concernedkiller
concernedkiller
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- concernedkiller
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Rename the perk to BLood Boiling because thats what it does. Survivors are breaking out on a flat ground with minimal distance because the wiggling is too much for my console controller to handle and I get stuck on walls. It's quite frankly an abominable idea and a testament to how poorly this game is balanced. Its annoying in ideal situations but add even the slight threat of body blocking and flashlight stuns and you've got an unhookable survivor. Ive literally seen it run on 3 out of every 4 games so far. You add this to the current boon meta which hasnt been addressed and you get a game that is fundamentally broken.
Stop buying cosmetics please. If BHVR is going to use numbers to balance the game please hurt them where it counts.
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Sorry for Not be sufficiently clear, im not talking about TTVs being bad by nature but its rather an unhealthy idea to seek validation by engaging with players after a game. This game, and most games to be fair has a toxicity problem. This game more than any feels very intimate so its easy to let emotions cloud your logic. Its the end game chats after a particularly bad game that are the icing on the cake. YOu cant draw water from a barren well and at this point Ive realized that the cons of this game out ways the pros.
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That clarifies it. She dhed and then ran away. Didn't know it was able to become available in 40 seconds. I always assumed a surv lost the ability to use it again once it is activated. I never play it myself and situationally its never been an issue before.
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When it comes to this debate I find that most people miss the point entirely. The first thing we have to acknowledge is that this game is peculiar because there is significant grey area in what actually constitutes a winning performance. Most games are binary in the fact that you either win or you lose with absolutely no middle ground. Players entering this game can easily be dismayed by the uncertainty surrounding a 2k 2e game.
Players who achieve a 4k get an undeniable sense of victory and therefor many killers consider that the benchmark for a good performance. People have to realize that this game is not necessarily about winning or losing but rather getting an enjoyable experience from the gameplay.
That being said I believe killers have every right to complain because the current meta is incredibly frustrating to play around. It seems like a significant number of games are tedious and stressfull because of the balancing issues.Id rather have a 2 o 1k game that feels good to play than a 4k stomp of newbies anyday. Likewise i'd rather have a tense game as a survivor with some casualties then an all out gen rush against a baby killer. The maps are big, complicated and full of boring loops and the added pressure of swf squads make for stressfull game play. I guarantee less players would complain about 4ks if the average match felt better to play.
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I for one would welcome a limited HUD no perks harcore mode. It would at least be a refreshing change of pace from the stale gameplay you constantly get with people running the same perks. Im sure both sides agree that it is not fun to play against the same rotation of perks and killers. Creating a gamemode that rewards players for strong fundamentals rather than relying on powerful perks, tool and add ons , would mean players have to develop great instincts to stay competitive. Perks are fun and necessary but they are getting a bit too powerful and part of the skill required to play this game is being able to play around the other teams perks. New players are hopelessly out gunned by the veteran players who have a whole arsenal of tools that they can use to sway the game in their favor. Not to mention most perks are hidden behind paywalls and require hours of grinding to unlock. It is clear that what is best for the players and what is best for BHVR's bottom line are mutually exclusive. The devs will always keep certain perks relevant to push players to buy dlc. They also artificially extend player engagement with ridiculous grindy gameplay so players feel obligated to play games for the resources.
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I love how some of the counter points are "What killer are you playing" "What are your perks" thus missing the point of the argument. For a game to work there has to be variety lest the game get repetitive and boring. It goes to show if you are not running a top tier killer and great perks to boot you have no chance at getting a win let alone getting a decent game. To make matters worse is the fact that new players dont have the luxury of meta perks as the best perks are locked between several killers that you have to level up to 30+ to unlock the teachable variations. New players are at an inherent disadvantage to begin with and this is only exacerbated by going against a fully kitted team of four players. With the current boon meta if you dont have any perks that regress gens you have very little chance of protecting gens. With the threat of boons its not enough to hit a survivor once, you have to commit to a down and while thats happening gens are popping like crazy.
If your argument is "Play better killers" youre admitting that there is a problem with balancing. Im sure killers are tired of playing the same killers and likewise im sure survivors are tired of going against blights and nurses. Killers like Clown and Trapper are extremely frustrating to play because they literally under powered to the point of absurdity. Play against any competent squad with those killers and you will more often than not watch the match slowly fall out of contention because you do not have enough in your toolbox to compete with survs.
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Cant take it away because for good or bad it is probably the most fun way to play the game. That being said they have to install some kind of progressive penalty for players swf with more players means more of a penalty. Whether that means nerfing the total perks they can use or cutting out their ability to use add ons, something needs to be done to balance out the inherent advantage of comms. This is for the sake of both sides. If they buff killers to be able to compete with comms the solo q survivors are the ones who are going to suffer.
My solution would be to remove any pre-game chats so players cant link discord info and penalize players who q with friends. If swf players complain that this ruins the experience they weren't enjoying the game to begin with but rather enjoying the sadistic pleasure of pub stomping random killers.
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The problem is multi-faceted in that it is not one single issue plaguing the game right now but rather a combination of factors that contribute to current issue at hand. Boons+SWF+Underpowered Killers+Bad Map design all add to the growing resentment players have for the killer role.
In some respects it is a balancing issue as it is indeed difficult to play killer in a meta that gives survivors a plethora of tools in order to thwart your hunt. But in other respects the issue is lack quality of gameplay that is a direct result of the current balancing.The simple fact is when this game is bad it is bad, in fact it is down right excruciating to play sometimes. The combinations of pallets, boons, loops, flashlights, body blocks, sabotaged hooks is enough to discourage any but the most ardent, sadistic killers from this game. Survivor's lament the fact that they see so many campers but chivalrous gameplay is often punished so it is only natural to see players gravitate to a style that rewards their decisions.
But rather than blame one side, the fault should lie primarily with the developers. If you leave exploitable content in the game, players will always use it. It is becoming more obvious that this game is only good despite the devs not becuase of them. At its best this game is a cat and mouse, a delicate dance between two factions that have to take risks and employ stratagems to out manouvre one another. It was obviously intended to be a quirky party game where players take turns trying to kill each other using fun horror IP. The complex gameplay that results from when this game is at best is not the game working as the devs intended. It feels like the devs are three steps behind their community as their decisions never seem to correctly address players concerns.
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Of course people make mistakes, no body is perfect, but I think you are wrong that people complain simply because they do not want to own up to their own faults. I think the shear one-sidedness of the grievances is proof positive that there is something wrong with the balancing. In the current meta it is simply sometimes overbearingly stressful to play as a killer.
The problem lies in the fact that it is incredibly difficult to balance this game correctly. The skill ceiling in this game is rather high, which means balancing the game at all levels of play is incredibly difficult. What works to keep equilibrium in the highest MMR may not necessarily work to preserve balance in the lower to mid ranges of mmr. What ends up happening in the middle mmr range (which statistically most of us are in) is that 4swf squads absolutely dominate the killers. In order to play around people using comms a killer has to master just about every facet of the game to stay on equal footing with the survivors. While you point out that yes a player could review game play, it shouldn't be necessary for someone to practice a game simply to have a better chance to enjoy it. The game should be fun and exciting to play at every level for every side. My opinion is that the mid mmr tiers are something of a limbo, as the player is not yet good enough to be in the truly competitive sphere but also not so bad that the game is a goofy party novelty. The result is stale and repetitive game play that is inherently more stressful for the side with less players.
Look I obviously have a bias towards killers, as I think its more fun to be proactive and hunt rather than stealthy, but I think there are many flaws in the game that i'd like to see addressed. When the game is good it is good and there is a reason I am on the forums speaking my peace rather than simply moving to a new game. There is a kernel of greatness in the game and if BHVr plays their cards right a few simple tweaks will help them entice the new Epic games audience and create an infusion of new players to the base.
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The nature of this game being a 4v1 tends to make it more stressful for the one person who is out numbered so its only natural that they are going to be the ones complaining about the relatively painful experience of playing an aggravating match. As a killer you have to keep track of 16 total possible perks and mentally attribute them to the correct survivor. It can be mentally taxing keeping track of which survivor has dead hard, which one has decisive strike and what hook they are on. This is compounded by the fact that each one can operate independent of one another and put pressure on gens on opposing sides of the map. Now keep that all in your head while your encountering a fleet footed survivor running you through a loop.
The killer being a solo entity has to literally account for every second of the game and make the optimal move in order to keep up with the momentum of the survivors doing gens. Meta perks allow the killer some much needed protection against survivors doing gens. The sheer size of many of these maps means its incredibly difficult to monitor every gen and guess wrong and you will lose several crucial seconds. You do not have the benefit of relying on another person to compensate for your poor plays, and any mistake you have made is punished.
Im of that mindset that perks like NOED are pretty lame and I have no problems with it being nerfed to hell. But in this current meta perks like hex ruin and scourge hook are absolute necessities. They allow killers to commit to chases which are getting more difficult as good survivors get better at looping and saves. Ultimately the goal of balancing is to create a fairly symmetrical experience where both sides feel equally fun to play. As of now I hop in to survivor games to alleviate the stress of a killer game and it just goes to show that one role is inherently more stressful than another.
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I agree that you can't possibly prohibit try hards for queuing up into casual mode as you certainly cannot control what goes on once a game starts. Part of the problem of this game is the fact that the skill ceiling is so high and that good players have the ability to absolutely dominate the games they are in. Mismatched games are brutal and exceedingly un fun. What makes matters worse is that you have no surrender option. The killer can slug you, ignore you and then pick you up and play with you and draw the game out. Likewise survivors have the ability to bully the killers and stall the game as long as they want. Leave the game and you receive a penalty.
I am not a developer and I only have about 100 hours into the game but my frustration is that 95% of games on both sides are stomping or being stomped. Unless they fix the MMR or institute different modes the only other solution I can think of is to create join able/searchable custom lobbies that allow players to dictate their own parameters. I think it would be cool to look at what lobbies are open and join the one that seems fun. Seeing lobbies like "No Perks No Addons" "Dwight Knights: All Dwight All Night" or something in that vein would allow players to tailor their experience and alleviate some of the pressure. Just a thought.
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Personally I think there needs to be something done about SWF squads on Comms. It is quite clear that this game wasn't conceived with a voice chat option in mind. The advantage 2+ players communicating freely will more often than not be the deciding factor in the game where information is valuable. A simple phrase like "He's on me, im in the killer shack" gives a good survivor the confidence to approach and finish a generator without having to worry about the killer sneaking up on them. No need to check your surroundings when your buddy has let you know exactly where the killer is.
I think ultimately this hurts balancing for a myriad of reasons. 1) ] The frustrating game play will only serve to drive casual killers away from the game. Why play when being a killer means having to sweat your balls off against 4 highly coordinated players who are popping gens left and right. This means the only killers who will remain in this current meta are the BM campers and the absolute try hards. 2) Making the killers stronger to compete with SWF will serve to crush the SoloQ survivors just trying to have an honest game. Its arguable that this current meta favors survivors but in my honest opinion the core game is pretty fair its just the overwhelming advantage of comms makes it almost unbearable to play killer at the moment.
This is all coming from someone who now almost exclusively plays survivor with my friends. I just dont have it in me anymore to play killer for more than 2-games. Win or lose its just too much pressure to play that role right now. Despite my meager ability as a survivor I can escape 75 percent of the time simply because I can coordinate with my friends. I wouldn't mind at all if they added some sort of penalty to mitigate the advantage of comms. By all means let people play with their friends but please make it fair for all players, killers and soloQ players included.
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I don't care how it is done but something definitely needs to be done about the boons, especially COH. From the killer's perspective it just makes the game tedious. In order to play around it you have to devout valuable time and effort into snuffing out each one that is put up and if by chance you do put up another one is right on its way. You add this to the current epidemic of SWF squads and you get matches that require exceptional skill on the killer's part to contend with comparatively less skillful survivors. For context my little squad and I escape most games despite being unable to loop, dodge, strafe or do anything besides hit 85 percent of skill checks.
I think the idea of boons is great but the execution on the premise has been shall we say less than stellar. I've switched to survivor because I just got tired of the same games being played out. You either 1. Hit a survivor once and let them heal for free thus essentially wasting your time or 2.) Commit to getting the hook but opening up the possibility that the three other teammates are rushing gens. Of course the boons arent a free win, and there are indeed ways in which you can manipulate survivors into situations because you know they are going to try and make it into the proximity of the boons, its just that it requires so much effort to contend with these items that it destroys the notion of casual gameplay. To play killer in the current meta you have to try hard. That doesnt mean resorting to camping and tunneling but unless you efficiently spend literally every second of the game patrolling boons, protecting gens, searching and downing survivors those gens are going to pop faster than an overinflated balloon on free balloon day.
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And to clarify I don't think Blight is an underpowered champ, nor do I think Lery's is a particularly bad map but I feel some combinations make for frustrating gameplay. I agree with the above statement that allowing people to blacklist a map would help increase quality of life across the board. In the similar vain I would also welcome the abolishiment of map tokens. Its kinda ridiculous that 1/5 player can dictate the map choice.