DemonDaddy
DemonDaddy
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The problem isn't the amount of points that can be awarded but the fact survivors rely on one another to accumulate them. Finishing genes without interruption or self care really cut into the point spread. Killers are getting so much because every action is attributed to a sole player.
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I don't mind the changes, but I do think the Dev's should have made the changes vary based on killer's speed and powers. It impacted killers like huntress and hag far more than others.
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Recover is a healing state, wiggle is you trying to break a killers hold. If this suggested logic were true then a fully healed survivor could not be grabbed by a killer. Besides this wiggle doesn't need to be shorter, its only there so you can't be held hostage.
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Had 12 matches the other night and only those maps. Feels like the odds are higher for these.
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The aspects of the hex needs a reevaluation. There are far to many bad spawns for them to be viable every game. Not that a good one never happens but I've seen one to many out in the open for all to see.
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So the devs reworked it, they have to balance this for a 4-man team with the combination of all the other healing perks and items. The ptb version started as what they thought was balanced, after reviewing it, obviously something was wrong and they felt it needed to be changed for balance purposes. While the change does not make the perk more viable as a first pick, I can see that they were trying to slow down early game and make late-game feel more rewarding.
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Why all the insistence on cool downs. The killer has to find you first (granted that's what the perk is for) but then they have to chase you down. For any decently skilled survivor that should be long enough to get the save and finish 50% of a gen. If the killer is good then it might be shorter, chase is skill vs skill. BBQ might out you but it has nothing to do with you getting downed after.
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Cutting speed means it takes more time to travel between gens. As a result survivors will be able to secure even more progression while killer patrols plus the fact they can no longer be caught in chase. I don't see a validation for your request.
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This might be the result of the instant cancel feature that was added.Iceman said:I have a problem with trying to snatch the survivor who is going for the save. I will go into the animation as if I am about to snatch that but it turns it into a hit instead. Then the hooked survivor gets off. So I am not able to snatch any one but only once. -
Forgive my ignorance if I missed this during a Q&A or dev stream but what do you mean by split generator / objectives. I know they mentioned adding more objectives but I don't see how nurse or Billy get called into question. And the only thing that comes to mind when you say split-gens is when survivors intentionally keep repaired generators separated from one another to prevent a trifecta.Eninya said:@HP150 said:
Nah. All the other killers just need a buff to movement speed. It would (slightly) bring them more in line with Nurse + Billy's map pressure. The reason why Billy and Nurse aren't dumpstered on at Rank 1 is because they can exert map pressure, they can end chases quickly, they can patrol gens better, and they can get in another chase soon after they've hooked someone, mitigating the good ole "gen rush" (ie, survivors knowing what they're doing and not screwing around on dull totems/crouched in a corner).An overall movespeed buff for all killers has been long overdue. People are tired of seeing only Nurse and Billy at Rank 1 but nobody is willing to accept drastic changes for the other killers.
Uh, no. Nurse and Hillbilly need a nerf in tandem with split-generators/objective being reworked. You don't bring balanced killers up to the OP killers when the entire reason objective is the problem.
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Honestly you all have good valid points I mean I can argue against that. I get why we have what we do and balance should never be sacrificed for a gimmick. If the feature was given to us with the current game state; it would be the equivalent of a hardcore difficulty with several problems from current mechanics. As the game is now it can't support this, doesn't mean I wouldn't mind seeing the Dev's play around with the idea as an option, maybe even create a separate mode, wishful thinking really.
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The cool down is the hunt, just count down from the hook and switch directions. Killers with mobility are tough but they all have counter play. I think it works so well because some survivors are to ballsy to hide and end up playing right into the killer's game.
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Considering it takes addons just to gain a little directional control, leave him be and stop running in straight lines.
And no i don't even like to use this killer. -
Well its no worse than what some of the killers deal with and if you want to crouch it the whole game that's what your gonna see. I do like the parifurial effect , its a great way to acknowledge the killer is gaining ground.Oblitiry said:Oh. I would be following behind some very specific killers with my newfound zoom in camera view powers....
Imagine how fast a survivor will be spinning because of camera sensitivity in FPV. Makes me nauseas just thinking about.
Crouch with bacon lady for 90% of a match and see if you actually enjoy the game from that pov. Because that's basically what you're asking for, although getting chased like that does sound fun.
Maybe make the outline of your screen shine red when the killers light is on your back. -
My reasons are exactly what I stated. Personally I would enjoy survivor more from that pov. The option is all I am asking. And before anyone else mentions staring at gens, again obviously as I said some changes would be needed.
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Screw looping, I get out of sight first chance I get.
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Can we get back to constructive balance ideas? The Dev's said they plan on changes, just nothing concrete at the moment. Both sides can rant endlessly, but that doesn't show the Dev's any inclination of what would work for both. As a survivor I want the hatch to be viable. As killer I want the ability to at minimum defend it against a fully healed survivor. As I have already posted my suggestion (flaws there may be) I would like to see some others that have balance in mind.
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Obviously they would adjust some things, I don't want pistons in my eyes either. Something like looking over your shoulder so the blind spot can be managed.
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The current act of healing doesn't feel like it warrants this many perks. If being injured had multiple components I could understand the need to address each one with a perk, but as it is we only get varying speeds of the same effect.
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A small tweak to current hatch:
Spawns as normal with gen progression with the exception that it spawns closed. Give it a short opening time ( no key nesasary) so it is viable if you find it first. Killers that get there first now have a chance to defend.
Maybe even allow the killer to damage it so it take a few seconds more. -
It's weird I see it happen all the time as killer, but I've been playing the game for over a year now and still haven't gotten a Kobe
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Can't agree with that, NOED is a hex (all the weakness it needs) and Franklin's only does one thing, most people don't even run it unless survivors are loaded up.
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I like to give a gg afterwards, but when I get salty or harsh comments I send em this " gg sorry you felt it was a waste of your time and thanks, atleast is was fun for me."
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I like the debuff ideas, but feel like the power should do something to a sleeping survivor not inflict the sleep itself. The progression effect is nice but a minor annoyance since the first thing survivors do is fail a check to wake themselves.
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I like Freddy myself, but his power feels almost none existent. Also the fact that you have to use his power just so you can injure Survivor feels kind of underwhelming. Would love if his power allowed you to play with survivors like the movies and his tr influence the speed of sleep transition. Last thing would be subtle transitions, no more broken neck as soon as you start to nod off.
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To each their own style of play.
Yeah stealth isn't the most rewarding play style, atleast not point wise. There is however some personal satisfaction when a match can be played without being found but still giving the aid the team requires.
You got to play to your strengths, right. Well for me Chase is definitely a weakness so I'll stick to my strong points -
yeet said:
"Survivors rely on hiding"
LMAO
Sorry for the generalization, that's how I make it to end game -
That's what I mean, the current perks are good and have conditions. I was just stating my hope that we don't keep getting new/alternate version of this one ability. Much rather have actual tools for play ( Urban evasion, technician, saboteur, Monitor and abuse, and brutal strength). These are perks that provide aid but do little to nothing in terms of making a match progress too quickly
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Was it better on pub, yes we can all agree. But this involves more than one perk. We have to keep in mind that this is not the only perk/item that effect the healing rate. While not optimal by the ptb comparison, it has to balance with a 4 man team and all combinations of perks. For all we know they found some major issue and this was the best solution.
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Can't agree with cutting speed, chases can run long now and I don't want to see one where you can't gain any ground on the survivors. It's true in horror movies to killer is usually slow but this is to build Terror in the victim and then they usually through unexplained means cut them off and kill them anyways. I think different kind of interaction points might help improve breaking line of sight; knocking over crates stacks or fire barrels permanently closing off a pathway could be used for both survivors and killers for example
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The only time a killer is courteous or lenient in a horror movie is when some sicker more Twisted plan is to be later set in motion. You say a killer sucks because they're using two of the most recommended strategies by the devs, that's how they designed it and most perks encourage. Telling people good game for a strong strategy but they suck as an individual because they used it is a sad and pointless position to take. And while there are situations where tunneling can't be avoided, if you keep getting found after escaping the hook you're probably not hiding right( when killer doesn't have eyes on you during the save)
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Your suggesting to remove one of its key uses aside from setting up at a gen. How is it ever wise to stay idle as the killer if your not defending something? Don't get me wrong, I hate getting camped but hook defense is probably one of the best use you can get out of it, especially with killers that have to get in your face to land a hit.
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I'd like to see spies from the shadows; same function as now along with a murder of crows follow for a short period after( idle survivor effect)
Nothing to long and still only a chance to prompt, but enough that crows are something to be causous off when the perk gets used -
Wow not even 1 whole day and you claim yourself incapable of embracing the learning curve presented by a new killer. Give yourself a chance at the very least or try playing her side and see how your countered. otherwise the community will surely miss all of you
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I think its to much of an ability to ignore the team and still succeed at an individual level. Not saying there aren't times when that's necessary, but in its current state the level of team abuse astounds me. Also when I see survivors playing like this I make it a point to punish them and not the injured teammate.
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Would love to see some changes that improve the game's pacing: besides time adjustments. Right now it feels like there is no difference between injured or healthy.
Something like sc only raises your health state not cure you of killer effects or the reverse, need medkit or teammate to be fully healed
I feel like for a team based game there are way to many ways for us to avoid cooperative play. -
Can't speak for everyone and can't say this will absolutely work for you but here's my counter to dealing with the Clown;kingreaps said:Ad-ons how odd that all people say just use pallets and windows but u absolutely right on the fact that he discourges you to use them so if u can't really do anything with them how do u counter him
*First I pick my gen based on how much cover or exposure it provides
*always keep an ear out for the slightest tr signal
* when I do hear the signal I quickly back off to the nearest hiding spot that provides a good view of the area, tree clusters and "jungle gyms" if they are far enough from an immediate perimeter search
* if you can watch him and Chase with another Survivor try to get a feel for how Loosely he plays with the bottles, is he throwing a barage or tactically plotting his Chase
* if you get a good enough feel for the player you will eventually be able to bait his throws which puts him in the same position as a Trapper chasing you
* finally while in Chase my only suggestion: I always break line of sight as early as possible and try to stealth way, though this truly depends on where you get found out and how much space you start the chase with
And this is all done with core stealth mechanics I don't even have the perks like Urban evasion or exhaustion perks besides dead hard. -
I'm not arguing that he's difficult to play against, simply he's a well-balanced mid-tier killer . He is a base speed killer that can slow people for his power and direct the chase. not stronger than Billy and nurse's power. Does not excel at canceling stealth like doc. And you keep coming back to 115 movement speed versus the Survivor affected speed but that's not accurate for the entire chasing as the speed debuff only last a short period of time so unless you're being consistently hit with every bottle you are not in a constant state of slow movement.. on top of this all killers are faster than you simply because one has a slowing power does not mean he is broken or unbalanced. You also mentioned pallets and Windows; how they're unusable which is strange because his power is meant to discourage you from using those. how odd Right?
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Looking forward to it, almost never get unhooks and frequently find teammates injured so it fits my play style.
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Look I'm not a clown main and not skilled enough to be entitled. Just stating that he is the same as most killers. With the right add-ons his power is imposing; though not the same as Billy chainsaw. Be glad they didn't make another instant down killer. Also not a kid and suck at throwing( no ez kills for me)
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Its not that he is to fast; he is designed to keep the survivors from performing endless chases. You have to treat him differently than a normal killer chase. Break los as early as possible( map can make this difficult ). Boldness will serve you no purpose without skill to bait his throws. The longer the chase, the worse your chances if the player is good. As to without his power, that is just a bad chase on survivor side.kingreaps said:He can do that with out his power like what are u saying
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He is base speed, his power helps to close the gap and deter loopers from playing an area to long. If you're trying to outrun the killer you not playing right
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Is it greedy for killer to want 4k, no. Is it unfair for last survivor to have a chance to escape, no. The problem is the hatch should not even create a situation like this to begin with. The problem killers have is that if they want to defend the hatch( without insta downs) they must wait for the prompt. Prior action almost guarantee the survivor a escape at the hatch.
You can call killers greedy, but can you say it was fun if you have to give up at the end to prevent the stalemate? -
Leave the clown alone and fix the exploit. With the exception of situational perks, the killer is suppose to be faster by design.
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I keep seeing each side argue win vs lose, but that is not the point. As it is the hatch is causing very stale end game play. Its not about locking in a win for either side. This is about what can be done to make this aspect more enjoyable without either side feeling shorted or being given a handout.
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Someone has probably suggested this but why not require the hatch to be opened by that survivor. Still spawns the same, it just does not open automatically by itself. This makes it so when a killer finds it first there is no stalemate of action. Survivor see the killer at hatch and can work on gens or bait him away.
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Yeah, survivors need more reasons to run away. The act of getting injured doesn't put pressure on experienced teams. I had a game where I was playing Wraith and the Survivor Team all had the leader and assorted healing perks making it nearly impossible 2 down the team as I was body blocked and healing commenced right in my face. Thanks to their perks by the time I was able move or take action a Survivor was already back on their feet.
I know a better skilled player probably could have handled that situation. And yes I know there are ways to get around this. Different perks or different killer would have been of immense help in this situation, but hindsight is always 20/20 and I had to work with what was equipped. -
NOED is strong but still a hex. Until the hex totems get a better rework I think rancor will be my pick.
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Honestly back when I first started, I thought my game glitched out or something on Survivor. I couldn't understand why I was being given so much information when I only had a single perk.
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Sorry, don't have the dlc. Only meant this as a generic example of gaining info through play instead of handout.