3 quality of life changes
I will commend BHVR on their recent works toward better quality of life changes for the game, such as removing the depiping system or changing the requirement to get adept killer. With this however, I still feel like there are some more things that need to be changed as I feel like they would greatly improve gameplay for both killer and survivors.
Firstly, the removing of lockers next to vault locations and pallets. There have been so many games where I’m being chased by a killer (or am chasing a survivor) and thinking I’m close enough to the pallet or window I press the input for action and get sucked into a nearby locker. This is beyond frustrating as this now gives the killer a free hook for a mistake. There is no changing the input either as on both console and pc, actions are set for both vaulting/pallets and entering lockers. The Game, yamaoka estate and groaning storehouse maps have these issues and need to be changed. There’s shouldn’t be two action inputs right next to each other.
Secondly, this leads into my other issue. Make grabs universal across the game. A while back, they removed the ability to grab survivors going for an unhook. At the time I thought it was a great idea but lately I’ve been wondering if that was the best decision. Looking at how killers grab you, the only way you get grabbed in most situations is to be injured. You can’t grab a survivor off a pallet or window unless they’re injured, with the only exception being pulled out of a locker. However this isn’t ideal either as if you fast vault out of a locker you can still be grabbed. This issue is mainly used for countering some killers with insta down abilities like leatherface. In some situations you’re only hope of avoiding a chainsaw is to hop in a locker but you have to time the hop out as to not be downed. If you’re even a millisecond too late he can just grab you. It’s a frustrating mechanic that doesn’t have any real consistency. So my change would be that you can only grab survivors if they’re injured. In any situation, from pallets and windows to even when they unhook or hop out of a locker. If survivors are healthy they can only be hit with a basic attack, this would make grabs universal and bring back unhook grabs, making it so teams have to work together to heal up before going for an unhook.
Finally my last QoL change would be to generators regressing. The biggest issue I have with regressing is how a regressing generator can be regressed again. For example if you’re using the perk surge, the first down regresses the gen, but if no one touches the gen and another survivor goes down, the gen regresses again despite already regressing. As both a killer and survivor main I don’t see why it does this. On the survivor side I don’t like having more progress taken off when it already is losing it. As for killer, ever since they intorduced the new entity blocker for gens, every regression counts. I don’t like to have my gen reach max regression and suddenly can’t anymore because of the perks I use. I havnt used surge for that reason. Along with, if I down a survivor and have both surge and pain resonance, there’s a chance that both perks can activate on the same gen and now I’ve lost 2 of the 8 kicks I have on that gen left. It would be nice if once a gen starts regressing it can’t be “kicked” again until it’s stopped. Allowing for your other regression perk to go to another gen that has more progress on it.
Those are just some of my ideas for quality of life changes. Let me know what you think, I’d like to hear your thoughts. Thanks for reading.
Comments
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These are not quality of life changes. They're killer nerfs.
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The first is valid, the second and third are a bit more contentious.
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The first change I do agree with even if it's sorta rare for me to jump into a locker while in a chase.
The last two I don't agree with, even as a person who plays survivor a lot (I've also played killer).
If a person goes into a locker, let's say they're doing a gen, and they get grabbed out of a locker. I don't believe that a survivor should just be injured if they're in the healthy state. If you're caught in a locker, you ran the risk of being in the locker when you know the killer can check it and hook you if you're found.
Even though I think Surge has been buffed due to the smaller map size and generators being pushed together, I don't think limiting gen regression perks is the way to go.
Even as killer, generators do in fact go too fast in some instances and putting limitations on perks that incentivize downs to put pressure on generators just because a generator was affected by it doesn't mean that the generator should simply be blocked.
Again, I agree with your first point - in fact I believe there should a surplus of lockers in the game to help Trickster and Huntress players, while giving more counterplay to BBQ and Chili, and as you said away from vaults to reduce accidentally going into a locker.
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