Idea to lower the Judgement's skill floor: input to lock the controlled Divine Light in place.
So, at this point I believe everybody knows the Judgement will be a killer with a very high skill floor, having one of the hardest powers to learn and control in the entire game. The problem with this is that killers with a very high skill floor and relatively simple counterplay, tend to drive players away. Just look at what happened when the Singularity released: gameplay was very hard, counterplay was simple with the EMP's. The killer had a low pick rate IN THE MONTH OF HIS RELEASE, and remained with one of the lowest pick rates in the game after that. I don't think we want anything like that to happen to the killer from the community-voted chapter.
Well, one thing about the Judgement's power called my attention from the start: when you're holding it, there are two visual indicators that are both constantly moving. One is the so called "controlled Divine Light", the pilar that is still not cast, but sets where its trajectory will start. The other is the line showing the direction it's going to move. The pillar is constantly moving after the line, but it will NOT damage a survivor if it's too close to them when it's cast, which makes damaging survivors at close range quite hard to do. Using the power requires only two inputs: charging with the power button (M2 if you play on PC) and casting with the attack button (M1), so some people already made a weird "tech" that involves spinning the camera, sending the controlled Divine Light far behind them, then looking at the survivor again to cast the power from a damaging distance.
My suggestion: Add a third input between the other two. When you're already holding the power with M2, press M1 to lock the pilar in place and control only the trajectory line. Then press m1 again to cast. You can press M1 twice in quick succession to quickly cast the power if you want. At any point you can cancel the power by releasing M2.
The idea here is that, by locking the pillar in place, aiming the trajectory of the power becomes much easier, specially the part of making sure the pilar spawns where you want so you don't accidentally puts it too close to the survivor. It should work similarly to the current Prayer Kneeler add-on, but without needing an obstruction, with far more freedom to how to aim and control the power.
Alternative: While holding the power with M2, press M1 to lock or unlock the pillar in place. Release M1 at any point to cast the pillar. Press the secondary power button (Ctrl) to cancel at any point. This one is a little bit more complex than the other one, but allows a player to change the position the pillar will start without cancelling the power.
Comments
Why are people so obsessed to make her easier? Just invest time to playing her, not every killer has to require 1 match to master. She will reward those who do by dominating matches.
A lot of people experience motion sickness which can be triggered by constantly 180ing, its also supposedly going to be hard on controller but theyre going to add a bunch of controller support. Most people only have a few hours a week to play anyways which is why there have been more beginner friendly killers as of late.
Dude, not everyone has more than 8 hours a day to play computer games
What does playtime of any killer has common with their strenght? You won't master killers like Pinhead, Nurse or Pig in matter of hours either and people play them.
Btw speaking of Judgy's difficulty she negates whole game mechanics. She can't be easy to play. The killer instinct might be base kit, that's right but her overall power is fun and has learning curve.
Because we don't want the COMMUNITY-VOTED killer to be abandoned by the community and rarely ever seen in the game like Singularity and Krasue were. A killer being played only by tryhards who have an insane amount of time to spend playing the game while being awful to play for the far majority of players is not a good thing, specially on a chapter called the COMMUNITY MADE chapter, with a killer the whole DbD community helped to create and then spent months waiting for.
I'm not talking about how hard it is to MASTER a killer, that's skill ceiling. I'm talking about skill FLOOR, the minimum skill required to even play the killer with any effectiveness. A killer having high skill ceiling means you can become even better the more time you dedicate to learn them. A killer having low skill floor means playing them will be frustrating until you dedicate a long amount of time to even learn the basics. Killers like this have low pick rates and are rarely even seen in the game because most people just give up learning them, it's not worth investing time just to learn the basics of a killer in a game with multiple alternatives that are both powerful and easier to play . Again, just look at Singularity, specially at his release.
Plus, the Judgement is currently harder to play than any of the killers you mentioned.
Pinhead has a complicated power, but can still be played as an M1 killer, has a power that can be made easier to hit by spawning it right behind survivors, and the passive alone helps players who struggle to hit the chains as it gains him a lot of time. The Judgement doesn't have any of that, having only 4.4 speed, so not playable as an M1 killer, and having to inflict a debuff by hitting the power, not passively.
The Pig is a simple killer with a low skill floor. Not even a comparison.
The Nurse is the only of the three with an actually high skill floor. Still, her power becomes EASIER to hit upclose and not harder, and she doesn't require moving the camera away from the survivor and doing crazy camera spins just to damage a survivor in a loop. The gameplay against her is also way more tricky than Judgement, who has far clearer counters.
Plus, a killer being way too hard to play only makes them harder to balance without ruining the killer experience. The Nurse is the strongest killer in the game with one of the lowest kill rates, and a decade later the devs still struggle to nerf her. The Singularity needed a BUFF, even though he wasn't weak, because of how hard awful he was to play overall and how unpopular he became. The Judgement is strong but the concept of its power is rather simple, it's basically a moving projectile. If the killer becomes easier to play, kill-rates won't be as skewed by dificulty, and balancing it will be far easier as well, based on how powerful the killer is, not how hard players struggle to get use of the power. If the killer becomes too powerful while being easier to play, a few tweaks to numbers like range and projectile speed could be enough to balance it. That's a way healthier scenario then a killer being too powerful, but still doing terribly because almost nobody can play it.
she's the community killer if she's insanely hard and not worth the effort like she isnt right now the devs will not do this again because people will just not play her she's going to be bottom 10 pickrate after her newness wears off. like artist who takes way to much effort for the reward so not many people play her. i would love to see the community be able to make another killer and survivor but if this one fails like the power changing skin on houndmaster failed they wont do this again.
Like single add on makes her braindead easy. Cmon.
People will stop playing her literally no matter what, that's how it is with every new killer in this game. There are 44 characters in this game, the population will drop off of every single new release because that's just how it works. This is argument is meaningless.
And please behavior, I really love this killer as is, for the love of god do not make the prayer kneeler addon on base kit. It's a terrible idea for so many reasons
Oh yeah? Let's see…
Wesker: reached 21% pick rate when he got released. Remained the top played killer for four chapters straight. Remained between 7% and 8% pick rates over a year after his release. Right now, oscilates between 3 and 5% pick rates, still more than most killers in the game.
Huntress: most picked killer according to the most recent official stats. 9 years old killer BTW. Springrap was the third most played almost a year after his release. Legion was the 4th most played 8 years after their release.
Twins: never even reached 4% pick rates, even on their release. Got less than 1% for most of their existence in the game. The Hag is down there with them.
Singularity: Never showed even 2% in any official stat release. According to Nightlight his own release, he peaked at 5% pick rates and quickly dropped to 1%.
Ghoul: 28% pick rate at release. Currently, it's still the most played killer on HIGH MMR according to official stats, where he gets 8.1%.
Houndmaster: 10% pick rate at release. Dropped to 4% in a month. Oscilates between 1% and below today.
Krasue: 10% pick rate on release, less than 2% a month later. Around 1% now.
As you can see, it's not the same for all, so it's not "meaningless"… which is pretty obvious. BHVR wouldn't even keep pick rate stats if it was meaningless. I wasn't even talking about pick rates naturally dropping from release, I was talking about killers who got ABANDONED very early, like Singularity and Krasue. Singularity and Twins were never even common, Krasue was abandoned in a month. And if you want to see the impact in game, just keep playing matches as survivor and see how long it takes to find a single Krasue and a single Singularity. Then compare to how many it took to find the first Legion, Springtrap or Ghoul, and how many of them did you get matched against before a single Krasue.