Kazarin
Kazarin
About
- Username
- Kazarin
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Comments
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Yep. The perks are boring because some of them are just remixes of existing perks such as the new survivor healing one and we'll make it.
And plus ghoul is absolutely broken it is not fun to play against them. Blight is borderline the same. It feels like every match is just such an unhealthy competition. A bunch of killers don't even care about having fun they just want to win.
Some games just become a toxic waste of time where survivors just end up hiding for extended periods of time or killers end up gen camping. It's not really fun.
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@Reinami said:
Notice how those are the only 2 killers who are viable at the highest level of play?
If we took the best player in the entire world for each killer, I.E. the best trapper player, the best wraith player, the best nurse player, and so on. And pit them up against the best 4-man survivor team in the world, and had them play 10 matches in a row on the same map (pick one that doesn't have any or much RNG) what would the outcome be?
I'd guess that most killers would win maybe 1 or 2 matches. Maybe a handful could do 3. Excpet for nurse and blight, which i would suspect would actually reach that 50% winrate mark.
That is a bigger problem to deal with i feel.
If you nerf these 2 killers, then the top of the top mmr killer players who are playing against those types of teams, will start to go down in rank. What happens then? Then the survivor players start getting matched with weaker killer players because there is nobody left at the top. Then what happens? More and more people who aren't ready for teams like that start playing teams like that, and stop playing the game. Then we have a cascading effect where these top teams are getting weaker and weaker killers.
I agree with you and this is also the same exact thing happening for the survivor side. Regardless of which side you play, with enough wins, you are going to inevitably meet someone who's sweatier than you and probably on 2 cans of g fuel.
And then those people who've finally met their match start to become frustrated and then blame the game for being imbalanced.
And then you have the mentality "this is a killer sided game" or "this game is survivor sided"
And then instead of proactive gameplay you just have a game of sabotage. Survivors try to hurt killers (through quitting and in-game harassment) and rage bait them. And killers try to camp gens for 20 minutes because they would rather hold survivors hostage if they know they can't kill them all. What happened to killers settling for a tie or giving the last survivor the hatch. Or survivors just letting the killer have a kill if its a 4 man escape. (Yes technically it's against the rules but that's up to behavior to bureaucraticly enforce. In other words it's just a safety rule.)
The end result is that the game becomes having the words on your screen "you escaped" or "merciless victory". And the game is not even about having fun and enjoying the experience.
This is certainly an issue and a question to ourselves. Are we playing to see some specific words on a screen and have satisfaction in a specific in game- event (escaping or killing all survivors)? Or is it for the gameplay?
Because at the end of the day, the person who's sweating their chest off, becoming stressed over winning in a game is going to have less fun than a casual zen player.
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I think the game could use a mode where there's a mixed bag of many different kinds of generators. Blood generators and other generators like...
Sacrificial generator (20 seconds of using the sacrificial generator will progress the generator by 50% but also inflict one damage state on the player, the generator can't be kicked but will start regressing if a survivor is hooked and will regress faster if more survivors are hooked, regression will stop once all survivors are unhooked)
Battery generator (finding 2 batteries around the map and installing it on the generator will activate the generator and complete it to 100%, kicking the generator when it has one part installed will scatter the part In a 24 meter radius from the generator, installing a part takes 20 seconds)
The possibilities are great
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I think a problem is that devs have to balance with competitive/sweaty players in mind and casual players.
A killer might end up complaining that survivor perks are too powerful and that "gen rushing" is a problem when killing all survivors is not what determines a rank up. So it depends on whether that person just sees a win as crushing the competition or just learning to accept that you can't catch all mice while doing your best.
A killer might also complain that killers are too weak simply because a team of survivors are playing perfectly. And the killer feels like they are relying on survivor's "mistakes".
A survivor on the other hand might feel like a killer is too op because they are either casual or just want ease of difficulty.
A survivor might also complain because full fledged effort still leads to a defeat.
So on one side you have the competitive/sweaty group of players that want an e-sport out of the game or they want to win more easily.
And a casual group of players that just want to have a fun honest game devoid of exploits, cheese tech, desperation for a win.
The good answer to solving balancing issues. Stop sweating, learn to take losses, stop getting mad over defeats and blaming it on something, and learn to enjoy gameplay and not just winning.
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I'm not really enjoying it that much because of multiple reasons. I am a solo survivor player by the way.
85% of matches is kaneki swinging across the map.
Survivor teammates who just hide and heal and not do generators. (Sometimes you have to be bold and confront the pressure)
The new killer that is just very hard to counter and feels unfair. Especially with the fact they they can vault through pallets, hit you from large distances (even through pallets and walls), and tailgate you with leaps. He is a sweaty killer's trump card.
Playing with kaneki feels like having a base kit no mither for all survivors lol.