End Game Feedback

As it currently stands, endgame is currently a struggle to deal with, not in the sense that it is bad and broken, but in the sense that it just isn't much for Survivors. Playing on both ends and trying out the endgame as Killer and Survivor, there are things to note down from it all. (Note: I won't be discussing anything relating towards Legion with this, as that itself is it's own separate update. There has also been forum members that have done a better in-depth perception of the Legion changes, and I would rather not go into it. This is only discussing the end-game changes :) )

1: Gates

Right now, the endgame only being activated by a gate being opened isn't much of a benefactor towards needing to escape, it just ends up having the Killer deal with 3-6 (depending on the Survivor's status relating to the wait limit) of grief towards Survivors playing around and sticking to gates, rather than risking actually going for rescues or dealing with secondary objectives, such as totems. With the buff to gate opening speed and the nerf to Remember Me, it seems the end-game is actually unnecessary for Killers. Endgame should be something to fear for Survivors, not a joke.

2: Hatch

With how it stands, the current hatch system is great! The only issue that I can see is that you're risking the Survivor having two escapes now, rather than one. You can patrol a hatch very easily, but you can't patrol two exits that are across the map from one another if you're not Nurse, Spirit, or Hillbilly. With how it seems, the older system that was around when the clown came out, the ability to re-open the hatch with keys and or powering gens up again WITHOUT the end game beginning, would be great as a rework towards this. It would make perks like Left Behind, Plunders, and Up The Ante actually viable, with the chance of getting keys out of the last two perks, and Left Behind just having the ability to power through gens at the end could be viable. As it seems though, this current state isn't half bad.

3: Pig

It has to be addressed that the nerf for Pig was unneeded. The endgame isnt an issue for trapped Survivors anymore, and to begin with, it wouldn't have. In fact, it would've been fun to have it stick rather than just putting traps on to be useless at endgame. Think of it like this...The endgame has begun and the Survivors are sticking around to attempt and save their friend, who was unfortunate enough to get hooked. This is where the risk of saving someone against Pig comes into play! Is it really worth getting a trap on my head for 5,000 bloodpoints in risk of dying? Or should I just take the free 5,000 from escaping and call it a day? Survivors should FEAR a Killer at endgame, especially the Pig, not think of it as a cakewalk.

4: Left Behind

This perk is currently useless. And it's a great concept, but the buff to it wasn't needed...It needed a rework towards this new gameplay. The only reason to keep the perk the way it is now is by going over #2 again and sticking to the old feature of closing the hatch and re-opening it through powering a gen, rather than just going to find two exits. This perk's idea is too good to let it be killed, but if the current hatch system stays the same, the perk might as well either be reworked or retired.

5: Chases

Chases in endgame can become difficult, and it's due to one small issue: the flooring. The current scratch-mark system isnt too..Reliable, to put it. It can be a little confusing sometimes..? And with the new lava-like flooring system that comes out of end-game, it makes chases a lot more stressful for Killers. Two suggestions for this: Make the lava flooring client side only for Survivors or change the lighting of the glows from the floor to a yellow-ish/orange-ish color, rather than the current red one.

There's a lot to come from this, but take it as you will! I just can't wait to see what will come out of the PTB and how this can help in any way for the devs. :)

Comments

  • I think the same, especially because of the flooring as a killer, it gets very confusing, maybe make it so the killer can't see it? Would be a simple fix.

  • We always appreciate that kind of feedback, respectful and clear. @Chaotic_Riddle

    Keep at it. 😊

  • As far as point 1, what do you think would be a good way to remedy the issues you are bringing up?

  • @not_Queen 💜 💜


    @TAG For some, I would maybe think about reworking the concept behind some of the topics, such as Pig's RBTs time or searching through Jigsaw boxes to keep the same pressure, but less stressful for Survivors in endgame. For Left Behind, maybe have it function relating towards the Endgame timer..? Maybe perhaps increase the time it takes for the Entity to claim you or increase the speed at which you open exits if the changes required from #2 don't happen relating towards it changes. I'm not a genius though, but hearing what other's ideas could be would also be great! :D

  • I want to think again about remember me

    I understand that it becomes too strong when survivor is alone and killer close hatch.

    But it does not have to be weak when two or more survivors are left.

    So reducing tokens (maybe 2?) is the best idea when survivor is alone, and killer close hatch, I think.


    I also think changes of Pig is almost unnecessary, but but stopping the timer of EGC by reverse near trap(s) is not bad idea, I think.(or making slow)

  • @mettee Thanks for the thoughts, it’s nice to hear other’s opinions on these kinds of things. :)