Interview series episode 7: Weck
After my first interview with my first member over 10k posts we move on to @Weck to discuss his opinions and facts on the game. Once again I start off with the simple questions. So Weck thank you for accepting let's begin.
- How'd you discover the game?
- How'd you come up with the name Weck?
Comments
30.Then there's the most outdated killer Trapper the poster boy he's in a rough spot only receiving QOL. But no major buffs while reworked maps have treated him harshly. He is always dependent on the best perks and add-ons. What would you do to make him viable and content in modern DBD?
30 - Make him start with all his traps. he still needs to pick them up to move them somewhere else.
But he won't need to cross the entire map to grab a trap that spawned in a corner or play with one less trap the entire match.
make it so you can't dead hard over a trap.
traps are darker by default. like, half as dark as they are with the tar bottle.
disarming a trap has a chance of traping the survivor (like 4%... same as unhooking yourself). just so there's some risk involved in disarming a trap.
I think that's enough.
also, not related to trapper himself... but can we please have more grass on maps?
31.Another criticism is that many killers are simply junky. Huntress has hitboxes, Ghost face what is and isn't coming out of night shroud. Hillbilly and Oni's camera. And some more examples. How important is it to fix these clunky killers?
I think it would ideal if u provided the links to the other interviews. As you do mode interviews, add the previous interviews in your post.
like an 8/10.
it's important, but not exactly top priority. the game still works fine.
optimization should be priority #1. and #2 is bugfixing.
32.Spirit has had an interesting history. She was the first killer in a while to compete with Spirit as the top killer in the game too some. At a cost Spirit might very well be the most hated killer in the game. She is often criticized as there's no feasible counter play since survivors have no knowledge of what she is doing compared to the other top killers. And there's little as frustrating as vaulting the pallet to know she was standing there waiting for you. And the few who defend her say she does have counter play that often comes down to it's only 5 seconds. Someone even acted like she was a normal killer. Do you believe Spirit needs a change? And if so what can be done to make her fair?
32 - She needs a "roar". Like the pig. when pig starts her dash attack, she roars. She might stop early and not actually do the dash, but the roar still comes out.
you gotta give something similar to spirit.
when you start going into phase, there's an obvious indicator. Doesn't need to be sound based, it can be purely visual, but it needs to be fairly easy to see.
You can still fake going into phase, but you can't just stand there, it will require a bit of a commitment (and having a full power bar).
I think this would solve most issues people have with spirit.
Maybe she could scrunch up like she does on the killer's view.
33.Are there any other killers in need of change rather it be a buff, rework, or a nerf?
I think Legion.
their power is just... so underwhelming. And really doesn't reflect their character as a gang.
specially after the changes to deep wounds. (the changes itself are good, but are quite the nerf to legion)
like I said before, you can't just delete a character and completely change how they play. at that point, you're just making a new character. But I think legion should probably drop deep wounds, and gain a new mechanic.
Like, you still GOTTA GO FAST and stab multiple people, but instead of them all getting deep wounds, they get injured and receive a laceration meter, but each stab increases the laceration. so 1st person gets 20%, second 35%, third 50%, 4th downed instantly. So Legion still keeps their spreading damage thing, but it's more useful.
the laceration won't go down, but gets removed after healing. which is an incentive to heal against legion, since people tend not to.
and using your power on an injured person won't be pointless 99% of the time, as it is now.
(and just in case anyone wonders why a down on the 4th strike... how often do you even get 4 strikes? it's fine to get a good reward there).
Pig needs an addon pass. half of them are pretty much useless. and I know I'm in the minority, but I would like RSN2 to be base kit. Or the better option, change between normal RBT and RSN2 RBT without having to waste an addon.
also, she could use some extra speed while crouched. and I wish she still had her 28m terror radious.
Hag needs just 1 change. after an unhook, the traps around the hook, up to X distance, are destroyed.
These are the ones I feel confident speaking about. I think the twins could use some buffs, but I rarely play them, so I don't really know.
34. Recently Lucky Break was buffed in the PTB many were excited that there was finally a new survivor perk to join the meta. But it was cut in half and not used often. Did the devs make the right move in reducing the timer?
absolutely. 90 seconds was way too much.
I think they overdid it, 60 seconds would be fine. but 90 seconds of being undetectable is way too much
35. Some have said that it was only good with Iron Will do you agree?
no. it's amazing with iron will, by it's great by itself aswell.
36. Borrowed Time was also changed a shorter time but no longer will Freddy, Stealth Killers, and Insidious Bubba. But many said this was bain aid fix to camping that many say needs a base punishment. Do you believe the BT change was good? And should there be an in game camping punishment?
36 - The change was good.
There are in game punishments already. your emblem gets a negative score, you are not applying pressure to the other survivors so they are free to do gens and you stop getting bps since you're not doing anything.
also, you shouldn't really punish a strategy that is, at points, your best strategy.
37. Same for Tunneling?
Hey maybe next time you could ask WishIcouldmain to do an interview.
37 - Yes. even if it makes the game boring for someone, sometimes you gotta do what you gotta do.
It's like, a boxe fight. Guy A gets a cut above his eye.
and then guy B, starts aiming at the cut. because if the cut opens and guy A bleeds too much, the fight ends earlier and guy B wins.
some people might say "guy B is not fighting fair" or "guy B shouldn't be allowed to do this". They are allowed to have their opinions of course, but at the end of the day, guy B is playing by the rules and just doing his best to win.
Granted, I would appreciate if people tried to play in a way where everyone has fun in the match before going for the more competitive strategies. But if someone wants to go for them right away, they should be allowed to.
I find this whole "The game should force people to play in a way I think is fair" mentality, that we have here, to be quite silly.
Do people go into online forums of fighting games and say "I tried to play online, but the other guy just did 3 combos and killed me without taking damage. I think if you are killing your opponent too fast, the game should stop your character and let them hit you"?
Do people go in racing games forums and say "If you are more than 1 km in front of the 2nd place, 2nd place should rubberband to get closer"?
Sports games "if you are winning by X points, every time you score it should only count for half a point"?
it just doesn't make sense.
If I start tf2 rn, would I like to be on a team with less than 4 spies and 3 snipers? yes, but the game shouldn't force that. because people are just playing in a way they have fun playing.
38. Is there a particular area of perks the devs should work on to be played more like Hexes or Anti-tunnel perks?
I don't think I understand what you mean.
but if i understood, I don't think it matters. People will use whichever perk they want or think is best.
People don't use an anti-tunnel perk because it's anti-tunnel, they use it because it gives them the best chance at winning (or they just felt like using it).
so the devs don't need to focus on any one type of perk, they just need the perks to be worth using over what we already have.
What I meant was are there perks meant for a category of gameplay in need of changes the most. Anti-Tunnel perks mean Second Wind or Decisive Strike. Or Anti-heal perks like Sloppy Butcher or Coulrophobia.
gotcha.
The one theme I found between the worst perks, is that they are luck related or rng related. Slippery meat, Up the Ante and monster shrine, luck should honestly just be removed from the game.
39-Then what would be done with item chance out of chests and 4 percent hook escapes?
39 - Luck actually doesn't influence chests at all... counter intuitive but it is what it is.
keep the 4%.
just remove the concept of "luck" from perks. it's unnecessarily confusing and quite useless.
40.What could the luck perks be turned into if they couldn't be removed?
slippery meat could give you extra time on the hook. let's say 10 seconds for each stage.
up the ante, you spawn holding a random item with half the charges. (never keys)
monstrous shrine, hooking someone in the basement decreases all survivors action speed by 20% for 1 minute. 2 minute cooldown after the 1 minute passes.
41-What about map RNG should it remain random or standarized?
I rather they remain random.
42-Why so when you want luck offerings removed? And what do you think should be done of map offerings?
luck has basically no effect and when it comes to survivors it becomes "you have a slightly less enormous chance of dieing if you try jumping from the hook". it's terrible.
let's say you use everything, 4 up the ante, 4 of the best luck offerings + slippery meat.
it adds to 56%. which may sound great. you have less than 1/64 chance of not escaping the hook by you 6th attempt.
but you had to waste 4 offerings and 5 perk slots(assuming only you have slippery meat).
by yourself, slippery, 1 up the ante and 1 jar, it's just 20%. which gives about 3/4 chance of you escaping the hook by your 6th try.(73.something%)
for anyone else without slippery meat, adds to just over 2/5 chance of escaping. (40.7%)
and all this, just for the very first hook stage. and you might just die anyway, specially without extra up the antes and jars.
Luck makes you use a lot of resources, for a return that may not even work.
and that is 90% of the time unnecessary, since someone can just unhook you.
It's just not worth having
while maps have very immediate effects, and them being random makes it so no one knows the "correct route" during a chase. Making it so you need to make decisions on the fly, which makes it more interesting.
nothing, the offerings can stay.
43.Of the maps guaranteed to be reworked Haddonfield, Backwater Swamp, Red forest which do you believe should be reworked first? And does Hawkins qualify for a rework?
Haddonfield. it's the worst of them.
then red forest, and then swamp.
I think hawkins is fine actually. qualifying or not, I don't think it needs it.
44.Do you believe the devs have been successful balancing the breakable walls into the older maps?
44- I'm split on this.
sometimes yes, breaking the wall or not are both valid choices and you feel like jason going through those walls.
other times I have no idea what they were thinking. because sometimes breaking the wall is either absolutely necessary, or the single worst decision you could ever make. and if the decision is that binary, why even have the breakable wall there?
45.We're gonna wrap this up now but final question is the game heading in the right direction? If not what can be done to fix it? But if it is what do the devs need to do to keep it up?
45 - For the most part, I think it is. We are getting visual updates, old perks are getting looked at, old killers are getting upgrades.
They need to try more things out using the PTB. Just make a bunch of changes and try them out, see what works and what doesn't with the "full" playerbase instead of just between them.
imagine a ptb "trapper starts with all his traps, pig crouches with 100% movement speed, clown reloads twice as fast if he uses all 4 bottles, billy has no overheat, myers starts at tier 2, spirit has footsteps while phasing, trickster moves at 115%". all of that at once in a single ptb, just to see what works.
with this, updates to old perks would potentially come out faster since they would be able to properly look at it in effect. same with changes to killers addons or powers.
the ptb is an excelent tool to try things out, and I think it's going underused.
Thanks for having me, this was a lot of fun 😊
hope it was interesting for others reading this thread.
It's over. Wrap it up.
Everyone go home now!