Karl_Childers
Karl_Childers
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- Karl_Childers
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@PolarBear said:
https://forum.deadbydaylight.com/en/discussion/comment/577637#Comment_577637
Do you think killers and survivors should be equal? Should 1 survivor be able to distract the killer for the whole duration of the match even if both players skill is equal?
lol this is possibly the worst post I’ve ever seen, seriously...definition of entitlement. “I’m playing killer therefore that means I must be able to kill this person regardless if he’s better than me”.
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I know it doesn’t fit the horror theme, but who cares. You can’t get much more iconic than Nathan Drake for PS4.
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Too much, as you aren’t considering the fact the game is actually not balanced for the killer vs 4 solo survivors. It’s definitely in favor of the killer in its current state. So certainly nothing extra for duos, as that actually makes the game pretty much balanced I would say. Even a 3 man is arguable if one is a potato. A 4 man is on paper a disadvantage to the killer obviously, , but then again if they are using a top tier killer like Nurse or Sprit with ruin/NOED and /or using busted addons and ebonies....should they be getting BP bonuses? Hell no. So how do you differentiate between the guy using Wraith as opposed to NOED omegablink Nurse? They both get 100% BP? Nope.
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@Seanzu said:
https://forum.deadbydaylight.com/en/discussion/comment/576335#Comment_576335
"70% escaping" is totally incorrect.
https://us.v-cdn.net/6030815/uploads/700/UIZQYQIER7NG.jpg
and before you pipe up about the survival rate spiking between rank 1 - 2 here's your explanation.
https://us.v-cdn.net/6030815/uploads/481/OXBIMAJ8BWE8.png
43% chance of survival at rank 1, seems your 70% is just a load of toss.
Come back to me when your numbers actually mean something :)
gg wp.
@SenzuDuck not to mention these numbers do NOT even include EGC which was implemented after. It is a guarantee that all these numbers have dropped now significantly, a certainty with EGC alone not even counting the fact MoM was also a thing in these stats.
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@Atrushan88 said:
@SleepyWillo By sprint burst I mean once you hit them they get a free sprint burst to another pallet, where it's back to square one. You're not being a dick if someone unhooked someone in your face. You're making the correct choice. That was the survivor's mistake for either unhooking in your face or not having borrowed time. If you're away from the hook, they have time to play the game before they get found again most likely. If there's one thing I would love in the game it would be the ability to reject unhooks. I'm tired of seeing survivors make this mistake, and having them make this mistake on me.
@Karl_Childers I never said I had a problem with BT, but BT isn't a "tunnel" counter. It's a CAMPING counter. There's a such thing as tunnel VISION, where they target one survivor and ignore any other survivor, but tunneling doesn't exist. Camping does, sure.
@Atrushan88 Maybe we just have a difference in terminology then. What I consider as tunneling would be a Spirit sort of lingering in the area of the hook and phasing back when they see someone coming. Or Billy lingering aka soft patrolling and zooming back to the hook. I call a proxy camp baiting an unhook tunneling....whereas I call camping the killer jut straight up standing there and not even pretending to not be guarding the hook. Under what qualifies as my definition of tunneling, unhooking in front of the killer can’t be avoided unless you leave them to die. These killers will always be in the area of the hook waiting to pounce, this is the most common tunnel in my book but far. Borrowed time is very useful in these cases.
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@CoffengMin said:
https://forum.deadbydaylight.com/en/discussion/comment/572566#Comment_572566
you can take only one of those if you want it to be fair
@CoffengMin It would become fair when OP killer addons are nerfed though. Nerf crap like Prayer beads, iri hatchets, nurse addons, etc....and at the same time address moris, keys, and instaheals.
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@The_Trapper said:
Moris are fine, is it really the end of the world if they stay the same?
They already got nerfed once.
@The_Trapper so why are killers still complaining about DS and trying to get it nerfed AGAIN then? According to your logic, anything that has been previously nerfed is now fine.
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@theArashi said:
https://forum.deadbydaylight.com/en/discussion/comment/574036#Comment_574036
There already is... ranks and points are lost if killer does so.
Not even counting whole 3 minutes all gens get done in.
No, that ain’t good enough. So you want to slow down survivors to make a better experience for killers, but killers can just still tunnel as they please and win games cause maybe they won’t get as many points? Absolutely not. I mean, using your logic survivors now get less points in games where they do nothing but gens. So why need another objective! Isn’t the point loss good enough? Or does that not apply to survivor...
Killer mains always make the point that tunneling is their version of genrushing. So either address both, or neither.
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Just rework Left Behind to where solution 4 occurs when you become the last survivor remaining. A chest with a key spawns somewhere on the map. You still have to find it as well as find the hatch (unless you find the hatch first and don’t even need the key, obviously), so this is by no means a free escape.
@Peanits what about something like that? Again, the chest does not spawn until that survivor is left behind. So they wouldn’t be able to find the chest earlier in the game.
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@Johnny_XMan said:
Why is it that every time these “we need a secondary objective” threads come up you are only showcasing the BEST case scenario for a survivor?
I think by now everyone knows that this isn’t the case AT ALL in every game. More than half of the matches I have encountered (unless I’m playing with friends) Hardly anyone wants to touch a gen, and especially if the killer has Ruin.
I really hope that if the developers are reading these types of suggestions they won’t just throw in a secondary objective for the sake of making the match last longer, or because someone said matches are “too short”. There should be a fun aspect to it, but also keep in mind that you can’t predict the length of every match even while knowing how long repairing takes.
Agree. All the suggestions I see are just going to lead to most games being 3-4K. You want longer games? Cool, add objectives to BOTH sides. If survivors can’t rush gens, killers can’t rush kills. Make an objective to stop tunneling too.
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@ScottJund said:
I completely agree it is balanced and don't want the perk touched.
That being said, I've complained about being DS'd 4 times in a match before because I didn't even tunnel. In fact, I played so well I downed people so fast their counters were still active and I got DS'd by not tunneling. That was annoying.
I can see where that would be annoying, but at the same time there are times when survivors ARE tunneled and don’t get to use it. That is just as if not more annoying, since you brought the perk to counter tunneling. To me that just makes it a wash, and it’s best if they don’t touch it at all.
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@Peanits said:
To play Devil's Advocate, if the survivors took the time to cleanse all the totems and you still haven't killed them, do you really deserve to get easy kills?
Currently it's in a pretty good spot; if they rush through the generators as fast as possible, NOED punishes that. If they take the time to cleanse the totems so it doesn't activate, they slowed the game down and gave you an opportunity to kill them. It's powerful, but it has counterplay.
On the other hand, removing the totem requirement would encourage rushing through the game as fast as possible, since there's no incentive to slow things down.
This was the way NOED was originally and it was not ideal.
My only main issue with NOED really, is the lack of any requirement whatsoever for the killer to get it. You said it’s a punishment to the survivors for rushing through gens, however, why should they punished if they are against a facecamper who camps first hook of the game? Everyone will tell you the counterplay to that is to rush gens on them. Ok, well now if that killer has NOED, the counterplay for that has been removed. Why should this killer get the benefit of such a strong perk? I mean I don’t think anyone, unless they are completely biased, believes survivors should be cleansing full totems while the killer is standing in front of hook with someone dying. That’s stupid.
It can be a pretty small requirement, but there needs to be something to prevent the scenario I’ve described....which is very common.
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@Atrushan88 said:
@SleepyWillo Honestly tunneling is not a thing. It's literally making the correct choice, provided they don't have borrowed time. If you chase the survivor that did the unhook right in your face, they're just gonna get a sprint burst to the nearest pallet and you'll be right back where you started while the other survivor gets healed. Unhooking in front of the killer's face should NOT be a common thing to do, and I get pissed when survivors do it to me, unless I'm being camped and they have BT. This is a survivor misplay, not a killer one.
"Tunneling" can be prevented by simply waiting until the killer leaves the vicinity.
Tunneling can be prevented by survivors? I mean, are we pretending that tons of killers don’t go into a game with their strategy being to proxy hooks just waiting to make a b line back to the hook the instant they see someone coming? In these cases, there never will be a chance to not do anything but “unhook in front of the killer”, because they will always be around. Please don’t counter with “if you see the killer hanging around just let them die”
Your issue shouldn’t be with BT, but with the killers who make bringing it feel like a necessity. Yes some play reckless with it, but it does far more good and should not be touched
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If someone DCs in the first minute, I mean, you can’t really blame anyone after that for leaving and moving on. The game does nothing to compensate the remaining 3, it’s basically a big waste of time to see who might have a chance at hatch in all likelihood.
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@traviszenryo said:
https://forum.deadbydaylight.com/en/discussion/comment/546020#Comment_546020
end game is a joke survivors still get save and sit in gates just t bagging lol nothing has changed really, and no the percentage was 80% escape rates from 7-3 , and 60% escapes at rank 1 or 2 , alot of people posted it on their face book
lol what?! Not even close man.
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@NMCKE said:
https://forum.deadbydaylight.com/en/discussion/comment/554263#Comment_554263
Cleansing a dull Ethereal Totem will prevent the killer from igniting it until after it gets repaired. When a Ethereal Totem is ignited, it will take a few seconds for it to expand to 24 meters, so the survivors will have time to react to them.
https://forum.deadbydaylight.com/en/discussion/comment/554273#Comment_554273
Yes, killers and perks that already handle Gen-rushing will have to be changed to suit balance. That's something we cannot avoid, it's a must or else those things will get out of hand.
About cleansing, it will take 12 seconds to cleanse the Ethereal Totem. After you cleanse them, you'll have 40 seconds to work on a generator without the Ethereal Totem interfering with you. If you want to power through the Ethereal Totem, you can but it will be difficult. This secondary objective gives survivors the choice to do whatever suits their comfort zone. Keep in mind that the killer has to waste time igniting them as well.
Also, about SWF, it breaks the fundamentals of DBD anyways so there is not much we can do. Separate queues would solve this problem, and I think you already seen my thread about it.
So you spend the time to cleanse the totem, get chased off the gen, totem repairs itself. You are back at square one and wasted time. Think about all the m1 time you are adding. You either live with the 20% penalty And not being able to see, or spend a bunch of time cleansing/ re-cleansing totems. This is way too much, makes no sense to spend the 14 sec to cleanse only to have it repair. This amount of extra time being given to killer is unnecessary and doesn’t add any excitement to survivor at all . Sorry just being honest. I don’t hate the concept of the killer being able to light a totem that effects generators, but the rest needs work. Definitely get rid of the regenerating.
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Yeah the 40 second regeneration doesn’t make sense to me. Why would anyone cleanse a dull one especially if it just repairs in 40 seconds. That’s wasted time. Also how long does it take for the killer to light them? If it’s just instant with each having a 24m range , survivors will be operating with a 20% penalty and not being able to see quite a bit it seems, given that even active totems return to being lit even after cleansing! At the very least there’s no way a totem should repair itself after the survivor put in the time to cleanse it.
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I like the idea of it being like a jack of all trades type reward where maybe you need to do 4 different things to get it activated. So for example...1 safe rescue, 1 protection hit, repair one generator, and something else...you get the idea. I think it would make it fun to try and get it activated that way. Obviously you don’t want to make it super simple to achieve, but just a thought
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I think it obviously needs to have something to do with the hatch. Whether it’s opening it without a key, which takes I don’t know, 15 -20 seconds with a resetting meter like totems....or maybe when you are the last remaining a chest spawns somewhere guaranteed to have a key.
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Many times when I try to use the back arrow (on mobile), even if I just press it a couple times it goes crazy and slowly deletes one letter at a time. I’m talking sentences worth of text when I just wanted a single letter. Incredibly frustrating as I watch it delete all my hard work and plead for it to stop lol. It makes the forums unusable when it’s doing this
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@YamiTheFurry said:
I feel if they keep the 3 protection hits and then give the benefit of not being downed in the healthy state too ontop of potentionally losing the aura reading. It would be much stronger and still require effort to get.
This. In what world does it make sense to trade 3 extra hits via protection, which not only takes time to pursue the opportunity but also time spent healing, in exchange for one injured hit. When you think it through it makes absolutely no sense and is indeed garbage. If it at least protected you in the healthy state against instadowns too, it would serve a little more of a purpose.
Also let’s be real. The fact I have not seen one single killer complaint about MoM speaks volumes about how bad it is lol.
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Do you feel it is fair for campers to benefit from NOED, when the counter to camping is to “just do gens”? Wouldn’t NOED be in a better place if there was a minimal requirement, such as having to at least get 4 hooks during the game or something like that?
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Ok sure, but people need to stop suggesting second objectives then for survivors then as it nerfs this counter. Simple as that.
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@forrest49 said:
https://forum.deadbydaylight.com/en/discussion/comment/545156#Comment_545156
You realize survivors have a ridiculously high survival rate at red ranks right? Maybe you're baiting idk
@forrest49 Not really, it was between 50-60% and rank 1 was I believe only 43%. Also it’s a certainty that EGC has brought down all the survival rates across the board significantly
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@Mänzel said:
I always go try hard mode then. Ebony mory etc. Actually I'm getting used to nurse because of this groups.
Swf can be balanced... Just remove some pallets or windows for every swf member and easy...
I'm always reading "people shouldn't get punished for playing with their friends. Y not?
Oh cool, so when I play solo and get queued up with SWF, I get to have less windows and pallets in my game. Perfectly reasonable suggestion. /s
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This sounds like it was a poorly designed test though. So am I correct in saying it was not done to the specifications of the Chaser emblem penalty? If it worked like that, survivors circling the hook would not work. If the survivors are in x range of the hook (I think it’s 16m?), or if the killer is in chase with one of them, the progression would work as normal.
I’m not saying they necessarily should do this, just that it doesn’t sound like from what you guys are describing that the test was done properly at all.
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@se05239 said:
Sorry to burst your bubble dude but that this very idea has been suggestion thousands of times and it has been TESTED OUT IN A PTB.
Survivors ended up abusing it and it was scrapped.
How was this implemented on the test? Was it a straightforward “if killer is within x meters, hook progression stops”, or was it done like the current emblem penalty where if the killer is in chase or another survivor is in the area, there is no stall to progression. It seems like the latter could work so I’m curious how it was being abused.
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Instaheals, key escapes (other than EGC), Ebonies, and OP killer add-ons all need to be removed or nerfed.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/542961#Comment_542961
Considering moris started out with a requirement of no hooks, I'm have to take a pass on that request chief. Mori now require being hooked at least once and the game is already so optimized that you could get a single hook and nothing else the entire time on a bad day. I have better idea though.
So we are going to use the argument that something is now fine because it used to be worse and was already nerfed? Funny how that logic doesn’t seem to apply to anything survivor like DS. It used to be worse and was nerfed, but nope.....killers want it nerfed even more now.
Moris need to be either after 2 hooks or just removed. Key escapes, other than maybe EGC, needs to be removed also.
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Yeah, a little more speed would definitely be nice. As for the the 99% heal thing, I kinda feel the health bar should slowly regress if you don’t finish healing all the way. Nothing too crazy, but I really don’t think you should be able to start a gen at 99%, finish it, and still be at 99%. That doesn’t feel right.
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@ReikoMori said:
https://forum.deadbydaylight.com/en/discussion/comment/538504#Comment_538504
You can't fix tunneling as the reality is that no one can agree on what counts as tunneling. Also, depending on the game situation tunneling has to be done as it is the way to start putting pressure on the game. Camping actually sorts itself out the same as it always has. Just do the objective and if a killer wants to waste two and half minutes camping then let them. Honestly, people just want a second objective that adds at most a couple of extra minutes to the game. Just so the fastest trial completion time goes from 3-4mins to 6-8mins. That would place the timing more in line with the current Gatekeeper and Lightbringer emblem weight.
So add 3-4 minutes a game by slowing survivors, but leave camping as is so they can get additional kills due to survivor objectives taking longer? Absolutely not! You have to look at things from both sides. I don’t think longer hook stage is the way to go though. The type of tunneling that needs to be addressed is what we are all most familiar with. The ones who tend to linger (or what most would probably call proxy camp) around the hook repeatedly just targeting the unhooked survivors. The killer needs to be given something to do to where this type of playstyle can’t happen. If you want to give killers a better experience by slowing gens, then it is only fair to give survivors that same thing by addressing their top complaint at the same time (camping/tunneling) . Otherwise, you are just making it a successful way to play, it would ruin the game.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/538504#Comment_538504
@GrootDude tunneling doesn't really need any fix right now. there's currently a nice amount of counters for tunneling. for example. defensive strike. make your choice. etc.
i don't really think tunnelers should get punished. because there's perks like Remember me. or Dying light that suggests tunneling the obsession (which also increases the chance of tunneling the person who was defensive strike cuz they're both obsession perks). adding punishments for tunneling would be a huge nerf for every perk that is focused on stopping/starting the tunnel
for me. the only thing that i have in my mind that can help against tunneling is to add more things that rewards the killer when he's not tunneling (like what Make your choice is doing)
@Heroiq If survivors can no longer rush their objective, why should killers be able to rush theirs? It would be completely unfair to slow survivors down, yet still allow a survivors game to be ruined by being tunneled out of the game. If you leave this playstyle untouched and slow survivors, all you’re doing is buffing those who play like that currently as it will be even more successful. Trust me, people aren’t just going to change how they play until you put in measures that stop it. I have no idea what they can do, but I think there needs to be an another objective that the killer is involved in as well. Genrush and tunneling/camping are linked issues, you don’t just fix one and leave the other. That can not happen
As for perks like Dying light, rework them. It’s a horrible perk for the game. They would never release a perk like that today.
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Correct. Camping/tunneling would need to be addressed as well if the survivor objectives take longer to complete.
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@AetherBytes said:
@Peanits what about my idea of a reduced timer with a Terror radius blocker on it, so it doesn't tick down like deep wound or the RBTs. If you escape the killer's TR, it continues counting down. Of course, Myers and Ghostface can hardcounter this, so perhaps make it so it's a set distance from the killer. Low timer = can't be used for detection, while the blocker means that unless the killer decides to follow you from really far away and just stay at the edge the perk does not lose it's usefulness unless it's already outlived it.
*Crosses fingers for acception of idea*
Wraith would avoid DS also if it’s terror radius, just by chasing cloaked until your reduced timer expires. That would suck as Wraiths are notorious for cloaked camping and tunneling off hook, so it’s one of the the killers you definitely need it to work against. They can already get around BT.
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@Kebek Here is the thing with your scenario. Even if you leave that potential DS person on the ground, you have gained pressure and it cost you zero chase time to do so. That person lying on the ground isn’t on gens, and most likely will need someone on a gen to come pick them up in time. Issue with old DS was the CHASE time spent on that person. They could run around, take two hits, then extend the chase with DS if you were unable to dribble. If someone runs in your face and you down them, this is entirely different. If you want to hook them, you take that chance. Leave them slugged, you still come out ahead.
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@Pike_Trickfoot said:
The problem is that people are categorizing it as an anti-tunnel perk. For me, it’s more of the argument being made just being flawed. That and it’s annoying to just have to eat it when someone just yolo’s at me just to get awarded with bp for stupid plays.
https://forum.deadbydaylight.com/en/discussion/comment/536856#Comment_536856
But if someone yolos and you smack them down, even if you leave them slugged you come out ahead. The issue people had with old DS was the chase time being spent on someone, getting hit with DS, and then the chase continuing. If someone runs in your face saying “hey hit me I dare you, I have DS!”, you are out nothing if you slug, as you didnt spend time chasing them around. You win as you got them off gens for free. If you decide to hook them immediately, I mean come on, that’s kinda on the killer isn’t it?
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Just give the constant killer complainers the same response they give when survivors complain about something like ebonies. “It was already nerfed, it used to be so much worse, therefore it is fine now.”
it is funny though how DS is being attacked again now that MoM is in the trash bin.
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@lasombra1979 said:
@deadmen2681 Show me a horror movie where people run in circles to avoid the killer. Oh yeah, in most horror movies, the killer does single out and kill one target at a time.
Oh so if Michael was chasing Laurie and someone ran in between to attempt to stop him, Michael would simply try to go around that person, not attack them, and continue after Laurie? Gotcha, never knew horror movies were like that.
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@SpaceCoconut said:
https://forum.deadbydaylight.com/en/discussion/comment/535623#Comment_535623
@Boss lol I forgot I made this thread.
I see a lot of ranting and railing and personal attacks which is pretty normal for a thread like this.
Not many people are actually discussing the timer change which I thought was pretty fair. No mods or devs have chimed in either way so it's just become a den of frenzied bias.
People suggest slugging, but people hate slugging.
People suggest keeping track of the time, but it's not possible to do in the heat of a match as a killer, especially during
There are always alternative solutions to problems through gameplay choices, but when those choices hinder fun gameplay for both sides then the core problem should be looked at.
A reduction of 5-10 seconds on the timer would be enough for survivors trying to escape to be able to do so if the killer isn't tunneling.
Survivors deliberately using the timer to their advantage would be problematic, but would only get one use out of the perk that way.
I dunno.
People can't have discussions anymore. It's all name calling and ranting without considering the bigger picture.
Reducing the timer though will lead to a lot more instances where a survivor is straight up tunneled and chased upon being unhooked, but outruns the perk window or uses enough of the time up that any killer with a brain will know just to wait 10 sec or whatever to be safe. How is THAT fair?! The counter argument of “well, if you didn’t get your DS off that means you took up enough of their time anyway” is dumb. That tunneling killer should still get DS’ed. Reducing the timer should be off the table unless we want to get into stopping the clock during chase and when downed.
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Doesnt the streamer EntityLeftHand play nothing but Trapper at high rank?
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@gantes said:
https://forum.deadbydaylight.com/en/discussion/comment/533909#Comment_533909
Again, since I don't think the extra hit mechanic should be in the game at all, I'm not bothered by this.
Chances are they made the requirements this hard simply to dissuade people from using it.
I think that unlike DS, which could be salvaged into something healthy and a good addition to the game, MoM will always, by the nature of its effect, be either overbearing or extremely useless. Prefferably the latter.
I think including instadowns and removing the only when Injured part, puts it in the middle of that (between overbearing and extremely useless). I don’t think that would be overbearing or unfair in the slightest. Seems like a decent compromise. The perk is still going to be niche because of the activation requirement, but at least you possibly useful reward to shoot for. I just don’t think the answer, no matter how strong a perk used to be, is making it utterly useless.
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@gantes said:
I believe the change was meant to make it extremely niche and hard to achieve, especially with how gamechanging the effect is.
I'd rather wait for them to fix protection hits. Gameplay in general becomes 100x better without MoM in the equation, It was opressive enough with only one person running it, so it was a "God have mercy on your soul" situation when 2+ people decided to run it. I firmly believe the effect it provides has no place in the game, but if it's gonna stay, the current iteration (that pretty much guarantees it's impossible to see more than one per match) seems to be the way to go.
A perk that gives a free hit should never be meta. Adrenaline, DS, BT, DH and BL are fine examples of perks that are extremely good without being unhealthy and overbearing when everybody runs them. Then you have more niche perks like Deliverance, which provides a strong effect but is situational (you're realistically not going to see more than 2 in a game) and has requirements to set up. MoM provides an even stronger effect, so it should be more niche and harder to achieve.
Having to try to get 3 “extra” hits just to get 1 hit while injured isn’t worth it at all though. It’s garbage in this new state. For the effort and time it takes to get those hits, as well as having to heal, it really needs to include instadown protection otherwise it just makes no sense.
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@T0xicTyler said:
Why is it difficult? Just take 3 hits while the killer carries to hook?
Not only is it difficult, it’s not even worth it. So I’m going to go out of my way and take the time to attempt 3 protection hits, having to also take time to heal in between, and if I somehow pull it off as a solo player my reward is taking one hit while injured. How is this worth it whatsoever? At least maybe if it gave instadown protection also, I could understand it more. It’s worthless as it stands.
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Something would absolutely need to be done with killers too. So people want to slow down survivors, but still allow killers to camp and tunnel? That would be a very biased viewpoint. Any second objective needs to involve both sides. I don’t want to hear about emblem penalty, that’s crap. I have no idea what they can do, but all I know is the major issue for both sides, gen speed and camping/tunneling, go hand in hand. Address both or address neither, simple as that. Also with the addition of EGC and the upcoming destruction of MoM, I think that’s going to have a significant effect on kill rates as it stands....which would further support something added to both sides, not just one.
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Look at it this way, EGC is killer sided overall though. Since the addition, the amount of 3Ks now turned 4Ks because the killer can close the hatch FAR outnumbers any instances of a survivor escaping with less than 2 gens completed. These are rare occurrences. It’s kinda silly to complain about it as you are benefiting a hell of a lot more with end game than it’s hurting you.
Also, if you don’t want the hatch to spawn, do you really want the trade off of the survivor being able to hide and dragging things out again? I mean, you cant expect to just find them on a gen quickly, as they’ll need to stealth repair. Trust me, you wouldn’t want those days back again
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If killer is left as is, then no, I do not believe survivors should get a second objective. However, I would be in favor of something being done to both sides. A second objective for survivors to slow down gens, but also something additional for killer to prevent tunneling and camping. This would solve the major issue from BOTH sides, not just one. If survivors can’t “genrush”, then killers likewise should no longer be able to “killrush” (tunnel). That is fair. Before anyone says it, a reply that killers would no longer play in that manner if they had more time is nonsense.
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@Blueberry said:
Yeah there are many, many things that their stats do not take into account making them near meaningless, much less actually being used for determining balance (which they do).
Show kill rates (not individual survivor rates) at each rank excluding any games with DC's, someone killing themselves on hook, or an EGC kill.
Also, how many kills are added to each game because the gates were opened and the survivors decided to just troll (which happens a lot) or the killer just camped the last guy on hook because there was no reason to leave. I'm not blaming the killer for camping in that scenario, but it certainly is not an indicator of "balance".
These stats should not be used for balance as they are just flawed from so many angles. The fact that they are using them to determine balance explains why 3/4 the killers are just not viable.
I want to assume they are not releasing faulty stats to intentionally mislead players about the games actual balance, but that is indeed what the effect becomes.
Why would you exclude EGC kills? So for kill rate stats, a 4K that featured a hatch close /entity kill would count as a 3K game?That would blatantly skew the stats. Maybe I’m misunderstanding cause I’m not following at all why this should be the case
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Because if a killer starts out too strong and then gets nerfed, killers will be screaming up in arms about them being nerfed. You know that’s the truth. It’s easier to go the opposite route and buff them, ghost face is obviously way too weak though as a starting point.
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@Mew said:
Swf is fine, maybe a tiny bit broken if theyre very coordinated, with all insta heals and mettle (which is VERY rare.) also, how do you know those survivors were swf in the match? They could just be solo survivors with good game sense, but ig a good team is just always swf lol.
So true, it is extremely common for killers to call everyone SWF when they have a bad game. I guess it’s easier to say “stupid SWF OP bs!!” then to actually admit you didn’t play well or the survivors that game were just better than you.
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@NuclearBurrito said:
what would tier 1 and tier 2 do?
Opening time would be the most logical difference between tiers. Whether it’s 10/15/20 or a little longer at 15/20/25