Airchtit
Airchtit
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- Airchtit
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I have over 2k hours behind me and have been playing since before day 1.
I used to love the game, in spite of the millions of bugs (some of which are still present...). I started as a killer to understand the mechanics and then switched to survivor as at the end of the day, I prefer to play with people than against.
I just logged in again to check Nicolas cage out and the game is even worth than it was a couple of months ago.
Bugs are bugs and balancing takes time, and I'm ok with that.
My issues are with the people.
I have played 3 games today. Not only do I play with total noobs, which is not super fun, but if the killer is half decent, they get crushed and give up, suicide or whatever toxic rage behaviour you can think of and I end up in 1v1 with 3 gens to go.
Worst game I had today was 2 suicides and 1 bot.
Bots are new to me and the only upside I could see is that they don't DC.
I don't care about winning, I just want to see my mates try to do gens or good chases or nice coop actions, playing with torchlights and lockers/pallets. A good game to me is where survs manage a bit of chases, some doing gens in the meantime, some helping during the gen. Killer gets 1-4 kills that they had to fight for and we actually had a sweat.
At high level, facecamp is not really an issue, tunnelling still is but can be fought against.
A lot of this could be solved with a better matchmaking.
I don't want to farm my way up from ash if I have been rank 1 for the last 3 years. It's just boring and kills the game for me. I don't have that kind of time anymore.
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@UPLAYN2 I was more talking generally, no finger pointing here.
I don't think the new ruin needs to be changed, it does the job right. If anything, totems could have a skill check and hexed ones could have a harder one like the doctor's random position or silent skill checks.
That would make it a bit more challenging and would also prevent survivors from totem rushing in case of noed.
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You know that there's a totem counter already right? Nobody takes it but it's very awesome. I can't remember the name of it but it's icon is that a someone running over a trap.
If you have issues with noed, just take it and remove all totems. It makes points and your mates will thank you for it.
As a tip: Try to count the killer's perks. If you're missing one, expect it to be noed and do totems before the final gen.
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Yeah, It's especially obvious with huntress "tree sized" axes. On a highly lagging huntress with epic teleportation, you can sometimes actually see axes go through walls... Happened to me in a game, twice when I was crouched behind said wall.
This is exactly where the replay feature would be useful: we'd have a chance to review the killer's moves and maybe understand/learn to anticipate servers corrections.
What's funny it I feel like in the early days of dedicated servers being released, hits seemed to be realistic, like, if it connected, you got hurt. This seems (I might be wrong) to have change slightly afterwards where we're back to the point where a couple of meters between killer and survivor does not seem to matter anymore.
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I kindly disagreee.
Ruin is not as big an annoyance as before for survivors, meaning it's not the highest priority early game. I find it really good as the previous version forced killers to all take the same skill...
If well used, that means with global pressure, the new ruin is very efficient, I mean, the gens do regress a lot and that allows the killer to not stop to break gens, therefore, increasing the pressure. If you're unlucky enough that survivors find it and do it really fast, then it maybe because you rush on it at the start. Many killers did and do, hinting survivors as to where the totem is. If not, I feel for you, losing a hex early game, always changes the game drastically. Remember you can also use haunted ground in order to protect your field a bit.
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Nah don't get me wrong, I don't want more advantages for the survivors, I just want them to become fun to play and actually coop. Like each player chooses a char based on the other ones. One char of one type max per game, like one Claudette, one Bill... This would force synergy a lot.
Right now, some players do their gens, unhook randomly and escape as they see fit, not as what is best for the team.
Might be stupid of me but I want a coop game to have cooperation nota bunch of selfish people doing stuff in their corners hoping for the best.
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The concept could be extended a bit as well. I mean, ho come meg the athlete runs at the same speed as Jane or Jeff or good-old-smoker-Bill?
Make the sprinters noisy and the not so fit a bit more discreet or something of the sort. Jane could take an extra hit as she is well, proportioned for what used to be sexy in another century.