Devs, you saw the problems but handled some wrong

DwightOP
DwightOP Member Posts: 2,328

Repairing in groups wasn't really the big issue but repairing gens separate at the very beginning of the match is what makes killer games so difficult. This was the reason why by the end of the 1st chase which didn't even took 1 minute you heard 3 gens popping by the end of hooking your 1st survivor. So, your change is a little illusion. An illusion thinking games will go much better. No, they probably won't.

You removed skillcheck bonus progress. Fine, I guess. But why should someone go for them? You added 300 bp for each great skillcheck. But who needs them? I can't remember a single match where I haven't maxed out my objective bloodpoints. I always hit the cap. Instead, you should shift the points into another category OR remove the cap entirely (but remain the cap of 32k max points to avoid abuse).

Comments

  • Hoodied
    Hoodied Member Posts: 13,101

    They removed the progress?

    It was reduced to 1% instead of 2%, which is why you get the old bonus back when using StakeOut

  • Freudentrauma
    Freudentrauma Member Posts: 1,089

    They are also adressing Map layouts, which is also a main reason why survivors are so strong in the early game. And repairing in groups can be quite strong, when used well. Like to counter Pop or to stop three gen setups.

  • SaltedSnow
    SaltedSnow Member Posts: 309

    Unironically I think losing gens like that isn't okay. I don't care if I don't get a 3/4k, as long as I don't get BLINGBLINGBLING on my first hook, as it usually means I get to have a relaxing game and have fun. Those kind of games I'm more likely to give hatch, too.

  • Aven_Fallen
    Aven_Fallen Member Posts: 18,158

    Yeah, I personally dont care about Gens being done, as long as it is less than 5 Gens at the end of the game. Its just logical that Survivors will do Gens as long as they dont have other things to do (being chased or rescuing teammates). So I dont mind that at all.

  • DwightOP
    DwightOP Member Posts: 2,328

    Maybe just me, but I think losing THREE gens after 1st chase is more crucial than losing 2 gens

  • SunaIIanu
    SunaIIanu Member Posts: 833

    I think I understand what you mean, but the reduced efficiency is supposed to stop situations, where you spawn across the map from survivors and they finish a gen before you can even get there. It will also be helpful, when there are only one or two gens left, because then it's more likely to have more than one survivor on a gen.

    In general I would say wait to see how it will actually turn out and be happy about every gen speed change we get, because they are very much needed.

  • humanbeing1704
    humanbeing1704 Member Posts: 9,091

    Is the great skillcheck thing only for gens? It would be dumb if it was applied to healing ones as well

  • TheButcher
    TheButcher Member Posts: 871

    They need to reduce pallets, and safe loops found in a map. Make survivors actually have to try not to waste pallets to some extent.

  • myersismydaddy
    myersismydaddy Member Posts: 232
    edited April 2020

    I mean, they should just remove skillchecks at this point. After the ruin nerf, great skillchecks didn't really matter, unless you were in a clutch situation and tried to push that gen as fast as possible. Now they nerfed that, and it's basically garbage. Just remove skillchecks on gens, so we can all enjoy our M1 simulator to the fullest. Especially since now we will have smaller maps, fewer tiles, and bloodlust as an overkill on top of that. I will finally enjoy playing killer again, but damn, I feel bad for the survivor mains right now.