My thoughts as a survivor main
Hi. I really like your game, but I have some thoughts about the gameplay that I would like to point out. I know it's a wall of text, but I hope you will give it a read.
1 - I have been wondering for a long time now why survivors can't recover by themselves without the use of a perk. I have played a lot of games, where the killer wins by just leaving survivors on the ground while chasing down the last remaining ones. Especially when there are 2 survivors left to kill. I know there are perks for recovering, but I personally don't think they're good enough to fill a perk slot. I feel that the main goal of killers should be to sacrifice survivors to the entity, rather than leaving them to die on the ground. So by making it possible for survivors to recover without the use of a perk, you force the killer to hook the survivor within a reasonable time window.
2 - Killer camping a hooked survivor really ruins the game for me. As a survivor, you have little to no chance of helping a hooked survivor if the killer stays near the hooked survivor. If you actually manage to unhook the survivor without being grabbed by the killer, he just chases and re-hooks the wounded survivor, resulting in an unsafe hook score for the helping survivor and more score for the killer, because he gets another on the hook. So the scoring system actually promotes camping. This also often leads to a disconnect from the unlucky survivor. A possible solution: The sacrifice process is slowed moderately when the killer is within a 32 meter range of the hook, giving the remaining survivors more time to do things like positioning themselves for the rescue, repairing generators or clearing hex totems.
3 - Since the endgame collapse patch, it has become a lot harder to escape as the last remaining survivor. Like literally impossible, unless you're the first to find the hatch or have a key. The exit gates are too close to each other to be able to open one fast enough, and the keys are so rare (and are consumed on use), that not many survivors bring one with them. I know some killers argue that you should not be able to escape because your team failed, and that can be true in some games (like if you got 0 generators started and 3 survivors died in 2 min), but sometimes your team actually did well and then it can be so demotivating that you have no chance of escaping, despite that your team got 4-5 generators started. So here's my suggestion: Put a timer on the hatch that starts when it opens. For every generator that was started prior to the hatch opening, 30 seconds is added to the timer. When the timer has run out, the killer can close the hatch. This means, that if 4 generators were started, the survivor has 2 minutes to find the hatch before it can be closed. Another solution would be to make the keys less rare or not consumed on use.
Also, I'd like to mention that the Left Behind perk is obsolete now.
4 - De-ranking on killer rage quit. I don't know why this happens and why I need to point it out, but I have seen it enough times now, that I think you need to address it. When the killer decides to rage quit at the start of the game, I seem to be losing a pip because not enough score was accumulated. It is really demotivating to lose the rank that you earned from previous game after 5 minutes into the next game. Please fix this.
5 - Survivor passive auras/skills. Every killer has a unique skill, but I think it would be great and make it more fun if the survivors had something unique as well that is not a perk. Right now, it doesn't matter if the survivor team consists of 4 Claudettes, because the perks determine what they can. If every character had a unique aura for example, the team composition would make a difference and could benefit the team in different ways.
Thank you for reading and I hope I inspired you.
Comments
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- Survivors were supposed to being forced to rely on each-other but thanks to certain perks, that concept changed and now most survivors are one-man armies. There's a perk for every situation, so you don't have to rely on others. If you don't have the perk for the situation, then you better hope you have other survivors to rely on.
- Punish campers by rushing generators. Don't reward them with stupid saves. Use perks to punish them more (DS and Borrowed Time). Most survivors fail to grasp the concept of letting other survivors die. Tunneling itself is one of the best strategies for making the round easier, as less survivors means slower game.
- You have failed twice already by not fixing all generators or escaping through the hatch), why should you have an easier time escaping now when the end is closing in?
- It'll probably be fixed once the dedicated servers go live. P2P has a lot of issues.
- That'd further enforce a meta that's already so still you can use it was a food tray. I personally love that the survivors are skins, it lets you pick the one you like the most and roll with it without being punished for doing so.
5 -
- The main goal is to sacrifise the survivors. Remember that if the killer lets you bleed out, they get only 50 Bloodpoints for your death, and no emblem progress. They will depip if they bleed out everyone.
- Camping sucks for the survivors, yes, but you gotta see if from the killer's perspective. The killer needs an incentive to leave the hook. If they know survivors are still in the area, it would be stupid to just leave. More survivors are off generators, which means the killer will win in the long run. The best way to punish camping is by rushing generators. For a better understanding, you should play killer once in a time. Your possible solution of slowing the sacrifise progress was tested in the past, and deemed as bad. Survivors abused the mechanic, to prolong the game and give everyone more time to repair.
- Endgame Collapse doesnt mean the survivor wont escape. The new meta right now is exitgate-camping. As soon as the killer closes the hatch, you instantly open the gate. Its onyl 20 seconds without Remember Me perk. Which means you have 50% chance of escaping. Those are still good odds of escaping, considering the killer demolished your team.
- That is an issue I agree. The developers are very slow on fixing that.
- Personally I like that the survivors are just skin. It makes the game more unpredictable. A Claudette unhooking you infront of the face of the killer during endgame with Borrowed Time is always a welcome surprise.
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1. I hate it too but the killer will depip, if he does that. Just let it be and move on to the next game after you have been hooked.
2. It's boring for you, if you are on the hook. When you are, just don't ######### but give your mates the time to rush gens. And maybe signal them that he's camping (faking the unhook rapidly which looks like doing sit-ups on the hook). When you notice the killer is camping, just let him and rush gens. If you have Borrowed Time you can try to save him, but this is very risky and not recommended on some killers (Leatherface, Hillbilly, Myers f.e.).
3. It should be difficult, because it's a 4v1 game and this scenario is 1v1. Your idea won't do anything. If the killer finds the hatch first he will just bodyblock it by standing on it and wait for the timer to run out.
Close Exits are a problem, yes, and I admit that it is nearly impossible if the killer has good vision on both gates and/or has high mobility (Billy, Nurse, Spirit, Legion, Wraith). But else it is quite possible to get out. My strategy (works most times) : use Spine Chill (good perk anyway). When the killer closes the hatch hide near the gate until the killer patrolled the area. If he's leaving (SC doesn't show up) open the gate for 4s (so the red bulb does not glow), then hide again until the killer checked before opening the rest of the gate (~16s).
4. They are looking into this.
5. I thought of something similar too, but I like to play the survivor who I like most. I'm open to some interesting ideas for this though
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