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ad19970
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1206119#Comment_1206119
So someone quitting several games/suiciding repeatedly on the premise of being boring right after they get run down in a dead zone is them leaving the game because it's boring. That's like someone trying saying they were trying to unhook themselves in front of an insidious face camping Bubba for a chance at 4% so they don't get reported. We all know you're trying to suicide on hook and you got unlucky with the 4%.
I don't watch Puppers at all and I only watched him because he got raided and I needed background noise. From what everyone says he doesn't rage quit games, he plays them out no mater how bad, and he's super chill, and even laughs genuinely at face camping. So why does he suddenly feel the need to hook suicide, d/c, force crash DBD, and put him team in bad situations by waiting to kill himself on hook when they're LITERALLY right there. Those are things survivors do when they're fed up and pissed at DBD. He might not outwardly say it but EVERY survivor main knows when someone is done and fed up and the ######### they do.
In one game you can't convience me he didn't know deliverance didn't proc and him running face first into the killer was just him not realizing it didn't proc. Not with that reaction. You can't convience me he didnt know it only worked with safe unhooks. His reaction doesn't match it at all. He's soft throwing and trying to look potato enough so people don't get on his ass. He has what like 4K hours in the game and doesn't know what each perk does? No ######### way. Anytime a a perk doesn't work an intended and he's genuinely suprised he does what any other person does and yells "what?!" or sighs and says "glad to see that's still a thing x amount of time later". Even with dedicated hits he calls them and says "I'm getting dedicated". Everything he does is NORMAL red rank survivor behavior.
So you're not about to sit up here and tell me this man was not fed up because he didn't say anything but his actions were loud asf.
I'm not even quite sure what you are talking about in your second big paragraph. But please do show me where in the stream he goes down due to deadzones and rage quits because of that.
Again, this is ptb, he dc's because of boring matches and sweaty killers, because it's just ptb.
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1206097#Comment_1206097
Had you bothered to scroll down I already posted the vod. 4 hour mark he starts hook suiciding/d/c'ing. At 4:39:30 he literally force closes DBD via task manager because he doesn't want to play versus a mori. What are you even talking about it's literally right there. He calls the matches boring after he gets on the reworked maps and either hook suicides or d/c's. There's so many dead zones on those maps and the pallets even seem to spawn on one side which he comments on in several games. Clearly he is not happy with the changes if you burn a map offering to get the maps and then leave because of "sweaty killer" who isn't even sweating most of the time. (Shut up I'm a survivor main) It's literally all in his face and it gets worse and the stream continues, he's so done with PTB and it's written all over his face and mannerisms.
Well as I said in my other respond, he doesn't once rage quit because of the map changes, but because of boring matches or killers that are sweating real hard, which he doesn't see any reason to deal with since it's a ptb and dc penalties are turned off. It has nothing to do with maps. Not once does he come into a situation where he doesn't find any pallets whatsoever and quits because of that.
You are just using his rage quits to argue that maps are useless now by claiming that he rage quits because of the map changes.
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@LetsPlayTogether said:
https://forum.deadbydaylight.com/en/discussion/comment/1206000#Comment_1206000
In that time you could have eaten the stun and downed the survivor again. But if you dont want any further kills, yeah blame the ones telling you whats wrong, when you dont even tell the whole story. LOL
You realise that eating the stun just makes you lose more pressure, and you can't just instantly down a survivor after they hit you with DS? Especially a Legion that has no power to help down survivors. If they just picked up the Meg with DS, he wouldv't got hit by it and the gens would have gotten repaired before they could have downed that Meg again.
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1205979#Comment_1205979
I came in around the 4 hour mark. I just checked after 4 hours he either constantly suicides on hook or d/c's from the game outright. He even force quits DBD via task manager (you see the icon on the taskbar) when he gets a mori (4:39:30). I personally am not a fan of his style of content but he seems like a chill dude but I guess he just wasn't feeling PTB that day at all.
Ok here's my confusion though. I don't see him once rage quit because of maps not having any pallets. That seems to be just false information. He just dc's because the games are boring or the killer is playing sweaty like crazy.
Only a few times he expresses his concerns about the resized maps with the reduced tiles. But all he says is he doesn't know if it's a good thing or a bad thing. Obviously because he hasn't seen to much of those maps yet. He even praises the changes to the god loops and argues that the window loop at Ironworks has become even stronger.
So I'm not sure where you are getting the idea of him quitting because there are too little pallets on the maps for survivors to work with now.
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@OtakuBurrito said:
https://forum.deadbydaylight.com/en/discussion/comment/1205948#Comment_1205948
No because I watch Twitch in my Ps4 and you can't clip there. It was maybe 2 days ago when we was testing all the cosmetics for DBD but literally the entire time he was constantly leaving games out of frustration saying he doesn't want to be there anymore.
Honestly I wouldn't have seen it if someone hadn't raided him. I just prefer smaller streamers when I'm watching twitch and the only reason I stuck around through the complaints was because I needed background noise while I cleaned.
But he has only one stream video up on his twitch channel where he is playing ptb and what you describe doesn't happen.
Don't livestreams on twitch always get uploaded after that?
Edit: Nevermind, didn't see your posts after that.
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I'm pretty sure for most people survivor queue times have been longer than killer queue times. So if anything this will hopefully even out the queue times again.
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Interesting. Your conclusions are pretty much spot on though. It's the matchmaking and ranking system that is screwing over solo survivors, I think the game is actually pretty balanced even at high ranks, especially once the next patch drops with all the map changes and the small gen nerf.
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I mean if it is an infinte, that can happen, they made a lot of map changes, I'm sure they'll work on that loop.
Though I still feel like there could be mindgame potential since the survivor can't see the killer and the loop isn't as long anymore. So when the survivor loses line of sight from you, you can just turn around and loop the other way around, catching the survivor off guard. If the survivor predicts that, well then you still have the possiblity to bluff the turn around and continue to loop the same way you were looping the survivor before after gaining distance on them.
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I just have fun and go into a match knowing that I might not escape because of team imbalances. Though to be fair i'm not that good of a survivor myself. I still enjoy my matches and also escape a fair amount of times despite the problematic matchmaking.
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I have been doing some testing with kyf, and I actually got to spawn Mother's Dwelling once with only a total of 7 pallets. I mean maybe that is the intended minimum amount of pallets on that map, though it shouldn't be, but otherwise there might really be a bug with the pallet distribution and the minimum pallet system that is causing these deadzones. The other two times the map spawned with 11 and 13 pallets, which is much more reasonable.
Because holy hell Mother's Dwelling had some huge areas with nothing in it that time, which was a bit extreme. The house being in the middle of the map is of course good in such situations, but still I feel 7 pallets is not enough.
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I'm still highly enjoying the game, and will even more once this patch hits the live game. But I do take breaks from the game and also play other games as well.
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Azarov has always been atrocious when it comes to pallet rng. If you're unlucky one side of the map can only spawn like two pallets or so. If three or four gens spawn on that side it's pretty much gg.
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God these threads really don't help one bit. Nowadays people can't argue with more than telling the other side to "git gud".
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@Huff said:
https://forum.deadbydaylight.com/en/discussion/comment/1204244#Comment_1204244
Let us all know if you can think of any ways to implement that which survivors could not abuse.
Decreasing the Bleed out Speed of hooked survivors or just stopping the Bleed Out timer in general when the killer is within a certain range of the hooked survivor will work if there are enough other conditions for that as well:
- The survivor has to have been hooked for 20 seconds
- no other survivor is within that same range of the hooked survivor
- the killer is not within a chase
- once all gens are powered, this mechanic is disabled
- the killer can no longer see the Bleed Out progression of survivors
If these additional conditions are applied, slowing down or stopping the Bleed Out timer would work as far as I can tell. Unless you can tell me how survivors could still abuse this?
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@OtakuBurrito said:
They'll throw the game and report you for sand bagging most likely. Solor survivor is beyond dead after these change go through. SWF will be the standard unless you want to lose your sanity.
I mean less pallets affect swf survivors just as much as solo survivor, except that survivors can kinda tell each other where pallets are left, but even then.
I think the problem for solo survivors is that survivors of different skill levels are matched together, and some people just waste pallets, but that's not a balance issue but a matchmaking and rank issue.
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@LetsPlayTogether said:
Wheres the point in a gamemode where killers are even more encouraged to camp, tunnel and slug, casue theres now way to even soft-counter it?
If by soft-counter to camping and tunneling you mean the emblem punishment you get for staying near a hook, I would argue that people who want to camp don't even care for the emblem punishments anyways.
To be honest, what this game needs is actual punishment in game to killers that camp and tunnel that actually affect the match, making those strategies far less viable. Killers can do just as well if not better without camping and tunneling, there is no reason for such unfun strategies to still be as potentially effective as they are right now. Especially now that maps are being made fairer for killer, survivors shouldn't have to deal with such frustrations as well.
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@Johnny_XMan said:
The problem with them fixing maps is that it balances those killers that are weak but inevitably buffs those that are strong.
I don’t wanna have to deal with triple pallets as Pig more than I want to deal with (Infectious Fright) Oni with one pallet on the map.
I think the best way to balance maps is to have maps spawn with more pallets, but have them be mindgameable. I guess that's the one problem with these new map changes, that the pallet loops unique to these maps, which are almost all completely safe, but instead survivors are getting less loops they can work with. I still think the changes to the maps in general are good, it just seems like these maps would be even better if there were more pallets, but mindgameable ones.
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@ClickyClicky said:
https://forum.deadbydaylight.com/en/discussion/comment/1202569#Comment_1202569
The map changes have a huge effect on the game. A perk that was more often that not taken out within the first 30 seconds not so much.
Ruin was the only way to slow down the beginning of the game. Sure it was risky but still useful, and it certainly didn't go out with 30 seconds every match. Also, it had an effect in any match, on any map. Mapo changes only affect the maps that they are applied too.
God people need to stop being so whiny and immediately accuse the devs of being biased towards one side just because that side is getting good changes in one patch. It's so freaking ridiculous.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1202449#Comment_1202449
Pretty much all the ones they touched on the PTB.
Every one? A lot of those maps weren't even changed in any other way then having their god loop removed. Which is why I am very confused.
Most maps I played still felt pretty normal, having a fair amount of pallets. The only map I personally have seen that seems to have too much space with nothing in it is Thompson's House. There's a big area around the cow tree that spawns nothing, which isn't very good.
Don't get me wrong, I'm against deadzones as well, I just haven't experienced those really myself yet. Fractured Cowshed for example now is extremely well balanced from my experience, the times I have played on that map it always seemed to have a fair amount of pallets, but not too many like it used to have which is good since pretty much all of them are safe pallets. The same goes for the other maps like Temple of Purguation, Mother's Dwelling or Wrecker's yard. All maps seem pretty well balanced to me but there were still more than enough pallets for survivors to work with when I played on those maps.
The one I am not sure about is Rotten Fields. From what I've seen, the loops and tiles seem to be distributed more evenly across the entire map, and I heard others say it actually has less deadzones because of that. But I feel like the tiles and loops might be a bit too far away from each other and that there maybe should be a few more pallets spread across the map. Only problem is that almost all pallet loops unique to farm maps are safe, and I would rather have mindgameable pallets filled into the deadzones.
Additionally, on maps like Ironworks, Coal Tower, Badham maps, Torment Creek, pretty much any map that only has had it's god loop changed, I have noticed no difference at all.
Which is why I am confused why some people are experiencing a lot more of these deadzones. Maybe it's also survivors just wasting pallets much faster because it's ptb and they don't care for winning?
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I agree, mending should take priority over snapping out of it.
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Which maps exactly have deadzones?
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@Haku said:
Really good points.
I'll add few more!
The new Ormond looks and feels like the current Shelter woods - I think the most hated map after Hawkins or maybe just the most hated on the survivor side. The map design looks like this - bunch of pallets and extremely limited loops, gens on the edge of the maps in corners where there is nothing else around or even if there is a pallet after it is broken this place become a huge dead zone. I ran around Ormod as a killer just to see it how it looks and I counted just 2 loops /excluding the basement and the mid building where I saw just one downstairs/ one of which one was pretty bad in general, everything else was pallets. So basically the gameplay on that maps is just run to a pallet drop it run to another drop it. If there is nothing u are dead and that's it. Everyone esle has to gen rush meanwhile. It is extremely extremely boring the way the game is heading.
I saw something very very similar done to Suffocation Pit. Map looks smaller, loops are removed, they added bunch of crates around the map but there is just 1 pallet in these spots and thousand of crates so these for me are just wana be dead zone after that pallet is gone. I really don't like that model. How you are supposed to play vs Billy on such map ? Or vs the new Freddy. I feel like the devs completely lost it. The made the Freddy not so long ago and gave him teleport and suddenly few months later they decided hey - lets make maps smaller. I don't even want to start talking about Spirit ...
But Suffocation Pit hasn't changed except for the window loop. Pretty sure it's the same otherwise. It felt pretty normal to me when I played on it.
Also Ormond still has loads of safe pallets, but it's better now in the ptb than it is in the live game.
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The way the game is balanced now? I would say with any of the stronger killers on a decently balanced map it would probably average around a 2k. Highly dependent on the map and killer though.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1202132#Comment_1202132
Alright then, i guess i have to upload the video at some point. Hard to beat the community managers word without a video proof. Might take a while tho, my license is sitting in a building that is closed because of corona and i am not sure my friend who works there is there very often currently.
That's a good idea.
I actually just got Gasheaven myself with Zanshin Tactics and I counted 14 pallets. Which I think is fine coupled with the 8 to 10 vaults that the map also has. Interestingly enough though one of the areas behind the big bunch of cars that form a big wall had no pallets between the two tiles at the left and right, though to be fair both tiles were jungle jyms so maybe that was the reason.
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@xTalon32 said:
https://forum.deadbydaylight.com/en/discussion/comment/1202109#Comment_1202109
Okay but at this time, you've been given an answer and basically told Peanits he's wrong. People have told you that's the way wreckers has always been.
Just because the layout doesn't enable you to go from one loop to another in seconds doesn't mean it's bad.
That's not their issue though, but that survivors have barely any pallets to work with at all. Disabling any counterplay for survivor also isn't the way to go.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1202015#Comment_1202015
No offense but there are only 3 options
Some changes were done
There is a bug you are not aware off
8 Pallets on Gas Heaven was always standard
Which one is it?
Are you sure there were just so few pallets on that map? It couldn't maybe have been because survivors wasted some pallets already? Because Gas Heaven wasn't even touched according to the dev update and the patch notes. Otherwise this has to be some kind of bug, as I've never seen Gas Heaven with only 8 pallets before.
Though RNG has always had quite an impact on maps though, look at this video from tru3ta1ent for example, where Bloodlodge actually looks like a manageable map for once:
https://www.youtube.com/watch?v=5D6-tuL-lJsI think the best way to check and see how many pallets actually spawn is to play any killer and slap on Zanshin Tactics, I'll probably do that myself as well today. I'm all for more balanced maps but 8 pallets in total isn't balanced.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/1201981#Comment_1201981
Nobody was complaining about the removal of infinites. We were complaining about the lack of pallets that exist now and the sheer amount of dead zones there are.
What deadzones though? The only map I can think of that possibly has too much space with nothing is Thompson's House near the Cowtree, and maybe Wretched Shop from what I've seen.
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@Karl_Childers said:
https://forum.deadbydaylight.com/en/discussion/comment/1201775#Comment_1201775
Yep, everyone always comes in with the “this was tried before and it didn’t work” reply. To my knowledge, the emblem penalty for camping was added in after that test and was NOT included. Of course it wouldn’t work without something like that. If hook progression was tied to the emblem penalty mechanic, meaning if killer is engaged in a chase or another survivor is near the hook...it simply wouldn’t apply. This is addition to it being disabled when gates are powered seems very easy to try out.
Yes exactly. The chaser emblem already has the proper conditions of when to penalize camping, so I don't get that argument either.
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I do think that some maps have too many empty spaces that should have a few more objects to hide behind.
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Yeah the window and door should always spawn the other way around. Windows shouldn't be completely safe like they used to be, but they also shouldn't become death traps for survivors.
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@YaiPa said:
this was already tested long time ago, it was so much abusable they scrapped totally this idea.
As far as I know they only tested this idea without any other conditions than that the killer is near a hook. There are adjustments that could be made to not make it abusable.
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@KingFrost said:
Maybe if they make it so long as:
-The last gen hasn't popped
-There are no survivors in that same radius
-There's at least one survivor not hooked
Gen times would have to be slightly increased to compensate. (Maybe 90 seconds instead of 80).
I don't think gen times need to be increased though. Map changes and the changes we are getting to gens in the next patch would be enough. Killers can already be strong enough without camping to win matches. So a nerf to camping doesn't mean gen times need to be increased.
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@bilaueta said:
And what if the killer hooks someone in the endgame? Is the killer supposed to let what would be an almost guaranteed kill escape escape easily? Plus, if it is paused then the survivor would just be camped until the endgame ends. If it is paused as well then the survivors would have infinite chances to get the survivor if they dont open the gate, if more than one of them is injured they can just run to the gate and heal, then go again and again and again since the hook timer will never end
They could just disable that mechanic once the generators are powered. It's as easy as that.
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It's really not that bad. Especially with the upcoming changes to maps and gens. Killers are in a good spot now generally speaking.
You need to try and improve at chases, and at applying map pressure. I know some people believe map pressure is a myth, but it isn't.
The important thing to understand is that the faster you complete your objective of hooking survivors, the slower the survivors get to complete their objective.
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@Shocktober said:
https://forum.deadbydaylight.com/en/discussion/comment/1201702#Comment_1201702
Yup, some of the best killers in the game refuse to play her because she is too easy for them.
I mean she can't always down survivors in 20 seconds guaranteed, but in general she can end chases pretty fast, that's true. One of the killers that are already viable for sure.
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I'll try and go through every point here.
I personally don't see the 3 gen problematic. I think only 6 maps are having their size changed and about 8 maps are having their type spacing altered, so only those maps should be affected by new gen placements. And these are all just maps that are gigantic and have gens that are too far spread out for a killer to patrol those gens properly. And they are being brought in line with many of the game's other maps. So 3 genning would already have to be a problem in this game for those maps to become problematic in that case as well. Of course a 3 gen situation is strong for killers, but that has always been the case and won't be worse with the new maps, and survivors have the potential to prevent themselves from getting 3 genned.
I can understand the concern of your second point, but I would say that killers with high mobility profit less from smaller maps than slower killers, as they can cross maps fast no matter their size. And again, it's only the really big maps that are getting their size adjusted to be more inline with other more balanced maps. I do think that the devs will need to keep an eye out for the top tier killers with these and possibly future map changes, as some of them might need some small nerfs. Especially Freddy who benefits from these map changes the most.
I want to see Bloodlust go as well but it does seem like certain maps can still spawn structures that are really good for survivors. I guess the devs only want to remove Bloodlust once they are certain there aren't any structures where the killer needs Bloodlust. Haddonfield for example hasn't seen much changes, and I already had a match on the ptb on rancid arbattoir where a cow tree connected right into a long wall jungle jym.
Regarding slow down perks, the devs stated in one of their Q&A that they want to nerf the synergy of slow down perks. In the case of Sloppy, Thana and Dying Light I guess they'll just make them not stack with each other anymore.
I would say slugging is still a necessary strategy for a killer to apply enough pressure at times, however I'm not talking about slugging the entire team and never hooking any survivor until all 4 are downed. I would hope they could find some way to nerf the latter scenario while not nerfing the occasional slugging to apply map pressure. However, I really hope the devs will look into camping and tunneling. I think now that killers are getting fantastic map changes to make matches fairer for them, tunneling and camping should also be looked into and nerfed.
Not sure what makes Infectious Fright worse now, the perk is still the same. I do sometimes feel like the perk could need a 20 or 30 second cooldonw though.
T-L walls are some of the most balanced structures in my opinion, but I agree that multiple of them together is bad with Bloodlust still in the game. But the T-L walls spawning next to each other should not be changed in my opinion, it's Bloodlust that needs to go.
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@Mat_Sella said:
There has to be punishments now, gen rushing has been slowed and the death of god loops means survivors have far less time to distract the killer than before.
An eye for an eye, I would say. We should all participate in healthy gameplay.
Couldn't agree more. Killers are getting some nice improvements to maps that will make those maps much more balanced and fair for killer, the same thing should be done for survivors when it comes to camping and tunneling. The fact that some people are fine with all these map and gen changes but immediately reject any plea to do something about camping and tunneling is mind boggling to me.
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@mutante said:
Hello @BigBrainMegMain how are you going? Thank you for your post.
I love how you can finally punish them for their mistakes: (1) The first dwight run into your face, (2) Claudette is camping a pallet against a Huntress and the (3) last guy choose to run to a open area instead of running to the line-of-sight-breaker main structure.
We're finally dopping the absurd-and-non-justificable 80% rank1-win-rate boys! (data from before Hex:Ruin nerf)! 😁
Please understand that that is false data. The problem with this data is that any survivor that didn't escape and depipped to rank 2 is not taken into account by that data, even though they were rank 1 during the match, which is why the survival rate was so high at rank 1.
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Let's pray this stays this way when the patch hits the live version.
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You can't explain that logic because there is no logic there. Just a salty killer main who is probably mad that the game isn't balanced around him getting 4ks every game.
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Which maps are full of deadzones now? From what I've seen maps don't really have any deadzones added to then.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1200274#Comment_1200274
Exactly. But everything else is the same, so you basically cannot really use the Window.
EDIT:
https://forum.deadbydaylight.com/en/discussion/142449/ptb-new-windows-and-reduced-paletts
There is a Screenshot of the Layout.
Yeah that doesn't look good at all. That window is completely useless lol.
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@Aven_Fallen said:
I think the Map Changes were needed, however, I also think that some structures became too weak. Like the way the new Ironworks Window is presented (NOT in the way the Screenshot of Peanits showed, I have seen it with Door and Window swapped), the Window is useless, you cannot really use it at all.
Also I think that the Window on Abattoir is too unsafe.
And, I have noticed Deadzones as well, especially around the Shack on some Maps. And well, in my opinion, the most skillful thing a Survivor can do is to use multiple Tiles and waste time from the Killer, by also being efficient with the ressources. But when there is just the Shack and nothing else, the Survivor might be able to vault the Window 3 times and then has to drop the Pallet.
I dont need Bullshit like Cowshere, where the Structures are: Cow Loop into Jungle Gym into Longwall into Shack into Longwall into Longwall into Jungle Gym. But SOMETHING to work with would be nice.
So wait Ironworks can spawn the window where it used to be and where the window is shown in Peanits image, that's where the door is?
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@Rey_512 said:
https://forum.deadbydaylight.com/en/discussion/comment/1199974#Comment_1199974
”Looping” as you know it today will be non existent after these map changes go live.
Any bad survivor team will be demolished game after game due to lack of resources, not lack of god loops.
Gen speed was slightly nerfed as well, so all of this at once means killers are going to get easy wins.
How? It's not like they are getting rid of any good loops in this game besides god loops. Survivors still have enough to work with, only killers will now have more counterplay on these maps.
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@Danky said:
https://forum.deadbydaylight.com/en/discussion/142528/map-reworks-remove-bloodlust
maybe after all maps get hit then maybe. they havent fixed gen speed with ruin nerf soooo id say pass on that
They don't need to fix gen speed now that they are making proper changes to maps. Gen speed will be just fine
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I have seen quite a few of the changed maps now on the ptb and I think these changes are amazing. Especially the maps that were huge and now have had their sizes reduced feel so much better. But at the same time, the devs certainly didn't go to far with these changes by butchering anything survivors have. Which is important.
Rotten Fields and Fractured Cowshed actually seem to be maps I am glad to play on as killer now, because they aren't terribly survivor sided anymore. And Temple of Purguation looks like it could become one of my favority maps.
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@LetsPlayTogether said:
There are a series of deadzones and utterly useless windows now. Thats not how its supposed to be.
On what map?
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Wrong, these changes are aiming to get all maps to a more balanced state. Has nothing to do with killers wanting easy wins. These accusations are just getting so sad.
Solo survivors is just problematic because of matchmaking and ranks, but they are working on that.
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That would hurt him way too much. No reason to make him unviable.
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1196648#Comment_1196648
Let me put it in this way:
The realitiy is, that really good killers usually have the upper hand and only struggle against extremly good and well organized Teams. I am a killer aswell, and most of the time the only case i loose is exactly this scenario. Against solo players, a good killer will win most of the time unless he is really doing bad in this certain game.
Lets say, a okayish but not great killer verses 4 decent solo players or maybe 2 solo and one duo team, which is in most of the matches in red ranks the case. Those games can go both ways and are ballanced as far as it can get.
Now the point: Just changing one defense will hurt those survivors a lot! The god loops safed a survivor 30 seconds for example, but the killer was still able to have a decent chance to win. Now with the godloop change, survivors can not have the upper hand anymore, since this is a hugh interrupt for ballancing. Gaininig an extra 30 seconds every chase is just massive.
Having this one change might be still okay for survivors, they are definitly not on par anymore with the killer, but they still have a chance to succeed, evne tho the killer is the favourite now.
Now:
Increasing genspeed is minor, those 1% nerf for skillchecks might not be a big deal, but it is something.
Changing map sizes, even tho the would be only like 5% smaller is not a big deal, but it is something.
Changing and making loops weaker might not be the end of the world, but it is something.
Reducing pallets or tweaking loops might not be the end of the world if this would be the only nerf, but it is something.
etc etc
All this small to semi-big changes combined are just a really gigantic change to ballancing, which is totally unneccessary. Killers dont need GIGANTIC changes, because it is defniitly not the case that Survivors are extremly overpowered.
I am well aware that i have not seen these changes, but i and probably also you know the devs. They dont do "small little tiny mini changes" ... they take out the axe and cut the tree the most possbile insensitive way. Look at instaheals, look at toolboxes, look at legion, look at MoM look at Ruin, look at Spirit etc. I mean, Look at the screenshots and tell me this is not a really big nerf to those godloops.
I really hope i am totally wrong, but lets face it, the past showed different.
So my question stays: Why are devs not a little bit more sensitive and just do one change and then see how this goes instead of going completly rampage?
If they take much smaller steps balancing in this game will just be too slow. They are already being accused of being to slow with balance changes, it's nice to see a patch that takes some bigger steps.
If a great killer goes against great survivors, the match is pretty even on balanced maps, but some of these maps were just not balanced. Balancing those maps and making some small tweaks to generators won't be too much in my opinion.
The problem you seem to have is related to matchmaking and ranking system. Solo survivor is rough at the moment because matchmaking matches people of very different ranks together, and to make it worse, many survivors that are at red ranks shouldn't be there, screwing over survivors that they are teamed up with that do belong in red ranks. If survivors need god loops to buy their team enough time against a killer, it's probably because there is one or two survivors in that team that shouldn't be part of the match and are not playing effectively.
Hell, I've seen survivors hide from a killer that is half a map away at red ranks.
But that has nothing to do with this game's balancing. We'll see but I think these changes could be the decisive changes that this game needs to get more people to enjoy killer again and to balance out queue times for both sides.