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stvnhthr

stvnhthr

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stvnhthr
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  • Lag time makes ruin skill checks as much about luck as skill. You have to adapt in every game to how much lag you have, even then there are hiccups where it is impossible to hit the skill check.

  • If this was true most games would end with two survivors escaping and all points for players would be close to equal. In reality in almost every game the killer has the most points by a few thousand and on average more survivors die than escape. I suck as a killer and usually get a 4k. There is no comparison, killer is way way easier. It probably has to be that way otherwise no one would play killer, but I don't understand why killer mains complain so much.

  • Not a safe escape, a fair fighting chance. Perks are supposed to give you a slight edge over your opponent, that is what it is there for. It is not a freebie, you've already unhooked another player, you've met the perk's defined requirements but currently don't get the reward.

  • What you do with it is up to you. I've Kobed before in front of a killer and escaped. It is supposed to be a perk, you get to use it even if it wastes the killers time. They waste survivors' time a lot. I would say they should make the killer spin away when this happens, sort of how hag traps disorient survivors when it spins them.

  • The other problem with Endgame Collapse is as soon as it is down to two survivors most players stop working on generators and simply look for the hatch. If you get hooked when two players are left you are left to die on hook and the other player just jumps out the hatch. This game is never four on one; survivors are not on a team working together they are out for themselves so it is a game of one on one on one on one on one. Something needs done to balance the game for survivors who actually keep doing generators when only two players are left, but as usual the game is designed to make it increasingly difficult for the survivors and a bigger cakewalk for killers.


    The open gate time should also be adjusted. If you make it to endgame and don't get the hatch you are screwed. A simple solution would be there is no power up time for the gate opening. This would make the chances of escape 50:50. Both the survivor and killer would choose one of the two gates to run to. If they chose the same gate the killer is going to get the win, If they choose opposite gates the survivor gets the win. Right now the Killer has plenty of time to check both gates.

  • Also I am an average player. There is a small small small percent of survivors who are exceptional players, that should not be who the game is built for. As an average player who plays for fun when I have a few minutes the game is fun in concept and unfun in execution. As an average player I can usually with minimal effort get four kills no problem, I could be an even bigger threat if I used cheese tactics like camping. I so wish the developers would release research percentages on their tracking of games, I know it is heavily skewered towards the killers. It is a simple resource management solution, I totally understand their solution but is based off of finite server resources; it is cheaper and more efficient to make the killers more powerful.

  • Look at the two ways to decide who wins. Number of survivors killed vs number of survivors who escape and secondly points. 95% of the games has the killer as the highest scorer, usually near 2:1 ratio. Number of surviors who escape, rarely all four, seldom three, infrequently two. For a balanced game on the average all players scores should be close to the same. On average two survivors should escape. You want to see this across all ranks, if it is highly different at higher or lower ranks that is yet one more sign the game is unbalanced. By letting the killer host the game they always have the advantage of not having to adjust every action for lag time.

  • Look at the two ways to decide who wins. Number of survivors killed vs number of survivors who escape and secondly points. 95% of the games has the killer as the highest scorer, usually near 2:1 ratio. Number of surviors who escape, rarely all four, seldom three, infrequently two. For a balanced game on the average all players scores should be close to the same. On average two survivors should escape. You want to see this across all ranks, if it is highly different at higher or lower ranks that is yet one more sign the game is unbalanced. By letting the killer host the game they always have the advantage of not having to adjust every action for lag time.

  • What if the time it takes for a survivor to die on a hook is increased the closer a killer is to the hook. If you hook a survivor and hangout next to the survivor the survivor will die slowly. Or an alternative is something similar to decisive strike, as the survivor's time is running out a new second meter is filling up if the killer is close. When this new meter is filled the survivor gets a difficult skill check, sort of a last chance to jump from the hook if they make the skill check. The killer would be stunned for 3 seconds and the survivor has a chance to get away. Being camped is the worst. When it happens two or three games in a row it destroys the fun especially when you are waiting 5 minutes in a lobby to get to even play the game each and every game.

  • has anyone tried coloring this yet?

  • It is not balanced at all. I suck as a killer and I can usually kill at least 2 survivors in a match, and I'm not really trying hard. I play my best as a survivor and cannot get a decent score in half the games and don't pip.


    Balance is for every plus there is also a minus, so you may get a strength in one area, but you pay for it by a weakness in another category. When you add a strength to a killer without offsetting it with a weakness that is unbalanced and unfair. For instance using a hex totem has no accompanying penalty added to it, it makes the game easier for the killer in all areas and more difficult for the survivor in all categories. The pig gets to add all kinds of new problems for the survivor with the face traps; they take the player out of the main objectives of doing gens and instead they spend most of the game looking for Saw puzzles to remove the trap. And the accompanying penalty for the Killer is? nothing, they just make the game harder for the survivor.

    The killers are already much faster, have weapons, are immune to damage, can't die, have no skill checks, have no timed tasks, no set objectives, have no weak teammates who are actually additional enemies, have the power to end a match and steal survivor's points and offerings, etc.


    From a developer standpoint it makes sense because they want more killers, because killers host games, it frees up resources, etc.


    There should be a baseline model game of what an even match looks like, as new features are added the game should maintain a pretty even fair play style which challenges all players (killers and survivors) equally. Killers just keep getting new strengths with no additional weaknesses. A way to solve this would be if a killer like the Pig uses traps it costs them resources in another area, so maybe they can't run as fast or hooks are easier to escape. Or for the pig they have a set number of maximum hooks and puzzles, if you want to rely on using the head trap you set the number of puzzles higher, but it takes away from the number of hooks.


    Right now things just keep getting added to the plus column for killers but no penalties are added for using these new items.

  • The game is unbalanced. The average game length is getting shorter. Average survivor bloodpoints are consistently about half of what the killer ends the game with. This is wise from a developer standpoint, but it makes the game very heavily weighed in the killers favor by design. In an evenly balanced game 2 survivors should escape and have scores about equal to the killers. In an evenly balanced game this would be the norm at all ranks. This seldom happens. I main as a survivor but when I need quick bloodpoints I play with an unperked Trapper and usually get 3 to 4 kills without even trying that hard. I don't understand anyone who mains as a killer and complains. It is so easy as a killer and with the new perks it is getting easier all the time.

  • One of the ways to get over the fact he is so short would be to give him some vertical climb abilities. If he could stand on or climb over obstacles it would make him a real threat and not able to be looped or juked as easily.

  • I like this idea for the most part, I think Chucky should still carry, not posses, Survivors to the hook. He could do this with the help of his bride who only appears to carry survivors to the hooks. I like the idea he can't break pallets, but I would add to his abilities the perk of hiding in lockers with a 12 meter aura reading capacity, that would make for some great jump scares. I also like the idea he is so small that you could not seem him coming on most maps.

  • Thanks, this took a little over a day just because it was hard to find good photo reference, I wanted to make it as accurate to the in-game look as possible. I would love to see a whole comic book done for this series.

  • We get it. Camping is here to stay. It is only used by weak players who haven't developed real skills yet as a killer. Eventually these players will fall to the lower ranks and be beat the vast majority of the time by nimble survivors. But I still think the developers could modify the game to discourage camping or to give the survivors a fair alternative to just er..,"hanging around." I suggest the hooked victim be given the ability to use their hand signals to point or wave. I think a great addition would be if the victim can hold up one fist over their head in the universal "stop or hold fast" gesture. They could then signal to other players now is not the right time to come and unhook them. I would also love it if when the fist is up the victim could not be unhooked. The only thing worse than being left on a hook is being farmed where you are saved and back on the hook in three seconds.

  • One way to fix the camping problem would be to allow hooked survivors to use some hand signals, like pointing or they could hold a fist straight up to signal other survivors not to unhook them right now. When the fist is up it could also prevent the survivor from being unhooked. The only thing worse than not being unhooked is being used by farmers. If you could prevent farmers from unhooking you when the killer is camping it would be a big help. New players usually don't understand when it is safe to unhook or how to body block and take a hit so the injured party can get away.

  • I would shrink her hitbox or make it so her sword can't cut Survivors when there is a solid object between them. She can slice a Survivor who is 45 degrees away from her with a solid object between them. I was next to a tire on a truck and she was behind and off to one side by the truck bed and she hit me. If her sword could not go through solid objects it would be helpful.

  • @Claudette_Baguette said:

    @stvnhthr said:
    She seems overpowered to me. I'm level 15 and have faced her 11 times. 6 of the games she killed all 4 survivors in the first two minutes. 4 of the games one or two survivors disconnected as soon as they learned they were facing the Spirit. In one game we got 3 generators done before she killed me the last survivor.

    She can find you if you are motionless and she is phase walking which I don't understand, I thought she could only see footprints. I was motionless and hidden on a second floor and she came straight to me.

    I know the devs try to balance the killers abilities so the outcome is up for grabs, it just doesn't seem that balanced right now.

    I imagine in a couple months her weaknesses will become apparent and facing here will be a bit more balanced.

    She is great to play as because you are almost guaranteed to kill all 4 survivors, so from a killer's perspective she is aces.

    Your comment is so wrong. You obviously don't know much about the game yet at rank 15 so don't jump into false conclusions. She CAN'T see you if you are motionless and she is facewalking. But she can obviously see you and phase walk towards you. Then you have to know if she saw you and you can counterplay it.

    Just play the game and you will get better and counter her hard.

    Nope. I was on a second/third floor catwalk out of sight, there were at least two solid building walls between us. She was chasing and hooking someone on the otherside of the board, unless she has x-ray vision there was no way she could detect a motionless survivor. Line of sight would have meant I could also see her. So it must be a perk I am unfamiliar with.

    Just played two more games against a Spirit. 4 level 15 survivors against a level 20 and a level 19 Spirit. Had two survivors disconnect as soon as they saw the Killer rather than play against her. I did manage to loop her for a few minutes, stun her with several pallets and lose her. Then in both games she killed all remaining Survivors in under a minute. I think with time the flaws the devs built into her to make it a fair match will become apparent, but for a few weeks it is going to continue to be a blood bath. I have yet to play a match where anyone survived. One person got close at getting out a hatch but they lagged, froze and were snatched.

    She definitely does not need a buff, not sure if she needs a nerf. The double bloodpoint weekend is for the Devs to get a lot of raw data to look at so they can determine how the new build of the game is going. If they see an unusual amount of games where less than two survivors make it out (a sign of an even match up) they will make changes accordingly. For now if you want a lot of easy bloodpoints just play as the Spirit and go to town, your guaranteed at least a 20K match every time. I imagine the Devs are crunching the numbers to see what adjustments need made. I will say the new map, Family Residence, is gorgeous! It is fun to play and just look at the new scenery.

    And I know, the people who only play as the Killer love the Spirit and like the fact they can win easily as players try to find her weaknesses. So please spare me the "get good" and stop whining comments. I just want the game to be fun and balanced without either Survivors or Killers having a cakewalk.

  • She seems overpowered to me. I'm level 15 and have faced her 11 times. 6 of the games she killed all 4 survivors in the first two minutes. 4 of the games one or two survivors disconnected as soon as they learned they were facing the Spirit. In one game we got 3 generators done before she killed me the last survivor.

    She can find you if you are motionless and she is phase walking which I don't understand, I thought she could only see footprints. I was motionless and hidden on a second floor and she came straight to me.

    I know the devs try to balance the killers abilities so the outcome is up for grabs, it just doesn't seem that balanced right now.

    I imagine in a couple months her weaknesses will become apparent and facing here will be a bit more balanced.

    She is great to play as because you are almost guaranteed to kill all 4 survivors, so from a killer's perspective she is aces.

  • New Killer: the Convict
    New map: deserted prison
    New Weapon: crowbar
    New trap: mirror shards or spy cam which project on killers screen when someone passes in front of it.

    New Killer: Jack the Ripper
    New Map: streets of London something like Bloodborne's London
    New weapon: stiletto
    New trap: booby trap which damages all players in 8m radius

    I like Azazel's idea for a killer based on the Thing, but one of the scariest options would be for the Thing to be able to morph into the appearance of one of the players. It would add a new level of terror and distrust among players if one of them could actually be the killer in disguise. Of course there would have to be some sort of balance for the Survivors like the flashlight reveals their true form.

  • @Orion said:

    @stvnhthr said:

    @Orion said:

    @stvnhthr said:
    Again, I think the crow idea is a legitimate one. I'm not a noob, but when you play with noob killers or noob teammates (due to randomness) it makes for an unfun playing situation. I'm not saying nerf the killers but apply the same anti-camping crows that survivors have to put up with.

    If the Killer is a noob, how come you're the one who lost?

    getting hooked isn't the same as losing. I'm doing fine, thank you. It was a suggestion for more fun play. I've played both Killer and Survivor and Killer is way way easier to get massive point games.

    You lost at stealth and lost the chase twice. That's losing in my book. But sure, define "losing" and "noob" in a way that doesn't include you if it makes you feel better...

    Thanks Orion. I was thinking more of what I've noticed from watching other players and what could help make the game more fun for all. Again it would not stop or prevent camping just increase the likelihood such killers would have motivation to try something else.

  • @TheDarkLycan said:

    @stvnhthr said:
    Huh, I guess I've got lucky in every other game? Not being sarcastic, but in every other game it only took one try to get out of a beartrap. I guess I don't get trapped enough. Thanks

    i know how lucky you feel, ive yet to need more than one box to get pig traps off :p:p

    You are lucky, it always takes me at least two boxes for the Saw traps. \

  • Huh, I guess I've got lucky in every other game? Not being sarcastic, but in every other game it only took one try to get out of a beartrap. I guess I don't get trapped enough. Thanks

  • @Orion said:

    @stvnhthr said:
    Again, I think the crow idea is a legitimate one. I'm not a noob, but when you play with noob killers or noob teammates (due to randomness) it makes for an unfun playing situation. I'm not saying nerf the killers but apply the same anti-camping crows that survivors have to put up with.

    If the Killer is a noob, how come you're the one who lost?

    getting hooked isn't the same as losing. I'm doing fine, thank you. It was a suggestion for more fun play. I've played both Killer and Survivor and Killer is way way easier to get massive point games.

  • @redsopine1 said:
    Neffesh said:

    Its a 50% chance every time you complete the scape bar

    Its 25% chance you need the slippery meat perk to increase the percentage task
    @OGlilSPOOK20 said:

    I'm discussing bear traps not meat hooks

  • I'm talking about the trapper's bear traps not the meat hooks. please read the OP.> @OGlilSPOOK20 said:

    stvnhthr said:

    Is there a perk which makes bear traps impossible to escape from? I was in a bear trap and did the escape button push, when I completed the escape it looped back to the start of the escape timer. It did this three times in a row. I kept finishing the escape but it would just start over from the beginning. Eventually the Trapper was able to travel from the other side of the board and pluck me out of the trap and kill me.

    Question... Are you new by any chance?

  • Again, I think the crow idea is a legitimate one. I'm not a noob, but when you play with noob killers or noob teammates (due to randomness) it makes for an unfun playing situation. I'm not saying nerf the killers but apply the same anti-camping crows that survivors have to put up with.

  • A campaign mode or story mode would be great where you can play through all maps against all killers off line with NPC survivors in your party. Also if there are still going to be load screens maybe players could practice skill checks or something instead of twiddling their thumbs waiting.

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