how the devs can balance the game in my opinion
while the pallet vacuum fix and reduction of pallets are welcome additions, there are still so many steps that need to be taken to help make the killers actually intimidating and viable. instead of having to rely on survivor's mistakes, killers should be able to rely on skill. we all know the game is balanced toward the survivors, it's been said a million times. I wanted to list a few things that I believe would certainly be steps in the right direction.
1.further reduce amounts of pallets per map, and space them out better. I know each game pallets are procedurally generated, but tweaking the spawn proximity of them would go a long way.
2. decreasing time to achieve bloodlust. bloodlust takes too long to activate, and by the time it has, the survivor has vaulted a window or dropped a pallet, which makes it redundant.
3. destroying pallets doesn't remove bloodlust. this only makes bloodlust even more redundant.
4. increasing generator repair time. I forgot the exact amount of time it takes to repair a generator, but it's really quick. by the time you get your first hook, it's very possible that one or two generators can already be completed, especially taking into consideration cooperation (which also adds the use of leader or prove thyself, or both), toolboxes, etc.
5. very slightly speeding up pickup animation time. just enough to save a bit of time, nothing too extreme.
6. buffing brutal strength by 5-10%. breaking pallets wastes so much time, and it's virtually unavoidable unless you're using nurse, but with nurse's insane skill curve, that's not viable to everyone, not to mention the fact that people like to use more than just the nurse.
7. add difficult skillchecks to totem cleansing. it shouldn't be so easy to cleanse a totem.
killer specific buffs
Trapper-
1. add 2-3 more traps around the map for the trapper to use.
2. make the traps slightly darker, and change the addons accordingly.
3. make recovery from setting a trap slightly quicker.
Wraith-
1. slightly increase movement speed while cloaked.
2. slightly increase reappearance time
3. slightly increase window vault time
Hillbilly-
1. slightly increase chainsaw sprint control (slightly easier to control where you go when chainsaw sprinting)
Nurse is fine.
Michael-
1. Slightly increase speed while stalking.
2. Increase amount of power attainable per survivor.
Hag-
1. Increase movement speed
2. increase teleport range to phantasm traps
3. slightly increase teleport time
Huntress-
1. slightly decrease charge time for hatchet
Doctor-
1. make skillchecks slightly more difficult for the snap out of it action
2. slightly increase lunge distance
Leatherface is fine.
Freddy-
1. slightly decrease time during dream transition
2. self heal doesn't wake survivor up
3. survivors can't unhook others during dream transition
4. slightly increase window vault time
Pig-
1. increase window vault time
2. slightly increase lunge speed
3. slightly increase speed while crouched.
Clown- I don't know enough about how the clown plays to judge this yet.
It should be the killer's game to win, and in order for that to be true, the killer should be just on the verge of being OP. It shouldn't be impossible for the survivor, but it definitely needs to be a challenge at all levels. let me know if there are any more changes that need to be made, or if you disagree with any of these proposed changes.
Comments
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Then solo queues survival rate would be EVEN LOWER than the 30% it’s at now. The problem isn’t killers being too weak, it’s SWF being too strong.
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They should never directly increase the gen repair time imo they should indirectly do it in some way0
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@Jack11803 said:
Then solo queues survival rate would be EVEN LOWER than the 30% it’s at now. The problem isn’t killers being too weak, it’s SWF being too strong.everyone knows how to pallet loop and waste enough of the killers time to allow their teammates to do gens or get hook saves, regardless if they're playing together or solo. whenever I play survivor, I usually play solo and I was still easily able to destroy killers and help the team. SWF is a problem, but honestly I don't think there is any way to fix it other than to remove it altogether, which I don't support
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@ThePloopz said:
They should never directly increase the gen repair time imo they should indirectly do it in some waythey could make there be more skillchecks and make the skillcheck zones harder, but I think those changes would only really be surface level changes, people would just adjust and still be able to gen rush. Increasing the time it takes to repair is essentially the only thing that would make a difference.
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robin said:
@ThePloopz said:
They should never directly increase the gen repair time imo they should indirectly do it in some waythey could make there be more skillchecks and make the skillcheck zones harder, but I think those changes would only really be surface level changes, people would just adjust and still be able to gen rush. Increasing the time it takes to repair is essentially the only thing that would make a difference.
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Still very new to the game and there's some things I can't understand that, really, are needlessly frustrating. How did the game end up in this current state?
1. Why can the survivors run for what seems like an eternity? Do they not have a stamina pool that runs out, punishing them for not using it strategically? Or do they, and it just doesn't matter?
The killers all need to be faster.
2. Why are the killers slowed by everything they do? I think I understand the logic, so that things aren't so overly difficult for survivors, but the killers are being punished by their own actions just for taking them. It's like a survivor using speed boost, you hit them, and not only do they take off like the Road Runner but you just stand there like a dope wiping off your weapon!
Again, the killers all need to be faster.
I don't know, I guess these areas are what comes to mind for me being new, more than anything. There's so much I see that I'm just thinking, "Where's the horror?" The game feels, too often, more like it's an evil killer trying to deal with bully, trolling, OP humans.
There's just some basic things that every killer should be able to deal with in a way that puts some real pressure on survivors so they know that of they aren't trying to survive, they will die.
The game opens with a cinematic that in my opinion doesn't represent the actual experience in the slightest.0 -
@DasMurich said:
Still very new to the game and there's some things I can't understand that, really, are needlessly frustrating. How did the game end up in this current state?- Why can the survivors run for what seems like an eternity? Do they not have a stamina pool that runs out, punishing them for not using it strategically? Or do they, and it just doesn't matter?
The killers all need to be faster.
- Why are the killers slowed by everything they do? I think I understand the logic, so that things aren't so overly difficult for survivors, but the killers are being punished by their own actions just for taking them. It's like a survivor using speed boost, you hit them, and not only do they take off like the Road Runner but you just stand there like a dope wiping off your weapon!
Again, the killers all need to be faster.
I don't know, I guess these areas are what comes to mind for me being new, more than anything. There's so much I see that I'm just thinking, "Where's the horror?" The game feels, too often, more like it's an evil killer trying to deal with bully, trolling, OP humans.
There's just some basic things that every killer should be able to deal with in a way that puts some real pressure on survivors so they know that of they aren't trying to survive, they will die.
The game opens with a cinematic that in my opinion doesn't represent the actual experience in the slightest.
the only stamina pool that survivors have is their exhaustion, which is only triggered by perks like Sprint Burst and Dead Hard, along with a couple others. They allow the survivor to dash forward or sprint at 150% speed, then they're exhausted for around 40-60 seconds.
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