This outlier situation shouldn't be possible...
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So I guess you are not allowed to miss a single hatchet? While survivors can do a lot of mistakes and still easily win? You can always dead hard, run into killer after getting unhooked and just use DS, use Sprint Burst whn your positioning is bad etc etc. And "Did you miss a hatchet?" answered with "Yes, I missed 1/2" means you deserve to instantly loose.
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I had a fly on my screen.
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Because you should never balance the game on pure potatoes.
We are talking about the potential that a side has here. The potential for survivors is always 3 gens in 80 seconds and then 2 gens in 90 seconds because of the number advantage and how small their goal is. 4 survivors - 5 generators.
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Oh but there IS a gen speed problem. You would understand if you played killer. I know there is a problem, that's why I play mostly survivor lately. And OMG you survivor mains have it EASY with the way things are now. I agree with Mr Coconut and pray to the goddess that the Devs stop crapping on killers especially brown & green rank killers constantly facing all red ranks and sometimes all rank 1 survivors
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Those survivors i faced were potatoes, i give you that. The only reason they went down so fast was because of their missplay and i did not miss.
But then, the killer who played this game was obviously also a potatoe, since it took him at least 1,5 minutes to get a single hook. We should not ballance around that too.
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Hey @SpaceCoconut enjoy the content keep up the good work.
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Then 4king before a single gen get done shouldn't be either, hope that makes you realize that you are being silly
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I agree.
If I had a lot of faith in the devs I would say that they are trying to up the speed of the game and have been slowly introducing changes and perks that feed off the quick speed it has. That's the only logic I can think of for having something like cruel limits-a gen finish perk- and blood echo-a hit capitalisation perk- including the way sabo-works now.
Breakable walls too would suggest that the mentality of chomping down the time chases can extent to is also being targeted perhaps to help the killer catch up slowly to the survivor side and they're still tip toeing to that end product.
I WOULD say that if I had a loth of faith in the devs but the way they introduced breakable walls in the saloon has made me doubt they understand the exact time constraints one player has against 4 when they control the gens and how the fast they go and when they are completed. So I have no idea what they are doing or why stuff like this exists and can be considered sensible.
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Lets have a objective and a matter of factly sober discussion offside of any "but the gens are going to fast..." / "get good baby killer", shall we?
First of all lets talk about value of a generator:
Do you play chess? If so, you might know, that a pawn is worth 1 piece at the beginning of the game. Nobody who understands anything about chess would just randomly sacrifice a bishop for a pawn at the beginning of the game. Now imagine this pawn moves forward. The further he goes, the more valueable he becomes. If he reaches the 7th rank, he is actually even more worth then the bishop, and has even at least the same value as a rook.
We can say the same thing about generators and hooks.
In theory, a hook is worth just about 8% and a generator is worth 20%, since you need 12 hooks as a killer and 5 generators for survior to complete your objective (we ignore now, that survs have to open the exit gate aswell). But these are only numbers. Lets go into detail so you know what i mean.
The first hook might be in fact just the 8%, actually sometimes even less, because of a few factors:
- The playfield is big, generators are spread out on the map
- All 4 survivors are (hopefully) on generators and you can only chase 1 guy at a time
- All pallets are still up
The same games for gens (big playfield, all are working, all the resources for surviors are there)
By nature, the killer has (and has to have) a bad early game, and the reason why this is is because:
From the moment on, the killer hooked the first guy, every next hook becomes more and more valuable, since the dynamic of the game has now drasticly changed: Suffenly it changed from all 4 survs on gens to: 1 Survivor is on the hook, 1 is safing, one is getting chased and one is on a generator. On top of that, pallets got broken, the playfield became significantly smaller due to low value generators that have been done and the killer has constant pressure.
Every generator becomes more and more valueable and harder to do in the middle and late game, but on the contrast, it becomes more and more easy for the killer to get hooks, kills and genpressure for the killer (smaller playfield, less pallets for the survivors, more pressure, more downed people, more room to play for the killer etc.)
Again: It is the NATURE for the game, that the first generators has to pop really quick. If that does not happen because of longer repairtimes, survivors wont stand a chance to succeed the last generators because of already named reasons.
The next question we have to ask us is how to change that? So it will become a more interesting and longer gaming exerpience.
That is the tricky part. And it is not simply done with "Add more pallets but reduce repairspeed". Lets look at this video for example:
The killer here, who is doing a few mistakes but overall plays very well, showcased that for these survivors, repairspeed was obvisouly to long, since the killspeed of the killer was way to high.
Lets look at your video.
You play huntress who strugges in earlygame to apply pressure, you played (sorry to say) pretty bad and chase a survivor (who you should not have chased) into a deadzone where nothing is going on right from the start. I am pretty sure you are aware of this.
But what if we change the game around your need, what will this do with the killers who are really good at the game, like the first guy?
Or how will this change the game for beginners or just really bad players? Just in case you might not know the answer (what i dont believe tho): Survivors wont stand a chance at all. Not the slightest.
Is there anything we can do? I dont think so, unless they rework the whole game and its core concept, all maps, all killers ect.
And the master-question: Is it neccessary? From my POV, absolutly not. Games can go fast, and it can be stressful for the killer if you let it happen to you, but thats about it.
Lets me know what you think about this.
Kind regards
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Missing one hatchet doesn't mean your mistake should cost you the game, I was emphasizing on the fact that a snippet of a clip doesn't mean there is a gen speed problem. What if they missed 3 instead? Then I'd say they need to get better with Huntress because an invididual chase + bad map position CAN cost you 3 gens.
Please learn to understand what is being said before you come to a conclusion that I literally meant 1 hatchet cost them 3 gens. Not what I said at all.
I do play killer equally. I don't have 3 gens popping before my first down.
Also stop assuming that just because people don't agree with you means they don't play killer.
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I mean, it only takes what, a minute 20 to do a gen ANYWAY?
How is that an outlier or problematic? ######### happens. Cant win every game.
Not to mention you yourself use the term outlier, meaning usually not happening.
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