Cadpig
Cadpig
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This might be my favorite map of the whole game. I think it's the perfect balance between having some indoor and some outdoor.
Most outdoor maps have a tendency to be visually repetitive (which is boring and makes it easy to forget where you were) and sightlines that are a little too open.Most indoor maps have too few sightlines, which is especially bad if you're a Survivor new to the map and don't have generator positions memorized, and they tend to have overly maze-like layouts making it too easy to find a dead-end both when you're fleeing or when you're chasing someone.
The Trickster's Delusion map has memorable landmarks, a mix of close and far sightlines, a layout conducive to finding generators even if you're new, and indoor areas that are never too big to get lost in. Honestly I kinda wish every map was like this and the game just get rebalanced a bit to take that into account (the Ormond Lake Mine is an amazing outdoor map though, so I think the design is simply getting better overall). -
@crystalkitti said:
Same here. Can't tell why, only some characters have retained their perk loadouts:
- Dwight, Claudette, Bill, Min, Mikaela, Vittorio, Thalita, Renato, Ellen, Sable, Trevor, and Rick are all untouched.
- Yun-Jin doesn't have anything equipped, for some reason..
- All other Survivors have one of their own perks equipped, and some random items (which is what happens when you've just unlocked a character.)
Just downloaded the patch after buying the DLC and went to level Vee when I noticed this… rather annoying, given that most of the affected Survivors probably had builds besides my default.. now I'll never know lol.
For me, Mikaela and Sable were the only ones to retain their loadouts. They were also the only ones holding on Offerings (from the last event). I wonder if that's relevant.
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Same issue here. All my Survivors have one Perk and an item equipped and none of my loadouts, but my Killers are fine (I never named any loadouts).
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I still think the items are just an awkward and unintuitive - borderline vestigial - part of the game. I mean, the first ability they list for keys is that it can reveal auras. What does that have to do with keys in any way? If keys just being used as keys for the Hatch or Chests is seen as too situational or too overpowered, then just change what the item is altogether.
Maps revealing pallet and vault auras makes more sense, but still just seems a little specific? How about the Map actually add a minimap to your UI? At the lowest rarity, that's all it does. But at higher rarities, it starts to put more icons on the minimap, like generators or pallets. That'd be a huge quality of life boost to newer players without making the hardcore players who have memorized that stuff any more powerful.
I also think there could be a Crowbar item so Survivors can break down doors. Doors are weird because it's almost never a benefit for Killers to break them, but they're the only ones who can.
Then again, Items being consumables earned from the Bloodweb itself is still just an awkward system. I don't mean to be all negative, I just think that the current item system is better off replaced than improved because it's inherently awkward.
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"Go next" started happening because there was a DC penalty to begin with. The irony is, now that bots exist, the DC penalty actually makes things worse. It's better for the rest of the team that a Survivor DCs than intentionally get hooked, because at least the player will be replaced with a bot.
Personally, I would rather players get no penalty and just be replaced by a bot, than innocent players be punished for being miserable or not playing well enough.
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@TragicSolitude said:
I think that, whatever BHVR does, it shouldn't include a punishment system. If a punishment is still needed, then the prevention isn't working correctly. As is, I've seen players get warnings despite doing nothing wrong. That's not okay. This feels half-baked: "oh, we stop the survivors from doing these different actions, but also we punish survivors in case those preventative measures don't do enough." Say what? No. Make a system that works on its own, not one that kinda sorta works and throws a punishment net over it all for when stuff slips through.
And I'm sure those survivors who wanted to go next but couldn't and instead body blocked me mid-chase and ruined my matches didn't get any warning afterward, because they didn't die fast enough. Meanwhile, my friend got a warning for getting tunneled.
Yeah. It's punishing several kinds of legitimate players in the hopes of occasionally punishing a troll.
The thing is, even people who are "rage quitting" (and just trying to get out of the match) aren't trolls. The flawed logic in the punishment is that if they're miserable enough to want out of the match to begin with, then from their perspective they're already being punished. Slapping another punishment on top isn't going to be a useful deterrent, because it misses why it's happening to begin with.
Same for the "AFK" problem of two Survivors hiding and waiting for each other to die in hopes of getting the hatch. Those players are doing that out of desperation for their own win condition, not out of trolling or any other malice. Punishing them makes no sense, because they already don't want to do that, they simply feel they have no other choice.
The root issue is Survivors being forced to stay in matches of a video game that have become no longer fun to them. The solution is to try to reduce situations in which the game isn't fun, not punish players for not having fun. Even if the latter wasn't hitting false positives it would be a bad idea that would only drive players away over time. -
I'm getting close to the Deep Rift. Playing on and off since it started, it hasn't seemed much different so far. My question is to how it would be if you start late and don't have the benefit of all of the Event Quests.
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The quest system is amazing, the problem is the changes to Rift Fragments.
When I first saw that you needed 100 Fragments for a Tier now instead of 10, I was a little put off, but I figured the quests were maybe going to reward so much more that it would make up for it (the first game I played completed a ton of quests and gave me a false impression).
As it is, with 100 Fragments needed per Tier, the speed is so slow it's completely demoralizing. -
I had another variant of this happen, but it was so weird I can't recount exactly how it happened.
I was playing the Huntress and approached a Survivor on a generator. I went to attack, and it pulled me into what would normally be the "lift a Survivor off the generator" animation, but it just sorta paused for a second. Then suddenly the Survivor was on the ground.
What I would quickly realize is that the Downed Survivor was now stuck to my feet (if I moved, they moved with me), I couldn't do interactions like damaging generators, and while I had an option to Pick Up the Downed Survivor, if I hit the button it would immediately interrupt.
I quit the match as soon as I realized this, hoping that would fix the problem (and save the match) for everyone else.
EDIT: Almost forgot, I'm pretty sure there was a zombie nearby, and suspected that had something to do with the bug. I didn't see the zombie after the bug started, but I was certainly hearing them, so maybe the zombie was stuck to me as well. -
Since the event started, I was unable to get a match as Killer in the event mode no matter how long I waited until yesterday. Every other queue was fine for me, and the Killer event queue was fine for everyone else I knew. I reported it as a bug, but it eventually fixed itself.
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I'm really disappointed by this. I was really looking forward to having a cooperative Dead by Daylight game to play with my friends. I've always preferred co-op games and only play Dead by Daylight to begin with because there's nothing else like it. I was really happy they were going to make something more my style. I'm surprised they gave up on it so early, too. Just one playtest?
Now I'm sort of surprised Meet your Maker even got released. I legitimately like that game (especially after they fixed a couple of the major concerns), but one of its biggest issues is that even by the time it got put on life support it felt like it had the content of a beta, not a launched game.
The optimistic view is that Dead by Daylight won't lose any focus, but the pessimistic view is that canceling everything that isn't Dead by Daylight really isn't a good look for the company (which is already the primary takeaway I'm seeing from this news elsewhere).
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The candelabras really complete the mode for me. The atmosphere is just perfect in the mode right now. I almost wish the game was always like this, though a lot would obviously have to be rebalanced for that to make sense.
At the very least, I'd really love to see a 2v8+Lights Out now (with some crucial numbers adjusted accordingly). All the Survivors running around with candelabras, afraid of what might pop out of the darkness. It would be really fun.
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I play him because he's Dracula and because having the variety is still a lot of fun. I can't get that sort of variety on anyone else. Not every Killer should or can be for everyone. Dracula is for me.
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That's weird, I had Scent Orbs show up outside of a chase before and it helped me find someone. I wasn't running anything special. I think it could be too powerful if they were always around, but if they were like that experience I had I think they'd be fine (it was still a relatively close Survivor, they were just on the other side of some rocks).
I don't think it's that much of a problem that Bat Form makes it hard to hear (and that it still allows Survivors to hear you despite the lack of a Terror Radius). Vampire form and Wolf form are already both good for chasing. The way I see it, Bat form is the travel power. It's not really meant to be for chasing or stealth, not that I would mind if they made it quieter to Dracula. I do think it could use a longer teleport range though. Too long and it'd probably be too oppressive, but half the time right now, by the time I'm close enough to use it I have other options unless it's a floor change.
I think the worst part of Hellfire's collision detection is it's hard to even see what it did or didn't hit over. I can't really get used to it. I don't even use the spell if I can help it, but I appreciate that he has it.
The weirdest thing I experienced today was that I seemed unable to get Iridescent awards as him (since I needed that for a challenge). I had almost identical matches when I played him as when I switched to Sadako, but Dracula would just get Silvers and Sadako would get Iridescents. I couldn't figure out what was different.
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The main issue is that Dead by Daylight is a deceptively simple game. There really aren't a lot of dials to turn.
The funny thing is I used to hate that about this game when it was new. I compared it to Payday 1's excessive drill camping compared to Payday 2's huge expansion in gameplay, and was waiting impatiently for Dead by Daylight's version of Payday 2. I still hope to see it someday, but Dead by Daylight has still surprised me with how much it has managed to squeeze into this very simple gameplay loop.
Dracula may not be completely original, but playing him has still reinvigorated the game a bit for me.
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It's weird, I'm a Killer main who only started playing Survivor again thanks to 2v8 (including after 2v8) and I agree overall, but I do have some different experiences.
- I run into DC'ing Survivors all the time when I play Killer, but not so much when I play Survivor. Usually the DC happens the first time I hook someone (they have no idea the nice match they just missed out on), but one time I had two people DC at the same time about 20 seconds into the match for no apparent reason.
- My Solo Queue teammates don't seem to be that bad on average. Sure they don't often last too long in chases, and there's often inexplicable periods where no one seems to be doing anything, but they're generally careful, safely unhook, and the only people I ever see leave anyone for dead are when bots take someone over.
Before I go into my ideas for solutions, I want to cover a couple of common things I see people want the game to balance around, but why I believe you cannot balance around them.
- Solo Queue being balanced differently than Survive with Friends. The problem with this is that, while it's more likely that a friends group will be more coordinated than a solo group, it's not by any means guaranteed. It also doesn't anywhere near guarantee they'll be good. The friends I play with are less good on average than the people I Solo Queue with. I don't mind playing with them because they're my friends, but playing together doesn't magically make us good. On the other hand, there was a Lara Croft in a Solo match of mine the other day that was absolutely amazing. She knew exactly when to be where and saved me from every mistake I made (which was a lot, because I was doing an annoying old challenge that guaranteed the Killer would want me dead). I thanked her for bailing me out, but I really felt sorry for that Killer.
- It's hard to punish quitters when you don't know why they quit. As someone who used to have incredibly unreliable internet, I've DC'd from games 100x more due to reasons beyond my control than because I "ragequit". Also, punishing someone when they already weren't having fun isn't going to make them put up with not having fun, it's just going to make them leave altogether. I also think this is moot nowadays since Bots fill in the gaps. Aside from being incredibly selfish and running out the exit the first chance they get, the Bots play like most players I play with, so I don't see the problem here. Really that's already the best of both worlds. Someone who isn't enjoying the game can stop playing the game, and the people who are still playing still have a full team.
I remember someone articulating it very well somewhere once that I unfortunately cannot remember, but as much as a high skill ceiling is something seen as a virtue in modern gaming, the bigger the gap between the low end players and the high end players, the more impossible a game is going to be to balance properly. The answer cannot be "get good" for a large variety of reasons, but the simplest being that there's always going to be someone new who hasn't even had the chance to get better yet.
- The first step in balance is trying to close that gap. Considering how much I see Killers complain about Survivors with decked out Items, I think that's a good place to start. I almost never see Survivors bring items into a trial. It's not a very common newbie/casual thing, so this is probably more of a reason than anything else that games are so different between the low and high ends.
I had an elaborate class/skill system suggestion elsewhere that served a similar purpose, but to summarize the intent: if Survivors are to have access to items, you need to make sure all Survivors have items so that you can balance around knowing for certain that they will. As long as some teams have no items, and some teams have fully kitted out items, you can't make sure that's fair. - The second gap I've noticed is one of information. By default, Killers can see the Auras of the Generators and the Exit Gates. This means that without any Perks, and without even using their Power, they have the basic information they need in order to win because the Survivors have to end up at these locations at some point. On the flip side, by default, Survivors start with absolutely no information at all. With no Perks, they have none of the information they need to win and can't even make informed strategies.
For new players, this automatically means that Killers are more likely to look competent than new Survivors. I remember when I was new, I spent several matches crouching around, trying not to be seen, yet still getting caught before I found a single generator. One of the most jarring things going from 2v8 back to 1v4 is realizing how few generators there are in 1v4 and how there can be huge chunks of the map with none or a single one tucked in a corner out of view.
I recently learned about what is apparently some sort of infamous Killer Perk that prevents Survivors from seeing certain Auras for either a long time or the rest of the match or something. That's absurd. You cannot make an informed play with no information.
I don't know what would be best, but Survivors need some sort of information by default. Obviously some existing perks would have to be replaced or nerfed, but that's sort of the whole point. Shrink that gap so the game can be better balanced.
I understand that it makes things scarier to play Survivor, but it's not the best design. It means that the gap between someone completely new and doesn't know any maps and even just a casual player who's seen the maps a few times and knows where generators generally are, is huge, let alone the gap between a new player and a pro expert. Balancing a game in that situation is virtually impossible.
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I completely forgot about two things by the time I finished my post.
The first is that if we're talking about fun, which I think we should in this case, balance isn't the most important thing. I've seen it happen a few times, that a developer shows something about their game being mathematically balanced, and can't figure out why no one is playing it. Sometimes things can be fair and not fun.
It's a tougher question because obviously what's fun varies from person to person, but it doesn't mean it isn't something that the players feel and it can be aimed for.The other thing is Hooks vs the Cage. 2v8 made me really appreciate the Cage. I've realized that one of the quickest ways to stall the progress of Survivors is to get them trapped in a "Rescue Leapfrog" cycle. I've seen so many teams get the first 4 Gens quick and easy, but the second one person gets hooked and the rescue goes bad, they get caught in a cycle of rescuing each other and never finish the final generator. The nature of the Hooks makes this very common, especially for teams that don't think about it or aren't coordinated for it.
Now, any permanent transition to a Cage system would have to rebalance a lot of things, because a lot of Perks and other elements of gameplay right now expect that the Killer will be temporarily busy while carrying someone to a Hook, but I think it might be worth the effort. -
There's a huge difference between humbly bowing out insurrender and walking into a meat grinder to be brutalized.
The Hatch is there because there's no other way for a Survivor to win at that point. If you believe that the Survivor shouldn't have a chance at winning at that point, then the better solution is to just have the match automatically end at that point. Forcing a match to continue when the Survivors have no chance of winning is just stalling so the Killer can rub it in.
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I would absolutely love this.
He should have his own Survivor intro too, where he falls from the sky in a beam of light at the beginning of each trial. :P
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The stalling is a symptom, not the disease. Fixing the stalling wouldn't fix the problem.
Survivors aren't stalling in this situation because they want to stall, it's because they want to win just like the Killer does but their chance of success just plummeted. The best option they have at that point is to outlast the other Survivor. It just so happens that if everyone is trying to outlast each other, no one's going to get found. Whoever caves and starts trying to do generators again first is likely to be the one who gets found first (and without even finishing the generator), so no one wants to do it.
Any Killer who can get the Survivors down to 2 when there are more than 2 generators left, is a Killer the Survivors are too terrified of to continue such a risky objective. I know if I was them I'd rather "Surrender at 2" than keep trying generators at that point.
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It really surprised me when someone pointed out the game is missing the "Universal Classic Monsters". Particularly the core of Dracula, the Wolf Man, the Mummy, and Frankenstein. We're finally getting a Dracula, but the rest are still missing.
The more I think about it, though, it seems on purpose. After the early set of original Killers, it seems every original Killer since is deliberately not archetypal, perhaps to avoid a repeat of Hillbilly and Bubba. So getting the classic archetypes will largely depend on getting licenses, like with Dracula.
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I saw a suggestion that the Pig traps be changed so that they can be removed at any station in 2v8. That way they aren't constantly putting the Survivor in the path of two Killers, but they still will get the Survivor to spend some time off objectives to survive.
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Now that you mention it, the team thing explains three of my four experiences.
It explains why the incentive didn't make a difference: People would be playing because they've wanted Killer co-op or because of the novelty of the Killer co-op. No amount of Bloodpoints would stop them from at least playing a few matches that way.
It would also explain why I could have matches where it had trouble finding one Killer: if almost everyone is queuing together, then there are less slots for solo Killers even if there are enough Survivors.In that sense, it's almost more of a team problem than a 2v8 problem specifically. In other words, this would come up in any other mode that had something similar, and it's less because there aren't enough Survivors and more that there are too many teams.
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I guess I didn't explain it well then.
Nothing on here would be a permanent choice. You could change this just like you can change your current loadout. The difference is that instead of only having two slots for add-ons, you have all the options in this Skill Tree. The Trapper in this example has access to the equivalent of four add-ons rather than two (and this is just an incomplete example).
Yes, some things on this tree are mutually exclusive that didn't used to be, but that's part of a larger balance goal. You won't be able to take two huge things anymore, but that's so each of them can be bigger or more interesting. In return, you can now have a huge thing, a couple of medium things, and a bunch of small things.
Also, these trees aren't "complete", if that's what you're worried about (in part because my mouse is broken right now and it took a ton of patience just to manage this). This was just a quick mockup of the overall idea. I wasn't trying to remove every add-on or item that doesn't appear here. The idea is that all of the existing items and add-ons would be transferred to this system, as appropriate (just meaning some of the more redundant stuff and Broken Keys wouldn't appear, that's it).
My goal was three-fold.- Clean up the messy item system by removing redundant items, rarities, and giving a proper place to sidegrades.
- Dial in balance between players with crazy Items/Add-ons and players going in without them, by building Items and Add-Ons directly into builds.
- Add more customization beyond Perks, by adjusting Items and Add-Ons into a large series of playstyle choices and giving Survivors psuedo-Powers in class choice.
I intentionally left out numbers because I expect that in general most of these things would have to be somewhere in the middle, but instead of the game having to figure out how to make, say, a Killer perk balanced in both trials where Survivors have overpowered Items and trials where Survivors don't have anything, that Killer perk can now be balanced expecting that all trials will have Survivors with moderate items. The difference will now be in the playstyle players choose rather than a large power level spread.
EDIT:
Here's a more complete version of my idea. There's still a lot rough about it - I reused as many existing distinct add-ons as I could. I paired some that felt similar, but some are just sort of there. I also added an upgrade idea that doesn't quite make sense yet, but this was just a brainstorm. In this version, though, you get 8 choices equivalent to old add-ons. -
I honestly don't understand why Survivors can't get themselves up from the Dying State always. It takes a long time to fill that bar. There's basically no good reason a Survivor should ever be able to fill that bar all the way unless the Killer wants you to already, so I don't know why you can't do anything even when you do manage to fill it.
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The elephant in the room is the Bloodweb. Items and Add-Ons fill out the Bloodweb. Discussing what to do with that is a whole discussion on its own, but it makes it hard to fix the Item issue.
New items, at least, would definitely help, because they could take the place of redundant rarities and such on the Bloodweb. Otherwise, I really like the ideas brought up here.
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As many as they can justify. 2v8 requires some rebalancing, but it's not like it's an entirely different kind of game. Especially if the mode ends up coming back for good, it should try to be as complete as possible.
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Plenty of Killers can already do silly things. They don't need to do it with Perks because they can already do it with their powers. The Wraith can ring his bell at will. Myers can moonwalk. The Plague can vomit in situations that don't benefit them in the gameplay at all. :P
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I had a Hillbilly respawn my cage, and then sprint past my new location as soon as I finished respawning, forcing me to immediately respawn again. He would be broken in 2v8 if he could still insta-down with it, at least at the speed he moves. Maybe the chainsaw could charge faster in 2v8 at least, I don't know.
I did pretty well as him when I tried him, although out of the five he's the only one I really want to play still. Nurse is stressful to play due to her difficulty. I trust other people with the Huntress more (despite what people say, even with the hitboxes it's not as easy as just "point at the Survivor"). I hate trying to take care of all the traps as the Trapper. The Wraith is okay but he's pretty boring outside of his stealth which I'm lazy with.
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This issue really seems to follow BHVR around too, unfortunately for them. Every game has some level of this, but it seems particularly bad in their games. Meet your Maker had it really bad too back when I tried that out. Builders were convinced that they should be able to make literally unbeatable levels and Raiders were convinced they should be able to beat every level first try.
It really hampers any attempt at discussion of balance to address the underlying issues.
The irony I find is that, for as inclusive is this fandom is, I've stayed away from engaging in the community for years because having an opinion on the game itself seems to be the one thing it isn't inclusive about, whether that being you think a Perk is too strong for one side or the other without being called a bully, or liking Sable without people making judgmental assumptions as to why. ;P -
When I first heard rumors about Dracula coming, I was hoping it would be the original, even as a Castlevania fan. However, this implementation of Dracula isn't even all that different from the novel version. (More) modern vampire stories have enforced the idea that vampires and werewolves are distinct, mortal enemies, and that sunlight instantly kills vampires. In the original Dracula novel, however, vampires and werewolves were the same thing (Dracula is a wolf in several crucial scenes) and sunlight only suppresses his powers.
Also, there's definitely still room for other vampire killers in the game. They could still do a more Nosferatu-type appearance with a more blood-focused power. And I'm not convinced that a second Vecna can't eventually come to the game. All he has to do is not be "The Lich" since that's the name the game focuses on. Another Dracula could even be as something as simple as "The Vampire" and be distinct.
The main issue in wanting alternative vampires is that they're probably at least a couple years away now if they happen. -
The chances of both the Survivor and Killer of any given chapter (even licensed ones) being adopted by the same amount of players is pretty low.
I also think it's less that the Unknown is unpopular and more that Sable is just that popular. The Unknown could use some improvements (it's a shame that his only really uncanny movements in-game are during his mori), but I know plenty of people that like him.
Also, it really shouldn't be a surprise that the "goth girl" is popular in a horror game. If anything, it's weird that it's taken them this long to add a straightforward goth girl.I don't have Sable yet, but I'm planning on getting her. She's the first Survivor that's felt like "me" to me. Back in the day I would have avoided her because of how many I see in matches, but now I'm not going to let that stop me playing a character that I want to play. The weird thing to me is that she's in this "Unpopular Popular" overlap. Everyone's playing her, but the only posts I'm seeing are from people who hate seeing her.
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This is an interesting perspective I haven't seen, but it explains a few things for me as well.
Items (and Add-Ons) have bothered me for a long time and I think this vindicates that concern. I've heard it said that Myers needs rebalancing because he's either broken with Add-Ons or useless without them. I'm starting to see that it's also the main problem with Survivors. The difference between a precisely Toolboxed Survivor and someone without one is the difference between a fair match and the Survivors winning before the Killer can catch up.
I think, somewhat like 2v8, both Items and Add-Ons need to just be baked in and rebalanced around that idea. Have them always be a part of your build, not just optional consumables that you can't guarantee will or won't be in a match. Make the items be a choice more like the Survivor Classes, and make Killer Add-Ons be something more like Skill choices (in other words, they're mutually exclusive so you can't take all of them, but you have to take one of them to specialize).
Always having Alucard's Shield, if you pick that, might be a little oppressive, but then, as Magic: The Gathering learned from its early years, rarity is not a good method of balance anyway.
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This is an interesting perspective I haven't seen, but it explains a few things for me as well.
Items (and Add-Ons) have bothered me for a long time and I think this vindicates that concern. I've heard it said that Myers needs rebalancing because he's either broken with Add-Ons or useless without them. I'm starting to see that it's also the main problem with Survivors. The difference between a precisely Toolboxed Survivor and someone without one is the difference between a fair match and the Survivors winning before the Killer can catch up.
I think, somewhat like 2v8, both Items and Add-Ons need to just be baked in and rebalanced around that idea. Have them always be a part of your build, not just optional consumables that you can't guarantee will or won't be in a match. Make the items be a choice more like the Survivor Classes, and make Killer Add-Ons be something more like Skill choices (in other words, they're mutually exclusive so you can't take all of them, but you have to take one of them to specialize).Always having Alucard's Shield, if you pick that, might be a little strong, but then, as Magic: The Gathering learned from its early years, rarity is not a good method of balance anyway. That's a huge problem for Survivor item balance.
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One of the weirdest parts of Sadako is how little her power is explained or shown to her. Usually Killers tend to have a lot of information, like where their traps are, when they are set off, what plague level someone is at, etc. I've never fought Sadako as a Survivor, but when my friends finally did, they asked me how she worked, and I had to admit I had no idea.
I knew I could teleport to TVs but that was basically it. I eventually looked it up and realized there is so much that is not explained in in game. Even after reading about it, though, what little I was shown in game failed to really change anything about the match. It wasn't until I read a strategy specifically about triggering Inexorable Stare as fast as possible did I finally get something different to happen. -
I haven't bothered with Daily Rituals in a long time since all the codes and giveaways has kept me over the Bloodpoint cap. I'm sort of glad about that, since the rituals usually want me to play characters I don't want to play (and sometimes do incredibly annoying things as them), but as long as the system is there it makes sense to be more useful. Shards would definitely get me to care again.
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I've been singing 2v8's praises wherever I could, but even I'm disappointed in this. I was hoping to see normal queues for awhile until 2v8 could come back with an expanded roster and a better solution to the queues (even if it's just bots). I guess I can get a little time in Fragment Frenzy out of this now at least. Maybe if this came with a new Event Tome page shaped like a "v" (to finish 2v8) I'd be more excited. :P
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If I keep running into the same survivor, I'll try to chase someone else. I'll chase someone who is more healthy if I have a choice. When a survivor gets unhooked, I'll chase the person who unhooked them, not the person who just got unhooked.
The exception to these rules is if a Tome Challenge encourages me to do something else, but I'll go back to this system as soon as possible.
I like to make sure that the scares go around. -
2v8 got me playing Survivor for the first time in forever. Sure, I barely escaped a trial, but the larger teams made it a lot less stressful. It's also the most I've ever played the game at one time (probably the furthest I've ever gotten in a Rift) and the first time I've spent Shards because of that.
I want 2v8, and it would be my primary mode.
For the record though, I have absolutely no reservations about playing with and/or against bots. If that's what it takes to get 2v8, sign me right up.
