My view on the current state of the game.
So, I used to main killer, emphasis on past tense. I play survivor too, and I've never found it easier to escape than I do now. I'll explain why.
First lets talk about the concept of the game. It's supposed to be a horror game about survivors teaming up to "try" and escape the killer. It should be an adrenaline pumping experience to run away from the killer and survive. But like another game that tried 4v1 - Evolve & Evolve Stage 2 - it's difficult to give a truly balanced game.
Secondly, the ranking system. Yes, you can rank up and not get kills or escape. But personally I don't find that fun on killer. I like it on survivor because that's what the game used to be about, the challenge of escaping. I can rank up and not escape with survivor and I don't care, I had fun. But killers absolutely need to tunnel and camp - mainly in SWF cases. And that's not fun for killers or survivors.
Elephant in the room - SWF.... I think more thought should have gone into this. There's honestly no right or wrong answer here. It's incredibly unfair for killers when you can communicate their position with friends, where they're going and hide before they reach your friends. However, how many people would play if they can't actively play with their friends? Not a lot, so it's a needed feature. I love playing survivor with friends, but I find it makes the game about teasing the killer instead of being afraid of him. This is something that is near impossible to remedy.
Population of survivors vs killers - I honestly don't know if you're considering this, but assuming we have a balanced population, it means we have 4:1 survivors to killers. Meaning 80% of the playerbase is survivors. And if 80% of the playerbase says Hex: Ruin is broken and they hate it because it's "too hard" you're naturally going to favor that 80%. I'd recommend however, considering them different groups if possible. Not as a whole.
Hex perks - Where do I even start? Great idea, poor execution. Most of the time, survivors find your totem within a few minutes and destroy it. What was the point in taking that perk? I think a good compromise is having the killer be able to either place the totem themselves or choose where it spawns. This way they're not destroyed too quickly and they're not permanent.
I can go on but those are the most relevant ones I can think of. I did my best to be as unbiased as possible.
Comments
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I had kind of an epiphany tonight on the game. I think as long as the game is asymmetrical, the fun is going to be just as asymmetrical. Either 4 people are having fun or 1 person is having fun. Rarely do both sides seem to have fun anymore.
If the killer does bad, survivors teabag, rapid blind, click and taunt forever. If the survivors get taken out quickly, they are queuing forever only to not have fun.
I feel like the problem is that the game design is broken, it's been really thoroughly discussed why, but nothing's going to change for one or more of these reasons:
1)Executing the ideas are outside of the developer's skill level.
2)Creating such changes would require rebuilding the game from the ground up, a costly investment which may not pay off.
3)If the game is profitable in this haphazard state, it's cheap and easy to keep adding band aid fixes and staple on more DLC.
While there are a lot of people who just complain on here, I see many people come up with solid ideas from a game development standpoint, yet these things don't happen. I used to kind of white knight for the devs, but not anymore. The game just keeps getting more and more broken, and as a killer main, I'm tired of bearing the brunt of bad design choices.
The sad part is it's hard to kick something that you've sunk so much time and money into, desperately wanting the game to be successful. And I guess it is, but not for the right reasons.
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I wholeheartedly agree with you. I loved Evolve/Evolve Stage 2, I thought the idea was wonderful, how the hunters were strong in the early game - mid game the monster and the hunters had equal power and late game if it got that far, because the hunters couldn't find the monster and the monster played with skill, the monster was strong. But not unbeatable.
I think Behavior has lost something from when the game was released to now. I loved it in the early days, it truly felt like a survival horror game where if you had the SKILL you'd survive. As of now, we're seeing a very high power creep curve with perks, item and skill addons and killer abilities.
They introduce new perks to counter existing ones, for survivors and killers and it just doesn't have an end in sight. In the early days, you didn't need perks, items or addons to win. You needed to think about what gens to work on, how to evade the killer, etc. It seems these days if you can't loop for days or blind and stun the killer as much as possible people aren't satisfied. While killers shouldn't be overpowered, the charm of the game for me was I was scared of them, I had to play mind games and run in circles to MAYBE get away. While my team worked on gens and when they could, rescue me.
I worry Behavior has gone past the point of no return with this game, and the game will suffer for it worse than it is now. It's not about whether survivor mains or killer mains are right or wrong. But I'm worried this is going to turn into the next Evolve/Evolve Stage 2 eventually.
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