Youkari
Youkari
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Well, Gen rush is mostly apparent as killers not getting rewarded by defending gens purely except for Gatekeeper but frankly it's more of a double edged sword doing so as it is;
most killers can only pressure one or two survivor at the same time while the others are safe and free to do what they want.
I made a topic regarding fixing both the repair speed as well the hooking/bleedout mechanics as these seemed outdated as well in my opinion. But core issue as of now killers barely get any real reward for purely defending gens except for trifactors/quadfactors. they're still too much bound is on hooking survivors wich is due the chase mechanics of the game wich can take much longer than necessary but killers are mostly forced to commit as otherwise they get no progress by itself;
found a survivor and wounded em then kick gen = 1 gen defended and slowly regressing as wounded survivor can return after 30sec selfcaring as the other 3 may finished 2 gens by that time. It's by itself pretty harsh but may more reasonable if there's a timelimit the killer can take value out if by buying time wich isn't the case as of now wich is the reason most killers struggle hard for progress on higher ranks. Cuz most ways for killers to win is by snowballing hooks wich is hard to utilize for most killers and reason Nurse, Billy and such killers are so favored as of now.
Not to mention the 2 left hatch stealth "meta" i also mentioned here...
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I mostly agree to these suggestions, most of all removing the healing aspect of fountains. It's actually hindering her playstile alot; u can't wound survivors normally, u have to dedicate fully on the chase cuz otherwise they 'insta heal' on fountains instead of healing themselves. Some go as far to intentionally infect themselves to heal up... wich also works against survivors as they not get any altruism cuz they barely heal normally.
Of course by using fountains u give her the chance to become a supriour huntress but first she's time restricted and second due the reset mechanic if all fountain are corrupted u may heal way more than she can dish out damage.
Also as sidenote; i hate the Plague in concept as she's not living up to the big name of 'The Plague'. If i can spell my mind freely, her infection should cause all kind of debuffs like mangled, blind, exhaustion, even hindered and reduced action speed AT ONCE! It's the Plague we talking about, i don't mind giving her a movement to 110% debuff if i can enjoy applying all these nasty stats at once on my prey. And her corrupt vile should also still infect.
Her spread mechanics are nice definitely, but let's face it; all what infection does is putting people in broken state... wich is honestly pretty underwhelming regardless the threat it poses, i prefer a Plague applying multiple ailments like a marbols bad breath of the FF series. Am i the only one here?
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My suggestion; if the killer uses a hex perk, then all totems are lit in the survivors view but only the killer knows wich totem is the real one.
That way survivors have to guess and randomly cleanse totems if they want to destroy the Hex. With that they either waste time on 'dull' totems or killers can mindgame with traps or builds; TotH would be scary if people stop cleansing if they hear the terror radius maybe accidently exposing themselves out of fear, HG would be the ultimate totem trap as people maybe cleanse through 'dull' totems till they hit the jackpot of doom...
All this is a mindset example and should also be pretty easy to program it.
Another idea would be to decrease the light effect or put a grassy area around each totem for additional camouflage.
Another suggestion would be giving Hex perks a lingering effect after cleanse like HG, so even after a early cleanse the effect may stay for a minute but it can't gain stacks or such anymore till it finally fades.
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5th perk slot sounds fine; but only for survivors.
Killers however need more perk slots like 7 i'd say. My reasons;
As one mentioned before killers have way too many necessary needed perks to keep up with some flawed core mechanics... or flawed killer settings.
Another reason should be killers are supposed the power role... 'supposed'. Why they have the same core menu like survivors?
Speaking of classes on survivors; in a aspect i understand the request to 'force' survivors equipping their respective perks so killers have it easier to destinguish survivor roles... as it's frankly speaking would be utterly useless.
As a killer main i don't care what survivor i'm chasing; in mayority all have their crutch perks anyway so i'm grateful people use their survivor for their liking... otherwise we'd be flooded with Megs and Claudettes cuz they carry the most used crutch perks... wait aren't that already the case now?
So giving em a 5th perk slot only already enough but that's just my opinion on this matter.
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even as killer main i loathe 3-1's... it's both not fair for my prey as well i gain less BP out of this match (650BP not covers the additional hooking BPs not mentioning the BaC stack u're loosing that way).../ there should be a vote option to restart the match from lobby in the first few min after match started if there's a dc happening or a bonus BP gain for all other participants
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jup, Legion is the best killer even NOW! let me explain: each killer has it's own style, either laying traps to endanger ares, sneaking up undetected, chainsawing/EW3ing em for instantdowns... or 'teleporting'... but Legion is different; he's a territorial killer... / the way i play Legion is purely on 3-4 gens lockdown in a area, his whole kit works for that... and as time progresses, pallets are gone in this area, items are used up and most importantly the focus of the survivor PLAYER drains over time... / i'm a sadist, i love toying with my prey and Legion just works out for me, especially he's the perfect anti-genrush killer; just defend ur 3-4 remaining gens cuz it doesn't matter how fast they done all other gens, cuz as long they can't fix the final gen it's the same as u got 5 gens at the start but with a smaller map now... / just toy with em, harrass em until they realize how powerless they are cuz what worked against other killers not work on Legion; he deals with every survivor in his radius at once unlike most killers, he got nearly best tracking in his radius, he forces a passive lethal ailment forcing survivors either to spend time or get themselves downed, and with the right perks: thanatophobia, overcharge, monitor&abuse, PgtW or Sloppy butcher u annoy em like hell while upholding ur defense... / ofc that playstile isn't for everyone but THEN play another killer that fit ur style, u hate runing around placing traps wich may never trigger then u not play Hag/Trapper right?, or stealthy plays too boring? no Pig, Wraith, Myers for u correct?, direct approaches like a boar makes u think u brainless? i doubt u main Hillbilly, Leatherface, Clown and many other killers... long story short; in terms of objectives in the game, Legion is the best killer in preventing survivors progressing their own: however be prepared for LONG games but if u care about the outcome of a game then u always get at least 3kills
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i rather would see they scrap the bloodweb system altogether and give a more expensive but KuF menu like skillshop, the grind is not the issue; the RNG is... / giving players control how and when to obtain perks/add-ons would give DbD a huge QoL change... / lot other PvP games got such skillshops: nearly the only one focuses on RNG, it maybe was fun upon release but now it's outright outdated... / RNG during a match is ok as all participants has the same conditions but RNG for obtaining perks/add-ons for ur build isn't cuz u mostly go 'crippled' into games unless u spend weeks to grind through this RNG hell
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i know it's hard to read... but i'm not that knowledgeable how to type here...
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i posted a suggestion thread how to change the core mechanics of gen speed and hook/bleedout for killers... i apologize for the bad writing though... was my first time writing here
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I won't go as far saying u are a bad survivor cuz i suck as survivor myself but even I manage juking or looping Legions on the fair occasion... only times i heavily fail in ur prescribed 30sec chases are either with the 3hit add-ons or i was cought up in a bad position... and flatout suck generally in chases... But i play Legion alot myself and i feel the counterplay myself: seeing no scratchmarks after a window/pallet vault or in areas with alot of corners like Haddonfield/the Game and such giving survivors chances to outjuking me.../ and 4hit mechanics always take longer than 30sec as the stun/chargetime as well position/situation needs be calculated to reactive frenzy for multiple takes alot of time by default, and if u not utilize ur bonus sprintboost/his own stun giving u more looping everytime before the 4th hit... or he passive chases u then... maybe tweaking ur playstile/perkbuild? like being more stealthy and stay away from teammates? maybe using iron will, fast and quit, lithe and/or no mither... yes no mither works strangely against Legion if u utilize the bravery... but upmost consider this: if u face such a Legion downing u so fast and precisely, maybe addmitting the fact he's a good player at core and utilize Legion to a point the majority still struggles with that. or u whine if u get EW3'd by a Shape or loopcancelled by a Clown? no and these killers require less skill and end chases faster than Legion
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@Master; i'm not dissapointed... cuz reason killers getting owned is the inbalance of tools and weaponry wich can be tweaked and fixed like DbD getting all these bandaids all the time just to 'hide' the core inbalance; RNG skillshop with snowball effect for survivors on OP items/add-ons upon escape, unlimited matchtime heavily favouring survivors and outdated core mechanics of this game like gen rush... even all these slight balance fixes made killer gameplay more fun but still not really balanced... as for LY the core mechanics seems solid, just the balance of tools and weaponry need to get finetuned...
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Isn't that counterplay by itself? If u are wounded and Legion chooses not to frenzy... then he's a frigging 110% M1 killer suffering loops... till he uses frenzy just to inflict deep wound instead and giving u more time for ur team to do objectives... all i see here is whining of a survivor who complains that Legion is a killer u can't outrun if he focuses u... BUT U ARE A SURVIVOR OUT OF 4! there's no "I" in "team" dude, in time a overcommiting Legion downs u there will be multiple gens popping up if not then ur team just suck, either cuz they all died before u or either they're not utilizing the time u buying out for them to do objectives... and that case: though luck, better luck next time. Legion has for sure the skill lowest focus at 1v1... but the expense of time to down is higher than most good chase killers like Nurse, Clown, Spirit, Shape with EW3... and in a team game like DbD killers need the hook pressure as fast as possible... wich Legion struggles as much like Freddy, face the facts pls
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and going back to main topic; i'm satisfied with 2kills per round as a killer main. giving the lore of the game, survivors don't really die: they suffer the experience of death... and respawn again at the campfire drained by the Entitus. so if survivors escaped scarred while feeding the Entity with fear and hope, or by killing/sacrificing em feeding the Entity with despair, dissapointment, grudge... and whatever; i don't care as i send my prey through hell i not care if i kill or let em fully escape with em all dead on next hook... but the community too competetive and too toxic for such lore play... and outside that lore play, DbD is crappy inbalanced cuz u mostly not reach ur 'balanced' 2kills by 'fair' means...
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Jup invinite matchtime the BIG ingame issue killers suffer: if he realizes he can't catch a survivor fast enough he has to make a choice; chasing him wasting time getting a down but giving other survivors time doing objectives... or give up and patrol gens to drive off other survivors in hope getting a easier chase but during that he's giving time to escaped survivor to go for a objective while he bought time for everyone else... Killers can prolong matches with gen defense but for what goal? None, that's why i look forward to "Last Year": that game is balanced in the core mechanics... DbD core mechanics are outdated now and need a rework... or at least a timelimit for survivors to give them pressure killers can utilize just with their presence
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Still not reasonable enough; i admit that killers who wanna use strong add-ons should invest alot in these but i'm guessing he's not talking about OP add-ons rather bout add-ons who either spice gameplay in another direction or boost ability to make killer viable at all... and worst due the RNG it's a pain regaining these for a solid constant play... as survivor items/add-ons may have limited usage it undenyibly gives em a huge boost for survival and carrying these items over to next EZ surviving games without loss or further investment does seem unfair, regardless the difference of point quality wich sometimes not far as well depending how survivor play. / I always criticised the skillshop/bloodweb system as it's too RNG focused nowadays... back then with only 4 survivors and 3 killers the perk pool was small so RNG were not as heavy as it nowadays now actually is with 12+ killers and 15+ survivors, each with 3 perks and the around 15 perks default for everyone.../ I know i jump the gun with perks while it's a add-ons thread but since both fall under the same RNG system i think it's worth speaking it out, as my improvement suggestion would be scrapping the bloodweb and using the Kill ur Friends skill-layout but u need to purchase and upgrade ur perks with bloodpoints, as for add-ons u purchase the unlock of add-ons but still pay additional bloodpoints if u wanna use them for a match.../ ofc if a survivor escapes with a item/add-ons he gets a refund in bloodpoints to make up but the RNG system needs to be removed! / RNG during a match due mapkind, maplayout, skillchecks and other stuff are fine... but not if u wanna gear urself up for the unknown trial
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Its already proclaimed from the devs they won't buff his movement speed... similar like people wanted Hag to gain 115% before her patch months ago... so even though ur reasoning is logical, the devs will rather work outside the 115% buff instead. In my personal opinion a legit choice as Legion has a strong core ability (faster movement speed on activity, overcoming defenses easily by speed vaulting, crowdcontrol tracking and passive potential lethal threat) just a slight miscalculation can make Legion next to Nurse without that skill requirement... but now he's far from being Nurse tier/high tier but also far from low tier considering the objectives for killers outside of killing... so what he needs are tweaks on his power like no harsh power reset on normal hits, fatigue duration/cooldown replenishment on manual cancellation of frenzy as well making survivors suffering both exposed and deep wound ailments at the same time getting downed even with frenzy... and maybe other tweaks we may not think of as of now
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The framerates on PS4 truly are a pain in the @$$... however it also sums down to the controller usage making 360's and similar jukes in the open so easy to utilize for PS4 survivors that i rather suggest a increased hitbox evaluation to the PS4 (and Xbox if they got same issue...). I mean DbD got no crossplatform so why not truly separate the PC and consoles versions as each has their own issues to be fixed wich could inbalance each other if one set met his desired patch... like increased hitboxes may be OP on PC maybe
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i set up a suggestion post advertising my idea of fixing the core mechanics of Gen speed and Hook mechanics... i apologize it's hard to read but i want to know People's opinion on my suggestion.
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Actually i both agree and disagree; the stamina term makes Legion strategic to utilize and gives survivors a counterplay, however normal hits shouldn't deplete his power that hardly since he's a crowdcontrol killer. But in terms of sneaking up and default chase speed in frenzy... he's heavily underwhelming. A shorter terrorradius outside frenzy would fit Legion as due his statue and posture while vaulting, Legion seems like a 'corrupted' survivor and hence should get the possebility to mindgame a aproach as 'survivor' till it's too late. As the cheetah comparsion is quite good but Legion is far from being fastest killer... even Spirit is faster actually as if her power stops she isn't suffering a fatigue stun like Legion does... so increasing his default chase speed in frenzy and/or decreasing his fatigue stun time may get him the edge in that part... but making exposed down survivors with frenzy if they suffering both exposed and deep wound should be another thing to add... even though this thread focuses on the base outside perks and add-ons but still worth of note
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@The_Crusader... I agree on the point of Legion is easy to utilize, but i highly disagree on the Nub part. If we follow ur sentence then we should declare Spirit a Nub killer as well since she's easy to utilize as well: just activate power, follow scratchmarks, listen to sound, get the down... but it's actually not that easy. And same applies to Legion: he may be fast and overcomes defenses but his power is barely lethal except of overcommitment wich takes time... but depending on the situation it's the right choice. Legion is a crowdcontrol killer and such u have a bigger pool of choices than any other killer: dedicating to a chase even with Killer Instinct popping up, hitting a wounded survivor with frenzy instead to trigger Killer Instinct to set up pressure, dedicating multiple hits on a chase or risking the stun for 'faster' down... to make ur choices the right ones rely heavily on ur experience and awareness of the situation. There lot of killers demanding skill to utilize but it requires training and solid framerates... as Killers like Trapper, Hag, Spirit, Clown and Legion demand experience of situational possebilities to be threatening. Perfect for Killer Mains with lesser reaction speed due age or other IRL hindrances... Yes Legion's power is simple to use in skill perspective, but to properly pressure survivors u need awareness of the situation to be threatening... experience is equivalent to skill
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@The_Crusader... in a point i agree with ya; Legion is easy to utilize, but i highly disagree on the Nub part. If we follow ur sentence then we should declare Spirit a Nub killer as well since u utilize her power as well without timing and just watch scratchmarks and listen to sounds. But it's actually not that easy. Same with Legion who suffers from same issues: no scratchmarks as well non-lethal ability. u need to make choices wich is equivalent to placing traps/mindgaming in chase with heavy outcome on ur performance. Legion is a crowdcontrol killer and such u need a decent amount of awareness how to assault. Sometimes dedicating to a chase even with Killer Instinct up or sometimes hitting a wounded survivor instead to trigger Killer Instinct to set up pressure or target a specific survivor to kill, it's all something wich requires alot of experience and experience is equivalent to skill. So Killer Mains with lesser reaction speed due age or other IRL hindrances prefer killers who demand rather experience to utilize his potential. And Legion is such a Killer, ofc not on scale with Spirit but similar.
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exactly; it's still a 2hit mechanic but still better having him a option for the various perks at killers disposal.
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there's alot of counterplay against Legion... first frenzy not shows scratchmarks so jungle jings or areas with many doors/walls are ways to outjuke " Legion easily. Another obvious counterplay; looping. all in all Legion is a 110% speed M1 killer and his power may look broken but it's barely lethal except Legion overcommits and extending chases to 4hit ones. ofc it may be what u call 'broken 100% downing' potential but in that time ur teammate will pop up multiple generators with ease. If not then it's ur teams fault, not the killers one. ofc Legion will be very powerful on such solo chases but in teamplay perspective he's too weak as he needs too much time downing survivors to build up pressure like most other killers. And since u're a fellow PS4 player... how can u do spaces in ur text with the XMB keyboard...?
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i made a suggestion topic of how to change the core mechanics of gen speed as well hook mechanics... i apologize though it's hard to read as it's my first thread and i still not know how to write on this forum, but it may give DbD a change as the core mechanics nowadays kinda feel outdated...
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i also suggest giving Legion a buff with exposed effect like if a survivor suffers from exposed and deep wound ailments, additional frenzy hits should down that survivor instantly then. I mean we speak about exposed effect and it's the ultimate threat killers can impose... except Legion as of now unless he's going for being a 110% speed M1 killer...
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all in all interesting thread. i also highly approve a reward system on ranked matches as well a casual matchmode. however even though the SWF problem about the third system issue seems legit on a game based on 'no communication' balance but that itself is flawed as teamplay and teamspeak nowadays are inseparable. so rather nerfing SWFs or buffing killers facing SWFs, there should be a ingame communication system added like in most MOBAs like such shoutouts: "i'm going for resque", "it's dangerous", "spotted by killer" and such to give solo players a headsup. and with that overall buffs to killers like additional perk slots or longer repair time no longer inbalance solo players.
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another thing i'd like to suggest; if a survivor suffers from exposed and deep wound as well, additional frenzy hits should down survivors instantly. It's ofc a 2hit mechanic but considering how most exposed perks need specific requirements and can be countered Legion shouldn't be that left out. also i think that power regress with normal hits throws a wrench into his crowd control capabilities so it should be either removed or reduced.
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Franklin's a 'useless' killer perk as well, just good for toxic reasons. compared that nearly every exposed perk is useless on Legion, demanding scrapping another 'useless' killer perk wich he utilize better as most killers kinda sounds crap
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especially cancerous if u play on consoles with lower framerates and survivors exploiting this with 360's since it's easier to pull off on controller. They should tweak the different versions like giving PC killers a swifter and accurate attack field and giving consoles killers a wider attack field to properly hit these hitboxes.
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as a former but skilled rank1/rank2 killer i say this to u; 360 is the cancer meta on the PS4! each time i played a rank1/rank2 match i had either 2 using 360's or everyone did. so far as i see PC streams it's mostly one or two survivors utilizing 360's out of few games and that's simply due the controller handling wich makes 360's easier as well the lower framerate on consoles wich add to the 360 BS meta i'm constantly facing. i said i was a former rank1/rank2 killer cuz i deranked cuz of that; not due genrush or SWFs, these are things devs need to balance out but 360's are a exploit of hitting mechanics wich is equal to a cheat in my perspective and i not play with cheaters.
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just seeing that i commentet on a different thread against the idea of mending needing a teammate as final survivors would fall guaranteed wich wouldn't be balanced. also after rereading it i realized i did a embarrassing amount of math calculating errors... like gens having 800 TP u get 10(!) points per second ofc... so just not take the numbers too serious but think more of the overall idea i'm suggesting. Another note: moris work that u can kill a survivor only if he reached 50% below his health, much more fair since a survivor can get hooked twice and still could have over 50%health if they're victim of farmcamping or were rescued too fast
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Hex ruin is actually one of mediocre perks and only useful cuz of scrubs like u. But instead of shoving my superiority onto u and leaving at that, i'll teach u the best ways dealing with ruin; first and best, learn hitting the great skillchecks. admittedly... it can be easier said than actually done especially on consoles as framerate seems bit inconsistent, but if u dedicate urself into it u'll power through ruin like it's nonexistent. and the best side if there's no ruin anymore or at all u get more points and progress with that. second: just hit skillchecks as normal and then stop repairing till it stops sparking then continue. It happens alot while ruin is active there can be just a few skillchecks popping up making ruin kinda obsolete. only thing u need to watch out with this strategy: always work alone. once a fellow survivor shows up the rate of skillchecks doubles while both suffer from each other 'fails' so if u see one repairing leave him alone and continue searching and if u work and one joins go and leave and start searching. works for me. and ofc third option would be finding and cleansing the totem but u need to know the spawn points to not waste time. also the perk 'small game' i assume it's called gives u notification if u look in the direction of a totem helping u somewhat. that's all it is to ruin. if it not get destroyed within 30seconds after matchstart anyway cuz either u or spawns right next to it... or shines in the bright open... coldwindfarmcough to be honest, we killer mains have more reason to complain about how are gens are done too fast or hexes are useless as they're not last long at all. so after providing u my experience and acting as a senior player of this game, i can tell u my pure thought on this thread; GIT GUT! we all had to. why should u out of all people get the easy treatment. the chief spoke, signing out...
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well if real gamers play solo or not is another discussion but i get ur point and i agree. SWFs are ofc a fundamental adding for a asymmetrical game like this but as balance and mechanics quite broken especially if survivors utilize SWFs it really gets annoying for killers who either just want to have fun and/or get a decent amount of BP. A good matchmaking makes alot of difference for any PvP games, the downfall of Paragon for example was due to flawed matchmaking and no ranking mode. I understand that this game main focus is being a casual partygame, but they should realize there alot of people seeking the competitive side of this game and should add more matchmaking modes for example; first a normal matchmaking with no affect on ranking and random matchup, as well offering decent amount of BP. second the ranking mode we now have of now BUT it should finally add a reward system to it like entering pink rank or staying pink rank after match u gain 20% additional exp/shards and BP as in red rank u gain 30% and by staying rank 1 after a match due pip or safe pip u gain 50% bonus. that way ranking gets also more purpose. then finally the KUF mode wich is actually the private mode but it would help giving it open servers as well as it's the best mode to freely use perks and add-ons to test build since it won't reward with exp and BP. and as u sign up to servers in that mode, u can choose if u go up against solo players or SWFs partys as SWFs can consist of 2SWF+2SWFs, 3SWF+1solo and the full 4SWFs... ofc killers volunteerely going against SWFs should gain a separate bonus after match like 25% since as things are now it's a huge trial and risk for killers going against SWFs. what u think of my suggestion?
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another issue what the post pointed out is that DS is a solo survivor perk, and actually it: a perk where a survivor escape the grasp of ALL BY HIMSELF without someone either flashlight, palettslam or bodyblock. he gets out by himself allowing his teammates to not give a (%#@&
and proceed with objectives... that also a big issue with DS killers have to face as how DS stands of today -
another thing i forgot to mention some people suggest in terms of exposed and second frenzy hits that once a survivor suffers from deep wound and is exposed then exposed overwrites the second frenzy hit mechanic as exposed itself should be the ultimate threat killers impose on survivors and Legion shouldn't be left out. He still needs his 2hits in frenzy and suffer double stuns, but like exposed is the ultimate lift for killers it would help Legion's struggle as many exposed effects either timelimited or need certain accomplishments/triggers to be activated whose survivors can counter or evade. But as of now Legion barely benefit from exposed compared to all other killers and that also should be fixed. ah and just thinking adding the slower movement speed debuff on survivors on second frenzy hits may help his playstile; Legion's slow but also slowing his chosen target may even it out.
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i think the deep wound status is flawed in existence. It may work on BT since it's a rescue second chance perk but applying deep wound on Frenzy with that penalty on second/multiple hits just works against him. The suggested idea of teammates mending needed to cure deep wound is also flawed as it proves too OP in terms for the last survivor. I'd suggest adding more penalting status ailments like exhaustion, mangled, bleed and/or even broken to second frenzy hits. Ofc that won't fix his downing issues but lets think of Legion's core mechanic they introduced us with them: a killer with unrivaled wounding capabilities, decent crowdcontrol, decent scouting capabilities and a bit of stalling properties. Ofc in terms of downing killing he will be worst killer cuz considered his obvious pros that HAS to be his con. But i agree that frenzy alone not helps at all and mending progress should reset and/or take even longer on consecutive frenzy hits, like the Legion dedicate more time on him then he has to dedicate more time recovering from it as well. Also a sidenote; mending should NEVER be shown by NC, the reason is simply that unlike 'snap out of it' people like to compared to it's not even remotely the same as madness3 only prevents u from healing and repairing and only thing endangering ur survival are ur randoms screams wich reveals ur location but not directly hurts u. Deep wound however is a countdown towards dying state wich is a way more penalty as 'snap out of it' and if killers are allowed to see mending with NC then either u have to stop mending to prevent em seeing u but then they 'camp' u till ur countdown runs out or u reveal urself and they down u themselves. And that's unfair as well.
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i made a suggestion post "changing the core mechanics of Gen speed and hooks" where i propose a rework of the core mechanic, wich is focused on rewarding the killer already if he downed people and slugging becomes a objective again, as well if the killer patrols and interrupts gens become more rewarding as it regress the survivor progress more effizient without making either side too OP. the core gameplay won't change but the way it goes around may. check it and say ur opinion. and sorry i advertise my thread on someone elses but writing and explaining everything again in a comment section of a slightly different section is bit annoying for me
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as one who deranked after a week of rank1/rank2 toxicity, just to enjoy this game with funbuilds and immersive killer plays again... ur post just CAME TOO LATE! XD
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just asking; is u profile contact set on 'friends only' and such? cuz if he can't message u and tell u he and the others going to farm... why should he let u life if u not participate/bring party BP offerings. Maybe that's the case as u're on PS4
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how bout adding a specific area around opened hatches were killer can outright grab and execute survivors like EW3 Myers with gravestone. then survivors either need to take risks looping killers around hatch outside the lethal area hoping a good juke to pull off or doing gens like normal and hoping killers either not hunt em or if so not finding em giving em opportunity for escape. It ofc still not favours killers but in most cases for hatch stan-offs u did a good jod as a killer in total and in this last trial like if the survivor is so good staying that long against you and then outwits you as well on this hatch stan-off... then he simply earned it and u still got ur 3k... well in most cases
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not to mention the unfair inbalanced snowball mechanic survivors have over killers; bringing super strong items with add-ons whose give huge advantages on a already favoured survivor meta to escape and upon escape they carry over said items with add-ons with the bloodpoints gained with these! while if the killer uses his strong add-ons regardless how he performs and the match end; he'll loose these add-ons excep bringing offering and if he do, survivor either dc or not giving a game most the time making the loss even more frustrating as regaining these add-ons is so luckbased and frigging expensive that it's also a reason why killers are weak is they can't use their good add-ons as freely as survivor can i mean, only ways a survivor looses the items with add-ons is either fully using em up wich no one does, dropping em and escape wich only happens if killers run Franklin's wich is just a toxic perk with no support for killers that's why it's barely used except for toxic reasons, and if they die without offering wich is the actual common thing! However if people are in SWFs a friend can pick up said items with add-ons and escape and THEN give it back over to his friend in the next game... yeah... nice balance...
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... nice trolling topic... and the real stupid one here is myself leaving a comment like here but u'll NEVER how stupid others can be taking this seriously! I approve ur effort and mindset for posting this... always love some decent sarkasm
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in general i approve to most of these changes; changing and reworking spawn locations would be a dream come true but may be taking alot of redesigns and hence programming. My proposal: adding two more totem to the roster, as well if the killer use a 'active' hex perk, all totems are lit for the survivors view but only the killer sees the real ones. That way is easier to implement on the programming side as well is a decent bandaid until they make the full map redesign and the mentioned payback/lingering effects if they want to implement these wich i however doubt they're going this far
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wow... writing it on the PS4 really screws up the space bars without , and ! . i apologise if it's hard to read, it's my overall first thread here...