Yossarian
Yossarian
About
- Username
- Yossarian
- Joined
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Comments
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@se05239 said:
@Terrortot said:
I would love an actual killer, but seems game is being developed in favor of competition. Which means having to deal with balances on both sides until no one is particularly happy and leaves for a new game.I would love for this to have a consistent horror feel like when i first played it, unfortunately its feeling more and more like any other competitive game.
The balance of the game should be tilted to the killer's side of the playing field.It's an asymmetrical game.
Letting killers have 6 slots would further create that feeling of an unevenness that should be native to this type of game.I agree with these sentiments almost 100%. I'm not sure it's definitely the one fix the game needs to make killers clearly favored at all levels, but it doesn't even seem radical to me on its face because at every level of play you still encounter extremely coordinated SWF teams who rush gens like ninjas and basically have no fear of the killer whatsoever.
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@se05239 said:
Just bumping it as its still being relevant.Co-signing this idea.
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There's two scenarios I will camp as a killer and this change doesn't do much to affect it.
Once survivors demonstrate they are going for insta-unhook. I can't tell you the number of times I've started off 5 feet in another direction and immediately had the survivor unhooked. So basically, that kind of behavior says to you: you can't let these guys alone for a second because they are going to swarm a hook the second you leave it and not go for gens. It makes no sense in these cases to not keep pressure on the hook.
SWF teams that completely outgun you with perked-out builds, 5x the playtime hours, trolling, BMing, bullying, etc. Basically where it's a complete unbalanced mess and one of the only ways I can retaliate is to tunnel and punish at least one person from their crack team at any cost.
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The fact that hatch interrupts get a shout-out during load screens as something that particularly amuses the entity is kind of hilarious because it's like saying "winning the lottery particularly pleases the entity." I would love to see stats on what % of games a hatch interrupt has ever been successfully performed. Spoiler: it's a fraction of 1%.
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I've heard this suggested before but really support this idea. The game really could use a mode like this. I honestly wouldn't even mind if killer and survivor picks were also random in this mode. Ideally one of the outcomes is also base perks only against base perks only.
IMHO there needs to be some kind of mode that makes a serious attempt at leveling the playing field between players of different experience levels. Granted a swat team of survivors is always going to beat an inexperienced killer (and vice versa) but when the perks are completely stacked against you as well it makes it even harder to legitimately learn anything from the match.