Best Of
Re: Again, killer ping advantage
Back when hit validation was changed, it made sense. It wasn't the same game. But now that we've shifted into such a strong Killer focus, it's really made it unbearable.
Re: Should the pregame lobby be removed?
Just make it so the killer can't see the survivors, their items, or their profiles; but instead just a shadowy outline signifying that somebody is there. That's really the only fix that's needed in my opinion.
Re: Should the pregame lobby be removed?
IMO players should have some time to adjust their builds based on what they see other players bringing - but I would be fine if that counted as part of the match and you couldn't leave once the initial lobby locks in (to avoid backfilling, lobby dodging, etc). I've previously proposed lobby dodging be met with a penalty similar to (but slightly less harsh than) disconnecting mid-game. Maybe going further and treating it exactly the same as disconnecting would be fair.
Re: A big thank you to the community
why would they do that tho
the pretty girl would've brought in more sales.
Re: Damn playing a low tier killer is Horrible right now.
The average gen completion time for all five gens in a match where all five are completed (49% of all matches, which also establishes a minimum overall win rate for killers of 51% of matches, as a fun aside) is about 8 minutes. This time frame may or may not go down for "high mmr" matches, we can't know for sure because BHVR hasn't released that stat. That simply doesn't leave enough wiggle room for small inefficiencies to add up in a meaningful way. Even if we say they add up to 20 seconds I would bet you could find 20 seconds of inefficiency in how the killer played that match and I bet you could still find another 20 seconds where the swf team was playing inefficiently.
How we play colors how we see the game, I mostly solo queue so I see how bad it can be and how good it can be. I play killer, I'm not great at the role but maybe I'm OK, when I lose I can typically point to something I did wrong and I regularly still win when I feel like I played terribly and when gens feel like they are flying. I swf rarely and only with more casual players (the less casual players I know are on the other side of the world and no level of skill is saving you on 170 ping), so not a great indicator of true swf performance, but I do still see what comms helps me with most and it isn't gen efficiency or gen speeds or the usage of any multipliers. Its coordinating plays against the killer in chase or around saves and tunneling. Telling them where to pressure gens helps them but it wouldn't be as necessary with better players. Highly coordinated swfs call out three gens but those players already know the maps well enough to have a decent idea based on the map alone or where they can currently see gens. They often have a death spot but I have figured those out solo as well, its easy when you already have an idea where the gens are, its literally just as far away as possible.
@crogers271 Covers it better than me I think, there just isn't anything unique about using gen perks or standard gen efficiency in a swf that it could explain the discrepancy in escape rate and its really not a huge difference, certainly not as massive as you would think from the way people talk about four mans. You're not gaining any real additional advantages that you can't already get as a solo that plays well. It other perks and other areas of the game that truly benefit from comms.
Re: A big thank you to the community
Lol people were accusing them of rigging the vote the first time around for the young girl because the page formatting meant alot of people couldn't see the elderly lady and red haired guy were options. Now they're suddenly rigging it for the old lady? This community is funny
Re: Should the pregame lobby be removed?
Yes. It serves literally no purpose other than to give killers an advantage. Friends can coordinate builds before they queue up. The biggest advantage would be the time we'd all save. More time playing and less time spent waiting while people on both sides dodge.
Re: Survivor gameplay and item rework
16 perks in 1 game against 4 killer perks that always come with a downside, and on top of that 4 items and 8 addons that can heavily impact the game.
Nothing in an asym can be compared directly. Make gens take 20 seconds and you could give the survivors 0 perks and it would be survivor sided, make gens take 3 minutes and giving each survivor two more perks wouldn't make up for it. Everything gets factored in, map sizes, types of loops, what and how many pallets spawn, etc.
My idea is to give the killer a 5th perk out of a select pool of perks that stays on as long as there are 4 survivors alive in the game.
The idea about making the killer stronger in the 4v1 gets brought up a lot. I'm fine with it, actively encourage it even, as long as we boost survivors in the 3v1.
2nd would be to take survivor addons out of the bloodweb and make it to where you can't bring addons into the trial.
Practically speaking, it would never happen, because the game relies on the grind which needs clutter.
Survivors should only be able to bring base items into the trial and upgrade them during the trial through various actions.
An interesting idea, but you're basically making a completely different game at this point which would require reimagining items, perks, and the whole game flow.
The killer is often times left hoping to create enough pressure in order to stop survivors from ending the game fast, and most of the times the only way to do that is by forcing the killer to slug or tunnel
Sorry, but the ideas would ultimately be hated by killers because they would strengthen SWFs. The more variables you introduce into the game, the more valuable coordination is going to be. You'd have a massive disparity between soloq and SWFs.
