Slightly, Moderately, and Considerably" nonsense and just give us numbers? Given how some perks give the numbers and others don't is just keeping information from players


Ok that's all I got off the top of my head for now, I'm sure there is plently more I could post, like cross progression/crossplay, secondary objectives or how the rift/tome is grindy garbage and more but these are the ones that come to mind. What do you all think?

Comments

  • I disagree with the majority of your points, yes ruin being nerfed has made games go alot quicker but has allowed future ideas to be more flexible. I'd imagine that every time the devs thought of a new killer perk, they would have to consider ruin and if it would break the game resulting in weaker perks to be released instead.

    As far as breakable walls, it seems like a good idea without full on changing a map. There are 34 maps and it would take a stupid amount of time to redo all of them.

    The shack is still usable even with the door and only around 6 killers can mind game the shack. The rest of the cast are forced to just run through and hope to get the pallet thrown asap.

    I do agree about updates, it would be nice to receive perk changes or tweaks more often.

  • I honestly would like ruin to be reverted. As killer I don't mind, there are other perks, but as survivor it's so absurdly boring. Ruin skillchecks were the last thing next to looping that would occupy and "challenge" me. Now repairing gens is quite literally a brain-dead chore and because it is, games go by in 5 minutes.

    Also, game updates don't work like that. You can't just roll out s patch whenever you want. It takes time and resources to constantly update a game so why would they patch it every week unless it was a major issue?

  • Re: Updates on consoles.

    Apparently every update / patch costs them money as well. LOTS of money. It's more financially sound unfortunately to send out all the updates in 1 large update with one fee than a bunch of little ones for a bunch of still a lot of fees.

  • the ruin nerf was justified tho, due to it literally making the trials hell for low skilled players and being basically useless against skilled ones. imo they should just implement secondary objectives already, so we get a different type of slowdown without breaking low ranks.


    breakable walls are a great addition to deal with somem of the strongest loops (e.g. shack) and imo are very much needed on some maps (such as Ironworks of Misery or Grim Pantry). the devs balance goal is having many unsafe (mindgameable) pallets, which means having infinites like these would work counteractive to that goal. and as a killer player i cant tell you how many games this stupid Ironworks window already cost me...

    i wont disagree that these wont fix map design, but that doesnt mean they wouldnt be a good addition. imo though the breaking animation should be longer, so they cant just go and casually break a wall mid chase and actually waste some time on them (the risk you wanted).

    also regarding the "good killers will just mindgame it" point... have you ever tried mindgaming the shack as, lets say clown? or Bubba? or Wraith? yes there are a FEW killers who can trap the shack or who have really really strong chase powers (Nurse & Spirit) who can deal with it, but majority of killers end up getting looped into oblivion here - until the pallet is thrown.


    the update post is something i can get behind though - it'd be nice not having to wait 1.5 months for the next changes to the game. stuff like the Trappers ability to reset traps on the ground should be added in such a minor patch. big changes however - such as the sabo change - should stay tied to the 1.5 month rule and be tested on a PTB first.