Mikay
Mikay
About
- Username
- Mikay
- Joined
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Comments
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I absolutely agree with you! Lights Out would be so much fun in custom/kyf ...
I'd really love to see more customisation options for kyf like special game modes.
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@RFSa09 said:
like, it literally kills the concept of build, and if the killer is using 4 aura perks he can´t do anything about gens, if he´s using 4 slowdown perks he can´t do anything about ´´immersive´´ survivors, you know what i mean?
Yeah, I know what you mean and I get all your points and I'm very thankful for your opinions. They let me second guess this idea, but nonetheless I think it has to be done something about overpowered/ meta builds. Only relying on the same perks/ perk combination isn't healthy for a game on long terms. I'd love to see more varience, only playing against the same bunch of perks because they work well together is kinda boring.
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@pigslittlepet said:
I don't want to just stomp on your idea because it has merit from a balancing perspective but players who have spent thousands of hours leveling up and unlocking perks on everyone suddenly being told they cant bring the build they worked so hard to unlock? We would see a massive departure of players. Me included probably. For example I love running 4 aura reads on pyramid head. Overpowered? Not even slightly. But extremely fun for those snipes. Same principle applies for other builds too. If your objective is too limit just overpowered builds I would suggest instead reworking all the perks individually so they can't stack together.
Ok, I see your point. But other games have changing limitations, too. For example trading card games: you buy cards for a lot of money and suddenly they are forbidden to play. Annoying, yes - but you find a way to play around it. Or online RPGs like Guild Wars 1 - they changed a lot of skills during the active times and forced the players to think about new ways to play.
I get that some builds are incredibly funny to play with specific killers and surely some aspects may be aside when playing a 4-aura-read build but then again I see such builds exploited by tunnlers or an absolute wall to play against für people being new to the game. I know, that's a whole new topic I don't want to go in deeper...
But what's for sure: there are a lot of perks that need a lot attention and rework...
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@Seraphor said:
I don't think this is an avenue they want to go down, as it limits player freedom.
Everyone gets the same four perk slots, four chances to improve their abilities. If someone wants to go all in on one aspect, then they're missing out on the rest. It also self-corrects for this, the only issue if whether or not individual perks are properly balanced.
Preventing this would be the end of things like Endgame builds, Healing builds, chase builds, gen-jockey builds, etc. And instead we'd end up with an even more restrictive met where everyone plays the best Exhaustion, best Healing, best anti-tunnel, and best repair perk, every single game.
A killer playing 4 aura perks is a killer playing no endgame, no chase, and no regression perks. Not to mention all of the perk synergy, such as Lethal Pursuer and it's effect on increasing the duration of other aura effects.
yeah, the focus on only the best perks might be a big issue there, that's right. maybe limit on 2 instead?
But I don't think it's that bad for the game to bring some fresh winds into the existing builds at all. I mean, every new chapter we get 3 new perks at least, the amount is getting more and more horrible and the options to exploit some perks increase. Nearly every new chapter there is a new balance issue and limiting the freedom a little bit might rebalance it.
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Like I said... balancing - so some games are not way to one-sided.
Srsly, killers playing 4 aura reveal perks or surviors running 3 speed boost perks .. that's not fun at all.
There are so many perks to choose from
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In my opinion, this is the perfect example of how unbalanced the emblems are, compared survivor vs. killer. Maybe the devs take this as a hint to change something in the point system.
It's really confusing that a killer still can get way more points than a survivor, even if he didn't kill a single one. Sure, chasing brings a lot of points, but compared... meh.
I'd love to see a "teamplay"-emblem for survivors. They earn points when they are doing something at the same time - being chased when someone is on a gen, cleansing a totem while others are healing someone... something like that! It would encourage more ppl in solo-q to actually participate as a team and not wait out the other last team-member, so they can get the hatch... but that's another story - but I think the current emblem-system need a rework...
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I had the exact same problem today on switch.
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I‘m not sure how this could work, but I like the idea of a gamemode with certain rules.
I for exampe would like to suggest gamesmodes like …
- only „character-own-perks“ & every survivor and item just once per team
- no perks and items at all
- specials „events“ during the match like sudden fog or entity traps,… something that brings a twist to the game, that causes a distraction on both sides
Needless to say there should be daily rituals for the gamemodes.