Dream_Whisper
Dream_Whisper
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- Dream_Whisper
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My problem with the Extended Matches, and the End Game Collapse in general is this!
Survivor; especially the SWF Blendette Squads can abuse this by simply refusing to do any Gens and go for a Long Hide and Seek Based Game; in which they try their hardest to not get spotted by the killer! It can be quite unfun for the killer, as they do not have solid Night Vision or increase Brightness with their limited 1st Person perspective; to spot the dark clothes! It's one thing if you have aura reading perks and good awareness perks like Whispers; but for those that do not have those in the match; it can be quite the struggle!
Especially the worse and most commonly scenario; in which 2 out of the 4 Survivors are dead and there are only two left! Instead of gen rushing or distracting the killer; they go fully immersive mode; and avoid being spotted by the killer; until one of them dies! In fact, they used the opportunity to search for keys or hatch; to try to escape together or until one of them dies and get out scotch free! In SWF; one of them can DC and unlock the hatch instantly for the other; regardless of the penalties!
As for the End Game Collapse; it doesn't matter if you open the gates and start the 3 minute timer! Because all 4 decent Survivor can do, is 99% the progress of the gates; and leave it alone until they are ready to leave; while avoid triggering the Collapse!
A couple of smarts ways to fixes the problem!
*Just like Generators; The Exit Gates will regressed on their own; about 1/2 the charges or 20 seconds to open it; meaning it will take less then 40 seconds to fully regress! Incentive Survivor to not 99 the gates, ans just open it anyways!
*Buff Shadowborn, to not only be a Increase FOV; but added benefit of increasing the Brightness of the FOV; making it a utility perk in counter Blendette or Dark Clothing Survivors that like to play immersive builds or hide in bushes!
*A server wide Timer would be nice; but instead of punished both sides; it should only punished the side that earn the least amount of points, otherworldly the side that refuses to play the game or afk!
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@TheButcher said:
Honestly if Killer's had two more perks, I imagine they will be used simply to add more generator slowdown perks, so every game you are stuck facing stacking generator slowdown perks. That wouldn't be too wise imo.
Even if you add all the Generator Slowdown perks in a 6 perk build loadout; it is not a problem for highest skill ranking SWF with communication with the best repair perks, toolboxes, etc.
Again, Survivors have more advantages, especially one particular Killer perk that straight up gives a Obsession a increase in action speeds (Dying Light)
Listen, I would love to keep it fair and balance and leave both sides with 4 perks; if only Most to all the perks have been not reworkd and balanced! I am telling you, Survivors have more advantages with their perks alone, especially when they work together!
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To a degree, Some of these perks need more readjusted or reworks, especially the meta perks for both sides; to make the 4 perk system more comfortable and less underwhelming for one side!
The game feels more survivor sided; because of the maps (recently changes), the skill ceiling, and also the perks especially; while killer can be frustrating and sometimes unfair when most of his perks are work well with specific killer and scenarios and not many meta perks!
Just a observation, the weak perks need buffs and/or reworks; strong perks need to be tone down; and useless perks needs to be viable and usable! Especially for Killers
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I agree, the Problem I see with Face Camping Killer! (I know, because I main Killer and also play as Survivors at times!) Is that...
A.) They are very Toxic, having such a bad day that they would just... Face Camp to secure their kills! Especially, when dealing with Toxic SWF groups that screw their game by "Gen Rushing", Destroying their Hexs Totem, and Wasting their time in chase, loops, pallets, etc.
B.) Again, Toxicity, because they are; and that they do not care about losing BPs or other Survivors getting Generator done, just so they can eliminate that one survivor!
*Personal, I dislike Face Camping, as it not fair for that hooked Survivors, and I would only camp (not faced), if I happen to know if their Survivors allies are nearby for the save!
If I were to make suggestions to pressure killers from Face camping, make it so that the Face Camping Killer gets punished by standing near the hook, by pausing the timer on the first stage! This ensure that the Survivors doesn't need to struggle at all, as the killer is not playing fair by leaving the hooked Survivors alone, plus the Survivors get extra BPs in Bravery as they are being the distraction! Pretty much, Punish Face Camping Killers by standing close to the hooked Survivors!
Also, to make it fair and balanced for killers that need to camp the hook, when other Survivors are nearby; the Rescuer would be punished the hook Survivor, when the Killer is near, by starting up the First Stage Timer! That way, hooked Survivors will be punished by their allies, if they are being too altruistic by hiding near the hook, when the killer is near, especially the killer will be given the notification of the rescue's aura!
This change will not only punished Face Camping Killers, but also Toxic SWF Survivors that are being too altruistic in behind the Killer's back after hooking!