My constructive criticism on the current PTB

After looking at what the update in the ptb looks like, I would just like to take a moment to share my take and criticisms. I hope the devs take the time to read all this and even discuss if possible.

The anti-tunnel incentive is nice. The extra regression and haste and basekit BBQ is a great way to incentivize not tunneling out survivors at the start of the game.

However, the punishments are a bit much. Like, Sadako can kill a survivor without hitting six hooks using her power. She was already one of the weakest killers and now she’s punished for using her power. I’ve seen survivors sitting on gens in the killers face knowing they are practically invincible, as the killer is in a lose lose situation. Slug them at the gen, they just get back up. Hook them, and then the survivors get +25% repair speed and there’s no more gen regression permanently. On top of that this punished killers for playing well and hand holds bad survivor players and leaves no room for the survivor to get good at the game. They can just do whatever they want now and the killer just has to let them do gens in their face. Punishing a killer for a survivor misplaying is uncalled for and unfair for the killer player. The survivor has a whole team that can help them. The killer is on their own

On top of that, the anti slug is decent, but I feel like there’s too many things being changed this patch. Also there’s no counterplay anymore to sabo. Slugging was the counterplay, but if a survivor can pick themselves up from slugged, what is the killer supposed to do when a hook is sabo’d? We don’t know how this will all affect the game in the long run, and tbh the anti tunnel rewards (not punishments) should be allowed through first, and then we go from there.

moms thing I would do differently is create a better tutorial. Help survivors learn the game from a more skillful standpoint. Killer bots in Customs would be an awesome start to help new players learn what each killer does. Or even unlocking all killers in customs for everyone to test them out and learn what to do against them. You learn counterplay by playing them too.

As for the perk changes, there are a lot of interesting perks I like this patch. But gutting gen regression is a bit much. I understand why, as you’re buffing basekit regression. But there was no nerd to gen progression perks. In fact, one or two of them got buffed. Toolboxes all remain the same too. If we want to look at gen regression, then we should look at progression too. Keeping gen speed builds while nuking slowdown builds, the only real way to outplay a true gen rush, is unhealthy for the game in long term.

As for maps, some of these were random. Like Haddonfield made sense. That map is dead city. But Crotis Penn? A map already heavy with pallets and loops Got a buff too? Also with a lack of gen regression (while keeping the gen speed perks untouched and adding more options in the same patch) the killer now has to keep chases short and get a gen kicked and move to the next quickly, but the same patch forcing this game play is also making it harder by adding more pallets on maps that don’t need it at all?

And last but not least, the Myers changes are… something. I’m glad he’s a bit stronger; but it came at the cost of removing his identity. This Myers doesn’t feel like Myers. Myers is a slow stalker closing in for his kill. Not a rush at them with a knife like Blight. A teleport would’ve been cool, since it’s like in the movies where he seems to just teleport and come in out of nowhere in front of his victims after following several feet behind. I

Well there’s my take. It’s a lot, but there was a lot to breakdown this patch. I hope the devs read this and someone like Mandy or anyone respond to my criticism to at least show the community is being listened to on this controversial patch.

Comments

  • your point about no counterplay to sabo anymore is kinda off, 90 seconds til they can pick themselves up is still an insane amount of time a survivor isn't doing anything besides laying there so many people overlooking that 90 seconds, sorry but if u have to slug for 90 seconds and u dont feel like thats enough to counterplay a sabo play is kinda crazy to me man

    otherwise i think u got pretty good points, i think the only things that should trigger the anti tunnel punishment is the actual hook killing the survivor, or final judgement from pyramid head i guess… not condemn from sadako, its already pretty hard to play condemn to begin with if the survivors lock in.

    i think 4 hooks should be fine or have a point system like i saw someone on reddit talking about where u need 10 hook points to kill survivors and u get 2 per survivor first hook and then 1 if u hook them again and u can mori them or hook them for perk activation sounded pretty cool tbh would need better balancing but they just threw out an idea.

    cause i feel like the problem is fundamentally cooked with the hook stages and they're trying to play around it using these punishments instead of maybe just fixing the actual way killers kill survivors.

    also i hope the pallet density change will spread the pallets more across maps and remove them from strong areas like main in asylum and put them somewhere else in those maps where theres more of a "deadzone" cause ngl these pallets lately have been super unsafe or its deadzones or really strong loops no in between for real.

    and yes the tutorial is so bad, even when the new tutorial system came it out it already felt dated the day it came out lol.

    I totally agree with the myers changes, I swear he should have some kind of like teleportation ability to play into like the scary appear guy not some tall good guy with insta downs, like maybe being able to teleport to people he has stalked or something atleast something that feels like actual halloween.

  • Yeah my biggest issue with it is the fact survivors just become invincible at 1-2 gens left against weaker killers. Because even though you can make it a 3v1. A 3v1 at 1-2 gens it isn't nearly as worth giving the survivors 25% faster repair speed and possibly losing your regression/blocking.

    You slug them then you proceed to give the survivors a better option of just leaving the slug and sitting on generators because they will pick themselves up anyway while crawling at tenacity speed after a short ramp up.

  • @solidgamer44 said:

    your point about no counterplay to sabo anymore is kinda off, 90 seconds til they can pick themselves up is still an insane amount of time a survivor isn't doing anything besides laying there so many people overlooking that 90 seconds, sorry but if u have to slug for 90 seconds and u dont feel like thats enough to counterplay a sabo play is kinda crazy to me man

    otherwise i think u got pretty good points, i think the only things that should trigger the anti tunnel punishment is the actual hook killing the survivor, or final judgement from pyramid head i guess… not condemn from sadako, its already pretty hard to play condemn to begin with if the survivors lock in.

    i think 4 hooks should be fine or have a point system like i saw someone on reddit talking about where u need 10 hook points to kill survivors and u get 2 per survivor first hook and then 1 if u hook them again and u can mori them or hook them for perk activation sounded pretty cool tbh would need better balancing but they just threw out an idea.

    cause i feel like the problem is fundamentally cooked with the hook stages and they're trying to play around it using these punishments instead of maybe just fixing the actual way killers kill survivors.

    also i hope the pallet density change will spread the pallets more across maps and remove them from strong areas like main in asylum and put them somewhere else in those maps where theres more of a "deadzone" cause ngl these pallets lately have been super unsafe or its deadzones or really strong loops no in between for real.

    and yes the tutorial is so bad, even when the new tutorial system came it out it already felt dated the day it came out lol.

    I totally agree with the myers changes, I swear he should have some kind of like teleportation ability to play into like the scary appear guy not some tall good guy with insta downs, like maybe being able to teleport to people he has stalked or something atleast something that feels like actual halloween.

    who said about 90 seconds though, they can crawl and recover at same time, they crawl faster to the edge of map, so flip flop is gonna be more annoying if its not changed ,and its easy for teammaters to pick thjem up

  • @solidgamer44 said:

    your point about no counterplay to sabo anymore is kinda off, 90 seconds til they can pick themselves up is still an insane amount of time a survivor isn't doing anything besides laying there so many people overlooking that 90 seconds, sorry but if u have to slug for 90 seconds and u dont feel like thats enough to counterplay a sabo play is kinda crazy to me man

    otherwise i think u got pretty good points, i think the only things that should trigger the anti tunnel punishment is the actual hook killing the survivor, or final judgement from pyramid head i guess… not condemn from sadako, its already pretty hard to play condemn to begin with if the survivors lock in.

    i think 4 hooks should be fine or have a point system like i saw someone on reddit talking about where u need 10 hook points to kill survivors and u get 2 per survivor first hook and then 1 if u hook them again and u can mori them or hook them for perk activation sounded pretty cool tbh would need better balancing but they just threw out an idea.

    cause i feel like the problem is fundamentally cooked with the hook stages and they're trying to play around it using these punishments instead of maybe just fixing the actual way killers kill survivors.

    also i hope the pallet density change will spread the pallets more across maps and remove them from strong areas like main in asylum and put them somewhere else in those maps where theres more of a "deadzone" cause ngl these pallets lately have been super unsafe or its deadzones or really strong loops no in between for real.

    and yes the tutorial is so bad, even when the new tutorial system came it out it already felt dated the day it came out lol.

    I totally agree with the myers changes, I swear he should have some kind of like teleportation ability to play into like the scary appear guy not some tall good guy with insta downs, like maybe being able to teleport to people he has stalked or something atleast something that feels like actual halloween.

    the sabo point I feel still stands. They can recover and crawl faster, allowing better positioning for a pallet for flashy save, or a teammate can pick them up. And if they have WGLF, then that’s more killer time wasted. Sure it’s 90 seconds for self pick up, but in the end there’s way too many variables. Sabo is decently strong as is, and doesn’t need any more buffs. That’s one of the biggest things getting affected by the anti slug that a lot of people are ignoring. And sabo squads are gonna be even more annoying if this goes live