ShadowPhoenix13
ShadowPhoenix13
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- ShadowPhoenix13
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@ValkarianHunter said:
Like I thought we were getting a mostly angel type killer not a sex appeal marvel rivals character
OP, I'mma need you to calm down, touch some grass, and get some fresh air if a Marvel Rivals character like Emma Frost (whose thighs have jiggle physics) and The Judgement (who is simply partially shaped like an adult woman) have the same amount of sex appeal in your mind.
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I don't know what to expect, but I am DAMN glad that Kills are no longer going to be the deciding factor. I've been a Killer main for most of the time I've played this game, and after getting my first P100 with The Lich, it is EXHAUSTING constantly ping-ponging between baby survivors and Super Sweaty Tryhards because I now prefer to play more casually.
Ideally the new MMR system, at least for Killers, would consider a combination of Kills, Chases, Generators Completed, and the relative time between each. -
@ThatRyanB said:
I wanted to pop back in to this thread to thank you all for the great back-and-forth. There's a lot of feedback here that we're working through to bring to the team. It's no secret that The Trickster has a high skill floor that relies quite heavily on the risk-reward per knife, and that their perceived strength can vary map-to-map. These are things we're following both through feedback and game data, and will continue following over time, understanding the learning curve.
All that to say, the shift to 4.4 m/s was done to focus on The Trickster's identity as a projectile Killer, prioritizing skillful knife throwing over M1 attacks in-chase. I hear the frustration about this that some folks are sharing, as well as the comments from folks who feel it feels good, and want to assure you we'll continue to watch how these impressions evolve.
It's a relief to hear that you're actively taking on this feedback.
I understand the rationale behind making Trickster a 4.4m/s Killer, but as someone who was actually really excited about the Style Rank system and how that could support a healthier gameplay loop for both Killers and Survivors, I feel like this reduction in movement speed does far more harm than good.
Most maps have far too many LoS blockers and/or loops that you can't throw knives over that the movement speed reduction means you can't reliably seal the deal with a basic attack. This issue is compounded by the fact that a 4.4m/s movement speed also means that Trickster cannot traverse the map fast enough to afford breaking chase to look for another Survivor or to kick gens. This means that in order to reliably secure wins, Trickster is all but forced to adopt strategies and use perks that make the game miserable to play on the Survivor side.
Furthermore, Laceration decays so quickly that in the 50+ matches I've played so far, it was a somewhat regular occurrence that a chase would go on so long that the Survivor would lose Laceration stacks, forcing me to use even more knives to injure/down them, which in turn forces me to reload at lockers more often, which then takes even more time to do because his 4.4m/s movement speed means those lockers take longer to get to.
In my opinion, I think the best starting point for a solution would be to bring back the PTB version of Cut Thru U Single. To be honest, I was shocked to see that it had been reworked for the live release, as I thought it was the perfect way to reward Trickster players for leaning into the Style Rank system. -
Hi. Killer main chiming in here. At a bare minimum, there needs to be a hard limit on how many Torchbearers can be in a single match. Having 4 or more in one game makes the match an absolutely miserable experience, because it results in there almost always being one nearby to interrupt your pick-up, which makes it even easier for Survivors to snowball the match's momentum in their favor. Ideally, there would be no more than 2 per match.
On top of that, the class getting flashlights and flashbangs is too much. It enables aggressive survivors to turn every pallet stun into a back-to-back blind as they hit you with the flashlight during the stun, then drop a flashbang to blind you again once the first starts to wear off. In a perfect world, the flashbang would be the skill that unlocks after they get hooked for the first time.
Both of the above problems are then exacerbated by the fact that Killers do not have, essentially, a Lightborn class to counter the Torchbearer.
Finally, I would prefer to see the Torchbearer scrapped entirely and never brought back. Because even if the above points are addressed in some way, I still feel that it encourages Survivors to be overly aggressive in their gameplay, and it also enables a bully-style of gameplay that has thus far been mercifully absent from 2v8.