elderwitcher96
elderwitcher96
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- elderwitcher96
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@Gandor said:
This is close to definition of what is NOT QoL but pure nerf (to survivor = buff to killer). Smaller collision is actually very good decision by devs, because it basically makes it so that running around something makes more sense then running in the open. I think the game is more interesting when shift-W is not the most optimal way. So in my opinion this whole idea is going in directly unhealthy direction.
There is a difference between a small nerf and a big nerf. You're greatly exaggerating the effect of this. You could still loop the killer, but if let's say the killer would get a hit on you in 20 seconds, with the same hitbox he might get it 3 or 4 seconds earlier. I hardly see it as this game breaking nerf. And shift+w isn't always the most optimal way, it's not like you will always make the next loop, or if you do, it could be a weak one with the pallet broken. Your argument is basically nerf to one side, buff to other = will ruin the game eventually.
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@bjorksnas said:
Its a good idea but with the amount the game would need to change around it mountain of effort and reworks to keep things balanced
Stealth killers are a lot less stealthy when you constantly call out where they are
Stealth perks are a lot less effective when people can constantly call out where the killer is
Knockout is a lot less effective when you can ping yourself on the ground anyway, and by extension other blindness perks that strip info from survivors, even in groups knowing exactly where they are with a button press instead of a callout is a lot stronger
Pinging where you are takes a lot of the strength out of perks like aftercare, bond, empathy, empathic connection, blood pact, kindred, lucky star, fogwise, alert, situational awareness, open handed.
Killers in general would need to be stronger since you can track where they are going, where they are chasing, you know whos going for the unhook, you know whos closest to the unhook. Where the gens are, what gens people are working on + their percentage, ect
The amount of things and interactions it would change around it would create an immense workload or they would just skimp on it poorly implement it and for the next 2 years can bandaid it together which sounds like a mess, this small change would be a full game overhaul and I don't think they want that
I do want to say you wouldn't be able to give your location visually, like going for an unhook, or committing to a gen, or even calling out if the killer is camping don't need to show your aura to work as info for your team. Things like asking for a heal, and then choosing shack or main building for a healing meet up would simply allow you to organize better with randoms.
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@adaw0ng said:
Ever since I opened the game this morning I noticed I got what I thought was a lobby bug, but it kept happening even after restarting the game. I can't see the prestige level of the survivors (nor of my team mates as survivor, even pre-made lobby, nor as killer). I honestly love this and I hope it's an early implemented feature like that one to see your build on the right of the screen that some people got, and others didn't yet. I was still able to see the prestige of people during the scoreboard chat. Honestly, made me play the game more comfortably and it felt good. Props to the team if it's an early implemented feature that is being tested or something!
P.S.: Emojis to hide discord call and players names
I hope the feature becomes a permanent one. And I think killers who lobby dodge will stop feeling anxious after some time and simply play the game. I guess some will be angry, but is there anything everyone agrees on anyway?