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Cynthesia

Cynthesia

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Cynthesia
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  • To encourage playing the game. If you gained good BP for crouch walking edges and running turbo gen as a team of 4, then killer player numbers would deteriorate more than they already do now.


    Survivors also do still get a lot of BP, they just have to be actively unhooking while they interact. Their fail scenario has a full reversal for BP, Killer does not. Killer's success hinges on maximum interaction, if Survivor hinged on minimal then it's boring for survivor and frustrating for killer.


    Not to mention, you only need BP on new characters for their teachables, survivors are basically just skins. You can accumulate them easily, especially when there's a hyper-meta loadout already on the table you can use to get it.

  • @TheDappaScrappa said:

    About a week ago I logged on and had like 900,000,000 blood points? I haven't spent them out of fear of it being a glitch or steam thinking it was hacking so I kind of have been waiting for them to fix itself out but it hasn't. I really don't know what to do but am still afraid to play because I feel like I'm going to get banned for something?

    Might have just been the BP compensation for any Hawkins Lab offerings you had in inventory.

  • NOED is generally to counter hard gen rush. If you hard rush them, and didn't do any totems, then also lose a chase, maybe yes -- perhaps you deserve to perish. Not always the case, as it is a 4 person activity, and even the one who did the most can be the one who suffers from it due to incompetent teammates just the same as how any of the 4 can be carried.

    Clearly, if players can re-enable and scrounge around for multiple Boon Totem lighting, they could have always cleansed totems, just chose not to recognize it as something worth doing before now.

  • Personally think Mikaela's entire perk pool ruined the system. It's disgusting power creep. For a good bit, Killer has been fairly balanced with the survivors, the maps being more of a determinant factor than anything else. Now, the Boon Totems that can be re-enabled and provide such powerful effects to an entire team in addition to their already meta perks, is ridiculous.


    The counterplay as a killer is be toxic, and that's such a horrible direction. Don't want survivors healing in 4 seconds? Tunnel them. Don't want Boon Totems coming back up because they were snuffed out and make it impossible to protect gens the later it goes? Tunnel them, proxy if it's a Mikaela. Want to use Hexes as a killer? Undying is mandatory (into 16 perks) because they'll be looking to use their recyclable Boons.


    Even if people want to take the stance that Killer is actually strong, none of this is fun, and has perfectly acceptable justifications for losing interest in the game.

  • It's inherently toxic. Hard to say what side to be on, because you have to be mean to double pip at high ranks, regardless of which you choose. Gen rushing with the right perks to escape death and loop better are obviously disgusting, as is running NOED on Killer or proxy camping. The game is likely balanced relatively alright considering you can find a game pretty quick as either, and you need people to feel like there is a good chance to live as survivor to actually use them as much as the Killer needs to feel they can kill someone. All of this while making it seem like it isn't a binary experience (e.g. Deathslinger quickscope).


    The real issue is SWF's, and that the game cannot balance around it on a natural level. If Killers are strong enough to combat them, then they are overpowered because not having communication means you will get overwhelmed. However, it's like other multiplayer games, where a good portion of the playerbase on PC will likely just queue with friends. There is no resolving this easily, and it results in a frustrating experience for the Killer.


    On a more personal level, I do not like Decisive Strike. It refutes one of the core mechanics of the game as not true as a 100% certainty. The only Killer that does this is Nurse, who is always top tier for a reason -- they're not very intuitive to keep, and they are remarkably overpowered and stifling. Obviously it's to reduce tunneling even more, but there are buffs to other perks that can accomplish this and promote variety while still remaining within the confines of game mechanics. Third down is usually death, something like PH can mori you, but the death from the hook is very likely regardless, it's a soft violation and mori's have been in the game forever. DS is not something that makes the Killer feel good, and it will always help a Survivor regardless of if they are good or bad tremendously, with a visual acuity of 0.


    Other than that though (and the silly Boon Totems), I'm relatively satisfied with the state of the game, and feel older killers without any mobility likely require some add-on reworks or perk modifications to hold their own on larger maps more so than what we received. Survivor add-ons to be slightly reworked to divide the main perks into specialized ones to promote build variety would be nice to see as well. We know what survivors want to take almost every game, so remove that and spread it across other add-ons that aren't reaching that purpose to reach a more nuanced perspective, and be able to play the game in different ways that are still effective.