It doesn't get better than this. Minor rant followed by suggestions.
So before a match recently, the killer messages me "Apologies in advance." Using one perk as the nurse proceeds to 4k with one generator completed, mind you, they tunneled everyone out. I play with a very skilled SWF. This person then messages my friend and asked "Did you like my meta build?"
I don't know of any other community that is so egotistical and claims the game is survivor sided but takes the time to message in advance to offer their apologies because they know this game is broken and killers don't even need perks to have a chance at being successful at smothering a team at the onset of the match when odds are stacked in their favor.
We had one perk that seemingly balanced a part of the game where it needed it most and after everyone used their resources to acquire the newest survivor, the perk is nerfed within days. I'm just venting frustrations and I am fully aware that it will hardly improve at this rate. This was unsavory and made a few people not so happy campers (including myself.) Cross Examination needs to be as it was on release.
I am not asking to survive every match. But is there nothing the devs can do to bring back the excitement and thrill this game once had? The game was peak around 2018 and slowly but surely, our tools got nerfed one by one. They took away our ability as a team to make decisions that significantly affect the outcome of matches. From removing the old sabotage mechanics, nerfing dead hard, decisive strike, and many more perks, changing our movement so there is no more skill expression when trying to dodge attacks, the list goes on.
I have played both sides of the field, with and without perks. It is so easy to snowball a team. There has to be something that can be done to bring a sense of balance to the gameplay loop while keeping the core intact.
I'd suggest increasing the time to repair generators. Two minutes to repair a generator while alone and at maximum 90 seconds if there are two or more people repairing the same generator. Gen rushing isn't an issue with as many regression perks as there are in the game. Survivor generator perks all have a counterpart killers can and do employ to slow the match down further.
Change how bloodlust works so that it's affect is felt and comes as a reward of some action performed by the pursuer like landing a strike and not just for committing to a loop. Reduce all killers base speed by .3 m/s but allow that speed to be gained back through a bloodlust system that after a successful strike killers can gain a maximum of .6m/s haste over the next six seconds. This would allow killers to maintain chase but not instantly down a survivor. Make it so that line of sight has an impact timer so that while you have eyes on a target your momentum builds over time but losing sight regresses that momentum by .1m/s until movement speed returns back to normal or line of sight is regained with a maximum of .3m/s. This would generally keep killer speeds around the same benchmark but would allow for fluctuations that would alter the outcome of chases forcing killers to make more on the fly decisions whether to commit or not.
Since high mobility killers have been added to the game, bloodlust should affect them differently. Some killers don't even need bloodlust to maintain chase. There needs to be some checks and balances in place for killers that can teleport, full sprint, and burst attack. Balances can be made through offerings and add-ons to circumvent movement reductions. This would allow for more unique builds and choices to be made versus relying on current mechanics that have no penalty to the killer.
Revert hooks to something like how they were that when a survivor dies on said hook (excluding the basement hooks) that hook no longer respawns after 2 survivors have died on the same hook. At minimum increase the respawn time significantly so that survivors can't all be hooked over and over on the same hook. Change hook offerings that space hooks out (which they rarely have any effect) to break the hook for a period of time after a survivor is unhooked. The killer offering can reduce that time. The current movement speed while carrying a survivor makes perks like iron grasp nearly irrelevant and hook offerings irrelevant in the current state of the game.
Reward survivors for completing tasks. Survivors who repair one generator for 30 seconds or more should gain a bonus to movement, healing, sabotaging, blessing and cleansing somewhere in the ballpark of 3 percent. This affect would remain in place until that survivor becomes injured or downed, or the last generator has been completed. This would encourage players to focus on important actions rather than doing nothing or playing with a level of altruism to the detriment of the team.
Make bots good again. Bots at one point were absolute savages playing at a level of competitiveness rarely seen in the game. Do something to at least make them behave less like a player with only 15 minutes of playtime. They don't have to be looping demigods, but they should be more task oriented so they make up for the lack of a sentient player and not just run back and forth in and out of the killer's terror radius.
Punish proxy camping. Hook camping should be a strategy for earning extra downs but not for taking the game hostage. If the hooked survivor can see the killer, their meter should still go up. If the hooked survivor is in the killer's terror radius and a survivor is nearby, their meter should still go up. When a survivor is nearby whether on their feet or downed and the meter stops, this gives the killer even more empowerment to camp and it is a tell that someone is near the hook. End game hook camping is diabolical and at the least survivors should be given a basekit chance to jump off the hook if they haven't reached the third hook stage with a higher success rate than is typical of running the perk or add-on for hook escape attempts.
The advantage should go to the survivor in 50/50s on pallet drops and vaults. Currently survivors are getting dunked on in every window and every pallet. There are times when pre dropping a pallet suriviors are still getting injured through the pallet. Whatever change was made to pallet throws being disabled if the killer has started the act of a melee attack, that needs to go.
Same with the hooking action. Killers can start the hooking process far in advance of being near the hook. They should have to be directly facing the hook from the front to start the hooking action. 50/50 should go to the saboteur and the wiggling carried survivor. The hooking action cancelling an active sabotage action is worse than being interrupted because of Scene Partner. Now that I mention it does that perk really need the exaggerated animation that interrupts all other activities? Can't it just induce a scream without stopping a hook save, flashlight save, cleansing or blessing, or sabotaging?
I'll stop here and respond in the comments if I think of anything I may have missed.
Comments
You lost to one good nurse player, like there's still counter to nurse so no offence but idk if I can believe your SFW "very skilled", maybe not against nurse at least also if you don't like tunneling so much then use shoulder the burden in your SWF, it's so strong against tunneling.
Nurse is by far the strongest killer in the game and for many other killers it's a much different situation from her, you are not winning perk less on someone like nemesis against a good SWF cuz of the lack of mobility he has as an example, if this won't convince you that killers do need perks to stand a chance then tell me how would you win on perk less hag.
Survivors got many buffs so they arguably strongest they have ever been, like there's has never been that many pallets on the maps (cuz of pallet density update) and if you pre-drop every pallet many killers are unable to do much against them and also base kit BT getting buffed to 15 seconds and also buffed later to have elusive (instead of the 5 seconds), elusive is a broken status effect (can do everything other perks do like iron will but with one status effect).
Survivors are outnumbered on this forum. It's a shame. All it takes is one killer to whine and they get a pat on the head and a cookie. One survivor tells the truth and we just get more nerfs. GG devs, doing a really good job.
Oh no, there were many more pallets once, current pallet density still pales in comparison to 2016 dbd
If this is a vent post like you said, alright, vented.
Don't claim that whatever you wrote is truth however, it's far from it, written under the effect of frustration after facing a troll nurse
My suggestions help both sides but balance it. Vote down all you want. This game is plagued and people will be migrating to the other game coming you know which one.
Are you sure about that? Lemme shorten your suggestions
1) Survivor rather big nerf
2) Killer Obliteration nerf
3) Killer nerf
4) Killer nerf
5) Survivor buff
6) Actual good suggestion, bots are kinda special atm
7) Killer nerf
8) I didn't quite get this one, what do you even mean by pallets being disabled if killer swings? Supposedly killer nerf
9) Killer nerf
So, 1 survivor nerf, 1 buff, and 6 killer nerfs, yeah, that looks like suggestions to help both sides
P.S. Please don't tell be the game you mean is the Halloween one