Best Of
Re: 2v8 always genrush
I dont think the problem is the gen rush but the amount of ultra safe pallets in the map. The amount of safe pallets are so broken i dont see even a reason to use the scout skill to repair a broken pallet. The game already hands you down so many pallets that survivors are just camping pallets.
Thats why the only killers are decent are the ones that negate that like Nemesis. By the time you uncloak as Wraith the survivors either sprint burst away or are at a safe pallets
And then you have the skills for survivors being in general way way stronger then those of killer like a 30 second cooldown for team sprintburst? Compared to the 60 second cooldown for brute skill lol.
Re: 2v8 kinda boring
Almost no one is doing insta-heals because medic is boring and requires heavy coperation.
Dont ask me why they made it on command. I dont like it either.
I didnt want guide to be gutted to be a troll class, the killer mains complained about genspeed and then reworked it.
The tonic can also buff killer, idk why everyone pretends like only survivors can use them. You can use it too, with your team and get rid of it.
Its not supposed to be killer sided, if you wanna torture yourself, to go 1v4. Theres plenty of sweats there.
Playing 1v4 barely requires any skill to win besides "run better perks/killer".
Re: Why Generator Completion Might Feel So Fast Now
Are you 100% sure this is something you really want to toss in here? Survivors get skill checks so… what are you proposing? Lose the skill checks? I wouldn't be opposed I guess. But what then? Gens are the most boring part of the game other than being slugged. If this were to make gens more interesting, we might have something lol.
Re: Damn playing a low tier killer is Horrible right now.
The math is actually very simple: percentage repair bonuses increase progress per second of repair time. If coordinated teams spend more total seconds repairing simultaneously, those bonuses apply for more seconds
This might make sense if infinite gen time existed, but there are only 5 necessary gens on the map.
You complain about deja Vu specifically, which is a 6% increase. That saves 5.1 seconds off of a single gen if that gen is one of the 3 selected and that survivor completes the gen from 0 to 100%
It doesn't save more time if that survivor is solo or in a group. It's saves 5.1 seconds max. Period.
Which is why stuff like this doesn't make sense:
The comparison variable is total coordinated repair time. Apply a percentage bonus to a larger amount of repair time and you get proportionally more total progress. That’s the math being referenced, not a hidden spreadsheet somewhere.
Gens are fixed times. The maximum bonus is already the worst case scenario here. There's no "extra gen time" on this percentage.
What you're really wanting to complain about is survivors being efficient, which still isn't necessarily a group problem. Solo survivors can be efficient, and grouped/SWF survivors can be inefficient.
Your entire argument here is completely flawed because of this one fact:
You are cherry picking one stat from this take and ignoring the overall statistic. Overall, SWF is balanced now.
Roughly 40-42% for the entire population, regardless of group size, and the largest escape rates being held by solo survivors.
Because you, and many others, see this chart and only focus on the number you want to see: that the smallest group of players (4 mans) in the highest skill tier of the game (top 5%) escape slightly more than the rest of the 99.5% of the population.
But that's all we're talking about here: maybe 0.5% of the population. Since 4 man SWF is about 10% of all players, and "high MMR" is already the top 5%, so 5% of 10% is 0.5%. probably not exact, but we're still taking about far less than even 5% of the total population here.
Which is really sad, that with maximum skill and extremely high level of coordination that players can still almost-but-not-quite achieve a fair game.
And we should never be balancing solely around the upper-most, top end of anything. Otherwise we need to discuss win streaks also. You don't balance for that, you balance for the overall population. And the data shows that they have done that now.
You are working backwards for this entire encyclopedia of text, starting with your decision that survivors should be nerfed, and you think gen speeds perks are the issue, and coming up with anything you can to try and rationalize that.
Re: Exhaustion perks nerf idea
A good idea. May be also forbid for swf to have all of them dead hards and decisives only one perk per person
Re: Oni is too strong and too common in 2v8.
Pretty much healing places create blood banks and if these are easily accessible than its fast power up gor the oni and he is going for deffending gens so it helps his objective, as you say if people healed in cornes he would have less powers charged or wasted lot of time when getting there.
I had have many games against oni and he is just better/ easier (more easier than better) billy but his power is timed so shen he runs out he is weak and many people give him multiple instadown hits while doing gen or healing which I dont understand (if you have endurance and force him to hit you he looses 7 seconds for instadown hit and is slowed down but not many people know this smart play).
Re: Oni is too strong and too common in 2v8.
Just playing escapist counters him directly or wastes his power a lot (escapist has shortest power cooldown so he can pick the fastest).
Re: Cheater Epidemic 2v8
Yup. Happens every 2v8.
2v8 brings out alot of cheaters since its a much bigger "f u" to the killers because they know you had to wait 20+ minutes in queue.
chances of running into a cheater is also doubled since theres double the survivors.
Re: Cheater Epidemic 2v8
i got an ace named cheesehub multiple times on my team yesthurday . When the match starts the gates are opened allready and everyone just leaves . Real lame .
Re: Cheater Epidemic 2v8
Best remove the username from your comment. Naming and shaming is against forum rules

