XRuecian
XRuecian
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- XRuecian
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I actually am really confused about the benevolent emblem. I had a game yesterday where in the end-game screen, i only got 800 BPs for altruism. This would basically mean i did very little altruistic actions, right? But somehow i still got an iridescent benevolent emblem in that game. How come there is a huge discrepency between the emblem and BP reward? I obviously did SOMETHING to achieve iridescent emblem, but whatever those actions were, gave garbage BPs?
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I've actually felt like Skill checks are a little lopsided anyways. They were created when the game was new, and balanced around players skill levels back then. A low rank player will feel like the GSC is fine the way it is. But once you get into the higher ranks, you realize its basically just a massive reward to the survivor with almost no risk. The Overcharge perk for killers is a huge joke because no high rank survivor will ever miss that skill check. They make it everyday with Decisive Strike.
I think the best way to fix it is to make skillchecks actually slightly harder based on your rank, (so that the risk-reward is still there), perhaps make the time between the warning sound and the check a little shorter, or just make the GSC size a little smaller.
If they think that skill checks are fine the way they are, then perhaps reduce their effects if multiple people work a generator.
Or:
Rework one of the toolbox addons so that they give you the progression bonus on GSCs, but you dont get that bonus by default.
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I feel like pipping as a killer is already too easy. I actually attempted to play a game yesterday without pipping as killer. I just chased and pressured a bit, and only killed one survivor and let the others go, and i still pipped.
I only just started playing killer and am only rank 14 and there have been a ton of games where i go up against a full squad of rank 8s.
I think the skill level difference is less about rank and more about availability to new players. A new killer only has access to 5 killers, two of which are horribly underperforming right now (Trapper and Wraith). As soon as you hit rank 12~ with Trapper and Wraith, you basically can't do jack against good survivors unless you are using super powerful addons. And these new players probably avoid nurse and huntress because of their difficulty. If new players buy some of the premium killers, they would probably feel just fine with the survivors they are being matched up against. They probably should consider making some of the older content just free, or massively discounted so that newer killers aren't pigeon holed into using some of the worst killers. I think Hag or Doctor should be free by now, they have been here since the beginning. They probably could give survivors one or two free ones as well. And the best way to fix these problems is to just balance the underperforming killers. Most of them dont need extensive reworks to fix. They just need small tweaking which could be done very easily.
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I definitely think the BP-boosting perk for suvivors needs changing somehow. I find myself never wanting to play survivor solely because i earn about half as many BPs as i do on killer, even when i use We're Gonna Live Forever.
As a Killer, all you have to do to get the BPs from BBQ is Hook people. Literally 'play killer, get more BPs'. Your MAIN objective gets you bonus BPs.
But as a survivor, you have to unhook people. Sometimes you are not using an unhooking build. Sometimes you are too far away to attempt to unhook. Unhooking isnt your MAIN objective, gens are. They could do something as simple as just taking the bonus BPs off of We're Gonna Live Forever, and put it onto Dark Sense instead. This way its literally an opposite perk of the killers.
When the killer hooks someone with BBQ, he gets bonus BPs, and sees the aura of survivors.
Dark sense could say, when you finish a gen, get bonus BPs, and see the aura of the killer.
This way, both killer and survivor's BP bonus perk would apply when they further their MAIN objective.
The biggest problem is that if they do this change, a lot of players will simply ignore hooked players completely because they aren't rewarded enough for it. Especially lower/mid ranked players. The purpose of the WGLF perk is to give incentive to players to help each other rather than play selfishly. Unfortunately, unhooking 4 players in one match to get the 100% BP bonus is difficult. Often other players are also attempting to unhook, and there arent enough 'unhooking events' in one game for all players to max out their WGLF perk.
You probably could make it give 50% bonus BPs and only require two SAFE unhooks per game instead of 4 to max to 100%.
Or still give 25% for unhooking, but then another 25% if you heal an injured survivor.
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I agree. I constantly accidentally leave the chat after a game because of archives popping up. It also causes me to accidentally leave my pre-made group when we are in a lobby sometimes.
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The problem is that the Ruin changes were a good idea (having a perk that feels NECESSARY is bad game design), and fine for a lot of killers (the ones who have naturally high gen pressure like demo, nurse, and legion.) But for some of the killers who have very low mobility, and low gen pressure, the loss of ruin has set them back a fair bit.
Some killers are just fine with the new Ruin because they have high mobility and can still delay the game by pressuring gens properly. But the slower killers now have a MUCH harder time early game. The best thing to do is to keep Ruin as it is, but slightly buff some of the underperforming killers who were affected the most, like Trapper, or Clown.
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I think the IDEA of mori's is good. It gives the killers that special feeling of being a 'killer' and not just a guy who wants you hang you on a hook sometimes. However, i can also see how that can be unfun to play against. Perhaps the developers could add in a compensation in some way. The killer already gets massively reduced points for mori'ing you instead of hooking you. If a killer mori's all 4 players, he will probably go down a pip. However, this still isn't going to make the survivors who had to suffer through that nearly garunteed loss and lose their items feel any better.
Perhaps, if you get mori'd you could get something like a +50% bonus BP multiplier and garunteed negative pip safety after the game to make up for the fact that you had to suffer through it and lose items. This way mori could be a better thing for all players rather than feeling like a toxic addon.
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I think the best way to fix this is, rather than increasing the amount of bloodpoints you get (because that would give players too many addons), just reduce the level you need to reach with each survivor/killer to unlock their perks. Perhaps reducing them all by 5-10 levels would make a pretty big difference in how much you need to grind to unlock the perks as a new player. They also could give new players a BP boost for X amount of games or something to get them started.