AlbinoViera
AlbinoViera
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There's been an ongoing problem with matchmaking, some are blaming it on dedicated servers, others blaming it on killers leaving, most likely case being incompetent developers. But either way, that's how it is when you play as killer now. You will be* matched around 2 rank classes below your current one. By that I mean, being a rank 20 will match you with green ranks and below.
It's happening on both sides though, being a green rank killer after not playing for a couple months, I was matched by a team of two red-ranks, a rank 19 and a purple rank. Worse thing being they weren't a 4-man SWF.
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Spirit is my main.
I get to be a half-naked japanese girl. It is the dream.
But nah, I just like having a killer who's all about mind-games. Most survivors fool for simple ones for some reason even though the best choice is to simply walk away from a dropped pallet when she's on the other side of it. Plus even though it takes forever to load her on Xbox one, I still find her to be one of the least frame-rapey killers.
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@Peanits said:
This was actually tested early on when the EGC was being created. It wasn't the most interesting gameplay, and it removed some of the teamwork close calls around the exit gates. People who were communicating could also just have someone stand there and keep the gate ready to open without starting the EGC. We ultimately decided against it.
The survivors are still under pressure to get that save as soon as possible, though. That hooked survivor will die before the collapse unless someone saves them. Whether the EGC has started or not, they still need to make their move as soon as possible. If you really want to EGC to start for some reason, you can always open the gate yourself. Otherwise you can basically consider the gate open and play accordingly.
That really doesn't help the case for people saying BEhaviour doesn't play/aren't good, at their own game.
Let me get this straight, a person having to hold onto the exit gate and keep it close to being opened, is LESS interesting than just getting it to 99% and bum-rushing the killer to get the last guy off the hook, who would almost certainly escape thanks to body-blocking, Borrowed Time, Decisive, Dead Hard, Adrenaline, flash-light saves, and good old-fashioned jungle-gyms right outside the exit gate?
[By the way, I see those perks 100% of the time in red-ranks. When are the devs gonna look at how they're frustrating to play against and make them useless for most people?]
That, versus having to have a person stay on the exit gate, giving the killer an option of camping or pressuring the doors (Thought you guys would have thought of that, seeing as ya LOVE making the killer work harder as is clear in your Ruin nerf reasoning.)
I don't know, really.. Which could possibly be more interesting and fair out of the two.. Having the doors be 99'd so they only need the smallest of taps before letting the survivors escape with the killer having no way to counter it, because opening the gate is a guaranteed escape for anyone on hook and/or off hook, meaning they have to camp whoever they have left (as is the case most of the time) while being bum-rushed by the other survivor/s who 9/10 times gets the other guy off the hook for the escape.
OR
Having the gates regressing/needing to be done in one go (like a totem.) Which would mean one survivor stays back and has to, keep hold of it so it doesn't regress, deal with the killer by themselves if they come to them, and/or time the opening so that the gates are open for their teammates when it's needed.
Geez.. I can't even remotely figure out which one's the better idea(!)