Nephilis91
Nephilis91
About
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- Nephilis91
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2 or 4 sounds good. These 2 models could be modified with a look at the statistics of the role the player is picking in normal games. If there is a person playing most normal matches killer, then it should be easier for this person to get the ticket (2) or to be randomized as killer (4) and the other way round. For disconnecting or leaving the lobby if you don't like your role there should be a harder penalty than in normal mode, so that everybody who joins, knows what awaits them, if they are unfair to others.
Iri-shards for survs are also a good idea.
Another option could be to fill the lobby from the beginning with 8 bots and then change them with survs who join in 1 or 2 minutes. This should be an optional modifier every player can activate or deactivate. So everybody has the posibility to play this 2v8-game as a killer in a short time if wanted.
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Why not filling up a team with bots when waiting-time is 5 minutes? And if a killer doesn't want to play against bots you may give them another queue with "only-human-survs". But this will fix the long waiting-times for killers.
Another improvement would be setting up some mmr-balancing. Played 4 rounds with a friend as killer and every round the survs finished the 8 gens. At the end we killed 1 or 2 greedy survs while end-game-timer. The results in normal 1v4-matches or maybe the results in former 2v8-matches should be considered that both sides have fun and opponents on their skill-level.
Maybe reducing the genspeed or setting up the number of completed gens from 8 to 10 or reducing the survs to 7 would also improve the game-experience.
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There should be a system for every special-mode where you only join the lobby, if the queue-times are too long for one side (more than 5 mins or so). You cannot choose a role and then it depends on your statistics in your last let's say 100 games which role you played the most (killer- or surv-main). Depending on this statistics a killer-main has a higher chance to become killer and so on. That would be fair for the players who play killer all the time in the normal mode to be preferred in these special-modes, cause they are killer-mains and no "Just-for-fun-Killers".
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Another example: After 5 min queue-time fill the missing survs with bots.
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@Beaburd said:
I know this frustration. I really do wish the developers would take a more active approach to addressing in-game issues without relying on perks band-aid fixes.
Some examples of reasonable approaches are:
To reduce the necessity of gen slowdown perks, have all survivors spawn together at the start of the game no matter what.
To reduce the effectiveness of camping, give built-in aura reading (for teammates only) when someone is hooked.
To reduce the effectiveness of tunneling, give a 3-second hit-immunity grace period once unhooked.
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Notice my suggestions reduce these issues instead of eliminating them. This is because I wanted to propose simple, easy-to-understand suggestions that are intuitive for new players and aren't entirely game-changing. I also don't want to make effects like BT or kindred entirely redundant and unnecessary, hence only giving partial effects.
Spawning all survivors together makes it easier to pressure them early game, forces time wasted running to separate gens if they split up, and can already happen in the game anyway.
Built-in aura reading for teammates when someone is hooked increases co-ordination and prevents the whole "everyone rescues" scenario, which is crippling vs face camping. Aura-reading is already built-in for survivors in need (dying/hooked), so giving it when your team is in need doesn't feel like too far of a reach.
3-second hit immunity gives your team time to co-ordinate body blocks after the unhook for the injured survivor so BT isn't as mandatory, and would pair nicely with the improved co-ordination of team auras during hooks. BT could even just be simply adjusted to start once that 3 second immunity period ends.
Another thing would be to reduce the number of palets or introduce a stamina-bar which is reduced for every palet-drop and fast-vault. When the bar is empty you only can slow-vault and palet-drops are impossible. This bar recovers after a chase. So the possibility of 5-gen-loops drops down.
In the hit-immunity I see the problem that the surv on the hook can tank hits for other survs. Better that the hit the unhooked gets will be transferred to the next surv in range of the unhooked one.
Maybe the meta-perks may be nerfed and for most other perks should be a small buff to higher the chance to try other builds.
A randomized mode would be nice too, where everyone gets random perks. So you see more variety.
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Same experience here. Only god-loopers or new players who run arround with no plan. Nothing in between out there.
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What is the problem with that kind of mechanic?
All the players pay for the game so everyone should decide with which other players he/she wants to play. And someone blocks all good players, then this should be no problem. All players wanna have fun, so give everyone the option to block/ban others who destroy their fun.
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Why not nerfing the swf? For example 1 item per 2 swf-people and for each more you have to take weaker addons:
2 in SWF: no reds; 3: no violet, 4: only yellow or brown
Also you can reduce the perks the can take or every perk can brought once per swf (so no 4 times BT, DS or Sprint-Perks).
I don't know why such a nerf or another sort of was not implemented in the last years. So often seen that good swf's destroy also the best killers.
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It's a good option to relax one round. Sometimes I think there are too many people who forget that this is a game to have some fun and not to sweat every minute. Others want to have fun too, but when you only want to overwhelm all others, there are less people who wanna play killers. So why not relaxing some rounds? There are enough rounds going hard.
On Killer site farming with survs is much more better than survs who only want to troll and teabag you and in the afterchat you read "EZ". So better the chillers than the toxics. Hope we get more respectful players in this game (on both sides), but I fear the toxic-group will get stronger (infinite loop).
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First of all: When you play very good, you'll get very good opponents. There is no difference between killer and survivor.
Sometimes I have the feeling that mainly the high-rank-players hate the new SBMM. When you read in the forum, then you read only from the reds. Don't know what's the percentage of high-rank- and low-rank-players, but when there are much more low-ranks who are fine, I think the devs will bring the new system.
On the other hand where should the really good survs be matched? They join a game and have to be matched with a random killer. I think the game then looks for the killer who is in queue and whose score (nobody knows how it's calculated) is the nearest. Also I think most high-rank-killers and most high-rank-survs don't wanna chill. Else they wouldn't get in this ranks and they wouldn't learn how to mindgame etc. So it's on the side of the players that we have this situation now. They wanted to be better and better.
@MakoaKeo said:
The dev's don't care what the killer experience is. As long as the survivor mains of the world are happy, they will do whatever they want to keep it that way. Don't hold your breath hoping the dev's will do anything to cater to Killer mains or just the killer experience at all.
In other posts in this Forum you can read that killers are op and the devs think like killer experience>survivor experience. So this is no objective opinion or have you data where you can see how all the matches ended where you can proof that killers are so weak?