Dinaru
Dinaru
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- Dinaru
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Mmr will solve any issues like these, so long as behavior sticks to the master plan, whatever the cost.
By which I mean, maybe killer really is considerably harder, but once a good Mmr sets in, then average killer will face below average survivors which are suited for them. The best killers will face sweat squads every match. Survivor tournament squads will face the queue, as will long win streak killers. We just need to accept that this will be a thing and deal with it, as the alternative is all the cons from Mmr without any of the pros.
The huge downside is that we'd lose all the 8k hour streamers, which make up a substantial part of our community. That and intentionally deranking will become commonplace.
Either way, accurate Mmr makes up for balancing issues, specially on assymetric game. It stops mattering that killer is weaker than 4man discord squad when their Mmr is just higher to compensate. They just get bigger queues instead.
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@gendoss said:
I think the best survivor perks are actually very good and some were definitely too much like old DS. As a survivor main at this point I don't think the good perks are weak.
One thing I kind of do want is the meta to be shaken up a little bit. It gets a tad boring running BT, Dead Hard, Iron Will, etc. I want a new perk to really change up the style a bit which happens to killer somewhat often.
That is possible on killer since perks are constantly nerfed on their side - there's room for new perks to do something good, and there's also crazy synergies people can come up with.
The mentioned survivor perks are so strong that you can't really make new perks which are even stronger (power creep on the power role is too much) so you can't shift the meta. At the same time, its hard to need survivor perks because that's like 4/5 of the player base and they get pretty angry if nerfed. So you can't easily nerf the op perks, but you also can't make perks which are even more op... So survivor meta is essentially the same today as it was two years ago.
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@SeasonedHunter said:
I'm not arguing, being tunneled and face camped is not fun, but really what do you want them to do? They have tried a lot of different things already. Perks, killer powers, hurt you in ranking up. The fact is that short of making it impossible for the killer to get anywhere near the hook until the survivor is unhooked anyone who want to play that way will. It sucks but really nothing anyone can do about it.
imo the problem is that tunneling is the best way to progress the game as killer and by a wide margin. Compare a match where first kill came at Hook 3 and a match where first kill came at Hook 9 and it's night and day, 3v1 is considerably easier to handle. But the one thing they didn't ever try was to make tunneling and face camping outright a bad strategy. You don't punish someone for playing well, if you want them to stop you need to make that kind of play no longer work.
A change I think could perhaps do the trick is: Pooled Hooks.
- Everyone has their own personal Hook state (no struggle, able to try and get out)
- The team has 4 shared hook states. Survivors don't go into struggle until 4 of those are out.
- When you are first hooked, you consume your personal hookstate.
- When you are hooked for the second time or later, you consume one of the team's hook states.
- Every hook state before the last one does not have the "struggle" action button, but has the struggle animation regardless.
- After your personal hook state was consumed, if you are hooked and there are no team hook states remaining you die instantly.
- If you are hooked, whenever you'd die from moving hookstates instead it tries to get another hook state from the team bank.
Why this would instantly kill tunneling and face camping:
- If you face camp, you will no longer do so for two minutes. You'll do it for upwards of 5 minutes (1 personal hook + 4 team hooks). That's far more than enough time to get every single gen done AND still find a way to rescue your buddy. Without the time limit, survivors also feel less of a need to be altruistic, so face campers will not be rewarded for their behavior as often (right now either they get a suicide, an early kill, or multiple kills as altruism brings people close, while two minutes is also not enough time to do all gens)
- Tunneling loses a LOT of strategic value. As is, you tunnel to get someone out at Hook 3 rather than Hook 9 which is a lot of time. With pooled hooks, the difference between tunneling and not is always at most one hook. The first kill will come at hook 6 at the earliest, and hook 9 at the latest.
The main issues with this is that it'd pick this game that is already survivor-sided and turn that up to eleven. But since matches would be a lot more consistent (as you'd expect from a competitive game), that'd also allow for better balancing. But killers would be ridiculously underpowered if pooled hooks became a thing overnight.