Balance
If you added a singular objective for every survivor to escape, you would instantly create better balance and avoid having to nerf them. As they stand now, they are favored because they are all attached to the same goal. If you do something as simple as adding 2 more gates. Make it so a gate is assigned to each survivor. Now he can only leave through that door. Remove the broken hatch system completely. Failure should not be rewarded. And domination should not be punished. killer does not get a free kill if everyone escapes but one, so why should survivor get a free out if they all die?
The assigned door theory removes the killer gate camping issue as well. If survivors are dead, I could be camping a useless door from a dead survivor. If they're all alive, I could only get one while 3 just leave through their gates. It forces the killer to chase still. It would also make NOED less of a free 4k. Because I won't have people huddled up at designated spots. I may get 1 or 2 with noed, but never more than that before the other 2 escape.
Comments
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If they did this survivors would have to be able to open each other's doors, to help each other, just not able to leave through them.
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That would defeat the purpose.
The point is to discourage teamwork and balance around 1v1
That way you can keep the OP perks that already treat the game like it's 1v1
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The idea of locking character escapes behind specific doors is not good, because the killer could just stand in front of the gate and if that persons still alive then they get a kill for free.
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You mean the same way they can camp doors now? And only have two options?
Specific doors would make it extremely stupid to camp one door, you'd be letting 3 out for free every time. And the killer wouldn't know what door is a specific survivor's. So let's say 3 die and one is left and the last gen pops. The killer has to guess which door is the last survivor's door. Not a good idea to camp any door in that situation. Your counter argument is simply wrong
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I have to say, I can't see how encouraging more division between players is going to help toxicity levels any.
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And actually the killer is smart they will have to check all gates in that situation. meaning the survivor actually gets a free escape as soon as the killer leaves their door. It's like hatch but better honestly.
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It's not encouraging division, it's picking a game model and sticking to it. Your game is either 4v1 or 1v1. Cant balance around both ways. This just makes it 1v1 and if someone helps you that's a bonus.
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That doesnt make any sense.
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You said yourself that the idea was to discourage teamwork and turn the game into a 1v1 instead of a 4v1. In what way is that not encouraging further division between the survivors?
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No one knows where you got lost, so we can't help you make sense of it. Try adding some constructive criticism
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You mentioned division and toxicity. It would in no way make the community more toxic. That's why I said it is not divisive in that way
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I disagree - I think the root of toxicity in this game is the division between players, the "us versus them", the "I got mine" attitude. Encouraging further division between the survivors would only make that worse.
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