HangryMogwai
HangryMogwai
About
- Username
- HangryMogwai
- Joined
- Visits
- 0
- Last Active
- —
Comments
-
@ABAEX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3874687#Comment_3874687
that is why you don't know how to play killer now, the slug meta is not what killer want, just killer have to do slug to get 3/4 kill.
Made another post, but it apparently disappeared. Anyway, this maybe your experience in your MMR (if you play survivor that is), but my experience has been that in roughly 4 out of 5 games, the killers are trying to slug every survivor at 4-5 gens. They have no interest in hooking either, they’ll gladly just wait while you bleed out, making survivors run unbreakable or wait the four minutes it takes to bleed out if no one is able to pick you back up (if they’re running Knock Out, the other survivors may not know where you are in Solo Q). That genuinely makes for a miserable gameplay experience, thus the reason the slugging meta (4k slug at 3-5 gens) needs to stop. Again, our experiences maybe different depending on each of our MMRs (wish BHVR would show that somewhere in game, but a problem for another day I suppose).
In terms of my Killer gameplay, I’m not sure where you’re getting that I struggle. If I’m rallying for base kit unbreakable, it’s more likely that I don’t play killer at all or I don’t need to slug to achieve a 3-4k. I assure you, it’s the latter. To be honest, I rarely slug at the end-game as it’s more fun to try to hunt down that last survivor or hatch than it is to play a 3-4 minute game of hide and seek (especially if they’re hiding in lockers). If the survivor happens to escape, so be it—the Entity willed it, it is why the Entity provides the hatch in the first place (this seems lost on behavior in allowing the last survivor to be Mori’d and creating the end-game slugging meta problem in the first place).
Since you brought it up, I’ve only had to really utilize slugging as a tactic in one game so far this year and that’s when I was running up against a bully duo running Boiled Over and Soul Guard with a Sabotage build on Forsaken Boneyard. Because they had Soul Guard to boot, I’d have to go back and re-slug them at the top of the center tower as there was no way to reach a hook from the window side vault to the stairs without dropping or taking too long. And even in that game, with their picking themselves up, I was able to achieve a 4k by hooking the last two survivors. This would be like their having the base kit unbreakable, the only difference is that in this case, they had Soul Guard which also gave them endurance as long as they left my hex alone.That being said, I’m not talking about your need to slug after the 2k to try to get your 4k. You do you, to each their own. I’m talking about those games in which the killers only goal is to be toxic by slugging and trying to make survivors DC or wait the four minutes it takes to bleed out. Again, the reason I believe Killers should have to use hooks to win if Survivors have to do gens to win. And I’m perfectly ok having some perks nerfed (Boiled Over cooldown as an example) to achieve that goal as back to back games of Killers slugging at 4-5 gens is tiresome.
-
@ABAEX said:
can you play as killer and get 3/4 kill before 5gen all done for 100 times with out cut off?
if killer want to 3/4 k, this game now need killer chose hook or leave downed survivor.
Not sure I’m following, but if I am, I’m ok with not getting a 4k every match. It’s harder with some M1 killers, but that comes with the fun of playing a more challenging killer or something different from your main(s). If a survivor happens to play well and escape, so be it.
In the initial post I’d mentioned not being able to pick yourself up in the end-game collapse, but in reflecting on it, maybe that wouldn’t be a bad thing. It would certainly give relevancy to the hatch again if I need to hook someone that keeps picking themselves up versus running back to rough where the downed survivor was to try to kill both of them. Returns a bit to giving agency in the end game collapse when the Entity gives survivor a chance at the hatch versus the new standard of slugging for a double Mori.
-
It looks like it returns February 10th with a Resident Evil theme (Wesker and Nemisis joining). I agree though, genuinely looking forward to 2v8 and wish it was permanent. It provides a much needed break from the need to always play meta or counter meta in higher mmr.
-
@xGodSendDeath said:
These ideas seem like a great way to shift the balance heavily in favor of the survivors. What buffs will the killer players be receiving?
It’s why it’s an open ended discussion, if you have ideas to help improve the current slug meta and bring back hook states, feel free to include them! I personally don’t often need to slug to win as killer, but I know I’ve had to when dealing with boiled over or when two survivors are going for flashlight / sabotage saves back to back (especially on an m1 killer). Knowing that they’re broken (can’t fully heal to a health state) for a minute after they pick themselves up (about another minute) feels like a pretty good trade off to me personally…especially if boiled over abuse was needed.
in terms of the blood point nerfs etc, I don’t feel that the players doing it care enough about the blood points etc. Yeah, you want them early on to help build out their roster, but after that, everything just goes toward a pool of endless add-ons etc. Honestly, it’s more of a nuisance to have to spend them all and that’s even after the improvements BHVR has added. -
Not much to add to the thread, but echoing that the solo q experience has been miserable with knock out / slugging (really slugging in general). It’s rough as slugging has its place (boil over on some maps is ridiculous and the end-game collapse), but it’s absurd that slugging is regularly happening at 3-5 gens.
Honestly, the whole perk system needs a rework to fix the issue (both killer and survivor), but at the end of the day, if survivors are forced to do gens, killers should be forced to use hooks. /shrug
Edit: As an aside, might as well remove all of the “unhook suvivor” codex challenges with the current slugging meta. Few killers in my mmr bracket using them anyway. -
Echoing the same sentiments. The game has become absolutely miserable in higher MMR, made worse when the current “meta” (thanks to TTVs etc). Back to back killers all trying to slug to watch people bleed out, often using the “Knock Out” perk etc. Sure, it’s a tactic, but it’s toxic as hell and boring waiting to bleed out in hopes that the next killer isn’t doing the same thing, especially with these ridiculously long queue times between games.
-
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853758#Comment_3853758
Bro you LITERALLY opened with "another winning take" stated in a sarcastic manner. Please don't pretend you weren't trying to insult me and everyone else here. You were. You came off as dismissive and mean for no reason except you disagreeing with me. I am perfectly willing to discuss with you, but you need to drop the sarcasm and LOL emojis before anyone takes you up on that.
Edit: I do accept your apology though. Please consider your words next time and how they might sound.
Losing is of course fine if it's fun, yes, but again. My argument isn't that we should bleed the game dry of new players and I have no clue where you got that. My argument WAS, if the game isn't fun, then don't play it. Nobody is holding a gun to your head. I assumed you were an older player who KNEW this already, but it seems you're a much newer player who left about three to five months ago.
Point taken on how I’d started the response (see previous post). Still don’t think “quit the game” is much of a quality response to a feedback post for the devs, but it is what it is. I enjoy the game well enough outside of the highlighted points in the original post. The devs can do what they will with the feedback as the crux seems to be whether or not tunneling and slugging is needed to have fun in DBD. Outside of that, sure—make the killers stronger if you want, a challenge isn’t the issue as much as making it so the games don’t play on repeat. At present, it feels like roughly 3 out of 5 games the goal of the killer is to tunnel out one player. It’s a viable tactic, but isn’t a lot of fun. If the killers need to be stronger, loops weaker and anti-tunneling factors added, so be it. Not necessarily advocating that as I’m not sure what the answer is as much as the fact that tunneling of one player at 4-5 gens isn’t much fun for anyone involved except for the killer.
-
@SidneysBane1996 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853750#Comment_3853750
If the game doesn't work for you, it doesn't work for you. No shame in leaving and going elsewhere if the game no longer makes you happy. But yeah OK, let's pretend me, the C-tier Killer Main, is the issue. Let's default to the old "anyone who disagrees with my take is just a skilless tunneller/camper/slugger" take, again, as if that's a brand shiny new take that hasn't been used to dismiss peope in this community for years. Whatever helps you sleep at night I guess. [shrug]
My apologies, if you found insult in the post that you’re responding to, I assure you none was intended. I don’t think bleeding a game dry of new players is good for the longevity of the game, but I thought I was in agreement with you that losing was fine as long as it was fun? Not sure why you’re being defensive in response.
Edit: Ah, re-reading the post, the “ah, another winning take” might’ve been over the top. Simply meant that toward your telling people to quit the game for providing feedback. -
@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3853734#Comment_3853734
Why suddenly change the topic? You argued that Killers are too sweaty and toxic and I replied by sharing my experience that Survivors are too sweaty.
Also, where did you get from that I boost my MMR artifically by tunneling? And how does slugging artifically boost your MMR or is toxic instead of just the best play sometimes? "Oh I downed a Survivor and right in front of me is an injured Survivor with a flashlight, better play 'non-toxic' and just pick up and let them get the flashlight save." Is that how you think people should play?
You proved my point. It’s all good, I appreciate your feedback.
-
@SidneysBane1996 said:
Maybe the game is no longer for you. The Devs have basically all but confirmed they want to make it easier for Killer and harder for Survivor to make it MORE casual. The idea is to get Survivors more used to the idea of losing as the victims in a horror movie more often, and Killers more used to being able to push through and win as the antagonists in the horror movie more often. If you're frankly not down for that, I suggest you return to those other games, because that's how the game is now and probably was always intended to be.
Another winning take! The old “bleed the community dry until the games dead” mentality. 😆
No issues with losing or the killers being stronger than survivors. Just the aspect that the only way many killers seem to be able to win is via tunneling and slugging, which is boring and unfun on the survivor side. Again, both sides are flawed—not sure what the fix is to be honest. I’m fine if the killers get stronger, but keep the game fun for survivors too. You can have a lot of fun losing if the killer outplays you without slugging or tunneling. Honestly, some of my favorite games are against Ghosty or Meyers for this reason. They tend to enjoy the game more often without hovering around hooks.
-
@VibranToucan said:
You're just low mmr then. Literally my last 4 matches all were 3 or 4 people SFWs bringing map offerings and strong items.
It feels like you missed the point. I appreciate the feedback though. I haven’t seen too many SWFs as killer or survivor though, the few couples teams I did run into were far more detrimental to the team than they were helpful (literally giving up free hooks by trying to body-block their first hook at 5 gens and then just exchanging hooks in an injured state until its just two people trying to do 4-5 gens). Assuming you're right though, that my MMR is too low and assuming your observation is an earnest one, that the last few matches were SWF groups. Is it possible you created the environment you wanted (boosting your MMR beyond your skill level by tunneling and slugging new and solo Q players just to play against SWF groups?) 🤔
Either way it doesn’t change the fact that the game is inherently broken in someway that the survivor solo Q experiences is inherently miserable, and a large number of killers feel like they can only win by tunneling/slugging every match. -
it’s a shame as I’m not sure BHVR will ever have any real competition to incentivize/encourage them make the game better or make a better game (as they’ve corner the asymmetrical horror market with their large roster of original and licensed killers). Texas Chainsaw Massacre felt great initially, but the developers took too long to release new content and were stuck with the one license. Klowns from Outerspace lacked real variety in the characters and as such, it became stale rather quickly too.
-
Yep, outpost names are reused. The other day someone was looking for people to test their outpost on the community run discord and in searching for it, there were already four other active Social outposts with the same name.
-
@vanguardkras said:
In my opinion, developers created a fake feeling of the game ongoing support. The roadmap was exciting and everyone thought that they are going to work on improvements. However, even the first free content dlc was in the code already and was unlocked when the day came, no actual patch was release.
Now it makes me wondering, what if they already added everything to the game and will just unlock it piece by piece so we'll never see the fix patches.
I'm saying all of this because I love the game and wish it was successful. But the situation makes me unhappy.
I share the same concern. It feels very telling when timed content is being released, but no dialogue surrounding issues / community concerns are are happening—especially for a newly released game. I have high hopes for MYM, but with the state of DBD’s recent chapter/patch updates, it feels like BHVR might be stretched a bit thin. It’d be one thing if they had a known issue section where we knew what was being looked at, what they were working on etc; however, having a roadmap of what could be just more timed releases, it feels like the game was dropped and the primary focus went back to their flagship game.
Edit: Looks like there was a patch. Not exactly as much getting fixed as hoped, but it’s something.
-
@Tsulan said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3404209#Comment_3404209
I think he fell asleep.
Anyway, we need more communication. About what is going on and if fixes are planned. Stability is a big issue.
Yeah, when I saw “answered” on this post I was excited that there had been some form of community engagement. Needless to say, it’s disappointing to see that is not the case. 😑
-
In agreement that the HRV Piston Glitch needs to be fixed. Starting to see it in back to back matches and don’t really want to spend more time finding the entrance than it’d take to complete the outpost (especially on a 4500+ capacity outpost). Hate seeing it too as some of the folks using it have really original looking bases (saw a pirate ship this morning), but I’m not about to give accolades for using annoying exploits.
-
@TragicSolitude said:
https://forums.bhvr.com/Meet-Your-Maker/discussion/comment/3400358#Comment_3400358
Outposts can hurt your Rank, too. No one was running my Brutal Outpost, and my Dangerous and Normal Outposts were getting a lot of players who were looking for easier levels to farm. I'd be Raiding and complete an Outpost on the first try and see negative Rank points because the Outposts were doing poorly. Between hardly getting any Raiders and the ones I did get hurting my Rank, I've disabled my Outposts for the foreseeable future.
MYM's reward system has got Builders trying to create unfun death traps and Raiders trying to avoid dying. Its at odds with itself. BHVR created a level designer with a huge grind that they also want to be nastily competitive and it's hurting the game. I'm not saying Builders shouldn't try to kill Raiders, I'm just saying that the reward system shouldn't be based around it. Players should be able to build what they want and die an infinite amount of times, and as long as they're playing the game they should be making progress towards the seasonal cosmetics.
Noticing this too. That first week I was exclusively playing Brutal outposts and my own Brutal outposts were out performing my Dangerous/Normal ones as people wanted the challenge, but since rewards for rank was mentioned, everyone (myself included) seems to be sticking to Dangerous. It’s far more rewarding to run bases you can do in 1-5 min and have a solid chance to make it without dying versus playing outposts with 4500-6500 capacity kill boxes or endless mazes. At this rate, I should have master raider tomorrow and I hope to start running some Brutal again as they were more fun/challenging.
-
In agreement, but would hope that we could equip various Mori’s to keep up variety. Love the way Friday the 13th handled kills for Jason based on the environment etc. This might not be possible in DBD, but having some variety would be great.
-
@JaviiMii said:
For me it's certainly "slug for 4k"
Haven't seen that many Legions - and contrary to what quite a few people around here seem to experience I get a DC/suicide-on-first-hook in roughly one in then matches. Though I've seen more DC/suiciding than Thana Legions. So I guess DC it is.
In the same boat. Seeing a lot of Thana, but not that many Legions. Occasionally seeing a DC, more often than a Legion. Slugging though? Not sure some of these killers could get a legit 4k without slugging the second to last survivor to prevent the hatch from opening. 😂
-
Not voting as it isn’t really clear wether 1 or 5 is most of least excited; however, I’d love to have the Headless Horseman in the game, as it’s own unique character or even if it was a Legendary Skin on an existing killer (Pyramid Head perhaps).
-
The killer role is enjoyable primarily due to the variety of mechanics between the killers, from the Dredge’s darkness and locker teleportation to the Trapper’s traps. I do prefer survivor though, merely because it feels challenging and rewarding to win (escape with as many people possible) where as the with the killer, it feels rare not to get a 4k (or let the last survivor go). It’s this reason that I actually think I like the lower tier killers more than the higher/meta ones.
-
I’d really like to see Tangina Barrons from the Poltergeist movies. She’d be an awesome addition. 😅
-
Didn’t vote (yet), but the space-themed killer idea immediately made me think of what they could do with the bug-eyed aliens from Mars Attacks, lol.
-
I’d love to see a Elm Street map and Robert Englund Freddy (he should’ve been used from the get-go imo), but I’d be happy with just a more classic Freddy look. Hated the CGI-looking version we’d gotten in the latest revision of the movies, but it made sense at the time given the marketing etc.
-
DCing to avoid death is pretty cringe-worthy, but so is the killer that slugs a survivor when there are only two left just to avoid the hatch opening or slugs the all remaining survivors and just waits rather than hooking. It’s for that reason that I’d say leave it as is. Heck, they should offer a surrender option if slugged for 30 seconds or more (bleed out faster?) if the killers holding the game hostage.
-
@Jam_Jam_101 said:
https://forum.deadbydaylight.com/en/discussion/comment/3080060#Comment_3080060
As someone who plays swf quite a bit with my friends (for fun we aren’t competitive most of the time) it would ruin the fun if I just got to play with one friend at a time
You’d still have access to Customs though, where everything is already unlocked. Then you just need a 5th friend and you can rotate the killer, even trash talk to your hearts content if they’re alright with it.
-
The thread was started prior to the last patch. Give it a go now. I’m a survivor main (having only really worked on the Pig, Clown and Tricker with the intent of doing the killer side after T3ing my survivors). With the complete overhaul of the prestige system and the pendulum swinging in favor of killers, it seems far easier to achieve the adept killer trophies now.
As an example, I got Michael Myers playing him for the first time ever on my 4th match. I’d gotten the Evil within on the 3rd match. I’d gotten it with Leather-face on my 2nd match (again, playing him for the first time ever). I was also intentionally trying not to tunnel, didn’t face camp or slug.
Note: I’d gotten both these killers to 50 prior, with the intent of only prestiging them once I’d used up their exp bonuses. Fortunately you don’t lose those now, so there isn’t much point in waiting to play them anymore.
-
It seems like some of the killers are letting up a bit today. I’d only played two matches in which the killer tunneled the first two hooks and then eventually slugged me to hunt for the other survivor. Ironically both games involved Oni players (different ones) and both games were not fun. The slugging at the end to achieve a 4k should really be punished somehow and the slugged player should be able to bleed out faster or conceded if there on the ground more than 30 seconds to prevent this behavior. This would give the reminding survivor a chance to hatch out when the killers attempting to block normal gameplay.
The first two days after the patch though, forget about it. I’d given up entirely on SoloQing and switched over to being a killer, trying not to be a jerk in the process (only switching that stance when playing a toxic survivor). That being said, with the exception of one game where I was playing Bubba the first time, every game was a 4k or would’ve been a 4k if I didn’t let the last survivor go. Eventually, either having “no challenge” as the killer or no escapes as the survivor is what’ll out an end to the fun completely.
After taking some time to think about my strategy on the Survivor side, I’ve started running a Gen Jockey build, which seems to be the only counter to the current patch. I’m doing that, I’ve been able to escape more often, even achieving a few 3-4 man escapes, but this is only possibly when the killer isn’t tunneling, face camping and slugging. Unfortunately this kinda sucks as it takes alway a lot of the “build variety” this patch was suppose to offer.
-
That seems like a fair adjustment and I like the thought process behind it. Running along the same lines, It’d be helpful to see how many meters a survivor is away from a hook, possibly letting you know if someone is running to the rescue. Utilizing this with your idea, it’d also let us know whether the person closest to the hook is being chased by the killer.
-
@Reshy said:
https://forum.deadbydaylight.com/en/discussion/336249/new-patch-is-garbage
Survivors will adapt to not having dead hard.
Nah, there is a large group of us that didn’t bother we exhaustion perks at all. This patch swung very heavily in the favor of killers, with the game being just outright not fun for SoloQ players due to the patch in combination with tunneling, slugging or face camping. The first two days were pretty brutal as ever killer seemed to tunnel until two survivors were left and the slug one to hunt for the other, but it seems like some killers are starting to let up while the most toxic (guessing you based off the adapt or die mentality) need to be penalized for the behavior.
-
@SoloQKev said:
The day the update came out was rough in solo q so actually been seeing people run full-gen builds, so I might...
It’s the only card we have left. I used to enjoy running different builds, mixing things up, but unless you’re a Gen Jockey, the chances of escaping as a SoloQ survivor are pretty abysmal.
-
If you’re honestly struggling with Prove Thyself after all of the changes that BHVR made in favor of killers, pick up Discordance. It’s like the perfect counter to the skill. But no, Prove Thyself should stay as is given the ridiculousness of the current patch.
-
Dredge is the obvious choice, but aside from “it”? I’m really digging the Ice Princess Mikaela. It seems like as a whole, more effort went into group A.
-
I’d rather BHVR remove SWF groups all together or limit it to just duo groups. That way the killers would stop complaining about survivors bullying them (or possibly just own up to being bad) and the survivors wouldn’t be able to use comms. Then we could roll back some of these ridiculous changes.
As someone who Solo-Queues 95-98% of the time, I’d have no problem losing that feature. If I’m able to get a full group of four that want to play the game, I’m able to find a fifth person and just play customs. It’s more fun being able to trash talk a killer you know anyway. 😅
-
@Elcopollo said:
Survivor-wise I've been almost exclusively solo-queue player since January 2020. At the time of the update I was Silver 2 Grade with 0 pips. Right now I am Silver 1 Grade with 3 pips. Which means I "ranked up" at least 8 times since the Mid-Chapter went live two days ago.
I see absolutely no difference in the gameplay. Random teammates are just as dumb from time to time, killers are just as eager to camp, slug and tunnel even if they are Nurse or Blight with 4-5 gens up. Nothing has changed there. +10 seconds on a gen and most killer-perk buffs are almost negligible. Killers are still loopable and outplayable. The game quite literally feels the same gameplay-wise as before the update. And I genuinly don't understand what people are whining so much about. I get the feeling most of those complaining are just sad that they don't have an easy band-aid fix to any mistake 24/7, which Dead Hard pretty much was. And now they can't even escape without it.
Solo-queue wasn't "killed" or made worse. It's same as always. The only difference is that killer feels smoother to play and survivors have 2 less absolutely bs perks, which Dead Hard and Decisive Strike always were. Good riddance, I say. Lithe, Sprint Burst, Unbreakable, Adrenaline, Prove Thyself, Boons, Off the Record, Lucky Break, Kindred, Deliverance are still there intact. BT is now basekit and buffed. Although you can still be tunneled - you can't just as easily get "farmed" off hook anymore. And rushing gens isn't any less easier than a week ago.
I literally see no problem with the update. Apart from me still being a bit sad about BP bonuses removed from BBQ and WGLF.
Might be playing with newer killers yet at that grade, seems fairly inconsistent to those playing at iridescent levels.
-
@lambdabr said:
Look, as a survivor main, i never won so many games like i did yesterday. I really don't know where this negative feedback is coming from. I loved not being tunneled till death. Everyone can now play.
Somehow guessing you’re in lower ranks of play yet for matchmaking. Seems like there’s only sweaty tunneling, face camping and slugging at iridescent ranks (save for one match). Giving up on SoloQing as a survivor for a while and prestiging my killers in the sort-sightedness of this patch.
-
Agree entirely. I’d want this for the killers that slug one player to hunt for the other, or in the case of a particularly toxic match last night, the killer slugs both surviving characters and then just waits. Had I had the right perk, I could’ve picked myself up, but the process would’ve continued to rinse and repeat even if I got the other survivor up. Killers shouldn’t be rewarded for this kind of behavior at all.
-
It’s too easy for killers to keep up Gen pressure now. Once you’re down to the last 3, no one is escaping if there isn’t some distance between them or if the killer can teleport, not if the killer is half way decent. Patch is rewarding toxic behaviors and bad gameplay while punishing anyone not coordinate on comms.
-
@Crowman said:
The update is a few hours old and survivors to an extent have to relearn the game (which favors killers) since all their strong meta perks got nerfed. People are literally overreacting over an updating intended on boosting killer kill rates is doing just that.
Nah, as someone Solo-Queued 95-98% of the time and went out of my way not to use meta perks (switching things up by using different characters with different perks), this isn’t the issue. I’d survive a large number of my games pre-patch without an exhaustion perk, using mostly loops. Post patch, the loops still work well enough, but it’s damn near impossible to counter the Gen pressure of any killer, let alone those that can teleport, without comms to coordinate and preserve which Gens you’re doing to keep enough distance between the generators.
The issue seems to be that the patch gave killers an easy mode without penalizing face camping, tunneling or slugging. Meanwhile, I was able to pick up the Evil Incarnate trophy (supposably the hardest killer trophy) after 3 tries as Michael Myers having never played him before and an achievement that I planned on doing last, after I’d Prestiged all other killers. I was able to pull it off with just his three unique perks to boot without I using any of the aforementioned toxic win strategies either, suggests the pendulum swung waaay to far in the killer’s favor.
I hope to be able to Solo-Queue again eventually, but I guess I’ll finally be working on killers and playing Survivor in SWF groups until they fix it?
-
Yeah, giving up on SoloQing at this point, which is what I did 95-98% percent of the time. I’ve always had more fun playing as a survivor as it genuinely felt challenging unless you went up against an inexperienced killer.
I’ll admit, some of the weaker killers are more fun now…I guess? My problem with playing killer has always been that it is too easy, which gets boring (even at iridescent rankings). I’ve been slowly working through the killers to get the adept trophies.
I decided to try Michael Myers for the first time today (having got him to 50 before the patch), I was able to get both the Shape Adept and Evil Incarnate trophies in 3-4 games, the latter of which is suppose to be the hardest trophy to achieve as I understand it. This is likely due to the changes in Spine Chill, making it easier to stalk survivors, but I was able to keep up Gen pressure with 4 Gens left when the match ended. Was it great to knock out those trophies? Sure? Will it continue to be fun long term? Probably not, especially in playing “Meta” killers.
-
“A game about fun should be balanced around fun for ALL players.”
This about sums it up. It seems impossible to finish the last generator, even if you happen to make it with four survivors unless you’re on comms, which’ll be rare as it seems like killers are tunneling, face camping and slugging more than ever.
I’d rather they dial back the changes and remove SWF than continue to play the game in its current state as a SoloQ player or have to wait until four friends are able to get online. Even then, in the game’s current state, I’d rather play customs with friends than play with these toxic killers. This update may’ve removed the toxicity of some of those SWF groups, but it seems to have brought out the absolute worst of it in the killers.
-
Just an additional thought, if SWF is truly the reason for dismantling fun for solo-queue players, you could also just add comms to the game, starting in the lobby, so that solo queue players have the same advantages that makes these changes worth-while.
-
Just jumping into echo the same sentiments. The game is a lot of fun when the killer is actually decent without using tunneling or slugging. I played a total of around seven matches last night, won two (one was when a killer was nice and let everyone go, the other was when I lost the killer via A shadow step boom totem and was the only one to survive). This seems to have fine-tuned the game in the wrong direction as the reverse was true prior.
I can generally deal with tunneling, but it gets to the point that the game is very stale when just about every killer seems to be doing it. The slugging is absolutely ridiculous though, especially right at the end of the match. Based on the lore, the entity gives the survivor a way out if they’re the last survivor (the hatch), it shouldn’t reward the killer for slugging one player and leaving them to find the other or tunneling that player as soon as they’re revived. The Entity should resurrect the player after 30 seconds to continue the thrill of the hunt or something. It’s gotten to the point that if I’m the player slugged, I’d rather disconnect so the hatch opens than let a toxic baby killer get his additional points.
As someone who rarely plays SWF and always tries to unhook other survivors, I generally always had fun unless paired with survivors that weren’t team players (unhooking, taking protection hits etc). If the over-tuned killers advantage is due to SWF, just roll back those changes and remove SWF or, like the thought to prevent slugging (entity resurrects a survivor), add a penalty to the generator repair speeds if the survivors pop two gens too quickly in the match. Again, if everyone is participating at the Entity’s behest, then it wouldn’t have an issue doing this to keep up the entertainment.