Objectives disbalance
The survivors on the other hand only need to complete 5 gens and open one gate to escape...well actually as a survivor you only need to complete 2 gens. Sit in a corner for the rest of the game, not die and jump through the hatch. So 3/4 things to do. Complete 2 gens. Don't die and find hatch. GG
Comments
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This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.
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I know but slugging is bad and unfun to play against.DexyIV said:This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.
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Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
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Yeah but so is getting looped and gen rushed so idc if they don't like being sluggedCymer said:
I know but slugging is bad and unfun to play against.DexyIV said:This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.
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@Cymer said:
DexyIV said:This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.
I know but slugging is bad and unfun to play against.
Nuts to that, use whatever means to max points and kills. Slug everyone if you want to, don't hinder your play by made up honor rules. Survivors don't care about honor rules at all.
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Make totems more important to break.
Maybe make NOED and rancor activate during hatch plays?1 -
I like how I came up with the objective theory and now a lot of people are adopting it. I think I may have hit the jackpot with my theory.
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@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
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@xxaggieboyxx said:
Cymer said:
DexyIV said:This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.
I know but slugging is bad and unfun to play against.
Yeah but so is getting looped and gen rushed so idc if they don't like being slugged
Damn right. As killers we want fun and interesting chases. Not just run around in circles for the whole game.
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@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
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@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
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@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
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I would love to hear both sides. Survivors and Killers, what would make the game fun for you and what do you expect from the game?
I as a survivor would love to feels the danger of a killer and a rush to complete gens and get out alive.
But as it is right now I just press m1, run in circles or hang around if I messed up.
As a killer I would love to feel empowered, be able to hunt down those survivors and kill them.
But right now I just run around, run in circles, eat pallets all days, that they should release a Willow wood character and pick up and hook the survivors like I do with laundry at laundry day.0 -
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Ah gotcha. I was confused with how you worded it but now I learned something new and damn now I wish i hadn't because Killer now feels even more UP than before. Damn...
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Cymer said:I would love to hear both sides. Survivors and Killers, what would make the game fun for you and what do you expect from the game?
I as a survivor would love to feels the danger of a killer and a rush to complete gens and get out alive.
But as it is right now I just press m1, run in circles or hang around if I messed up.
As a killer I would love to feel empowered, be able to hunt down those survivors and kill them.
But right now I just run around, run in circles, eat pallets all days, that they should release a Willow wood character and pick up and hook the survivors like I do with laundry at laundry day.
As a killer, I'd like to have a decently long match as close to the original spirit of the game as possible.
A decently long match, some chases, some hits, some hooks, hopefully a sacrifice, or two. 3 or 4 is nice, but i don't expect those to be common.
The less the survivors can communicate outside of perks the better.
As a survivor, I'd like it if lithe wasn't going to become less and less useful. I hate sprint burst until i can suppliment my non running speeds.
Can't really complain about much. I'm terrible at evasion, and decent at stealth.
I'd like it if the trial was treated like a date. Don't rush to penetrate, and don't make a dash for the door asap. Lets both enjoy the chase, and have fun.1 -
@Rebel_Raven said:
Cymer said:I would love to hear both sides. Survivors and Killers, what would make the game fun for you and what do you expect from the game?
I as a survivor would love to feels the danger of a killer and a rush to complete gens and get out alive.
But as it is right now I just press m1, run in circles or hang around if I messed up.As a killer I would love to feel empowered, be able to hunt down those survivors and kill them.
But right now I just run around, run in circles, eat pallets all days, that they should release a Willow wood character and pick up and hook the survivors like I do with laundry at laundry day.As a killer, I'd like to have a decently long match as close to the original spirit of the game as possible.
A decently long match, some chases, some hits, some hooks, hopefully a sacrifice, or two. 3 or 4 is nice, but i don't expect those to be common.
The less the survivors can communicate outside of perks the better.As a survivor, I'd like it if lithe wasn't going to become less and less useful. I hate sprint burst until i can suppliment my non running speeds.
Can't really complain about much. I'm terrible at evasion, and decent at stealth.I'd like it if the trial was treated like a date. Don't rush to penetrate, and don't make a dash for the door asap. Lets both enjoy the chase, and have fun.
Well put Raven. Well put.
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Are you new or something? 2 minuted to die on hook gauranteed if they get face camped by leather face, if not it isn't two minutes. It's whatever time it takes to find, eat a loop, and hook. Optimally people will work on separate gens as if it takes a killer over 90 seconds to find and down one survivor 3 gens would have popped. 10-15 seconds to find survivor, maybe 60 seconds at least in chase unless survivor is a noob, then hook 78 seconds, then find another survivor which is at least 5 to 15 seconds. You gotta be a troll or survivor main.DeadByFlashlight said:@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
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A killer can keep disrupting a gen and everyone will move and waste even more time by not working on gens, by going solo in the beginning you break up the three gen cluster and get no matter what, 3 gens done by most first hookDeadByFlashlight said:@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
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Best to do solo gens, it gaurantees 3 gens pop if any survivor gets in a chase by the first hook for most killers, that's 3 out of 6 objectives gone. If 4 works on a gen at once they have a higher chance of getting slugged, actually not progressing the game, and possibly leaving the killer with a 3 gen strat.CallMeRusty420 said:@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Ah gotcha. I was confused with how you worded it but now I learned something new and damn now I wish i hadn't because Killer now feels even more UP than before. Damn...
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Speaking of survivor objectives, I feel like the way blood points are awarded is detrimental to the fun of the game. As an example, I hate how an hatch exit grants 2k BP, because these extra points lead players to stay in the game, even when gates are wide open, and wait until they are the last survivor to grind some more points. If anything I believe the hatch is a 'last chance" escape that shouldn't be rewarded in any other way than just surviving.
On the same note, I believe blood points are too generous in the altruistic area and not enough rewarding for the main objective, which is getting out alive. This unbalance makes survivor playing "funny", doing things such as running straight in the killer arms when he's carrying someone, farming teamates on the hook, relentlessly taking hits on purpose, just for the fun of getting healed. This type of strategy wouldn't exist if they weren't something to gain much greater than something to loose. Not to mention SWF groups whose are just as powerfull as they can be thanks to their stronger organization, and at the same time, their flawless team spirit playstile is by far more blood point rewarding than the common solo stealth gameplay.
By lessening the altruistic's action rewards, solo players and different smaller SWF groups might want to focus more in they own survival, instead of just running around the killer, body blocking and mindlessly trying to save people after the generators are done. This rework of the blood point attribution alone, might give some of the power back to the killers, and hopefully smoothe the balance up. Here's some examples:
- Hatch exit : 5K (this includes the 5k for surviving)
- Gate exit: 10K -1K for each other survivor who escaped before you. (this includes the 5k for surviving)
- Hook save (safe): 500 bp
- Hook save (unsafe): -500 bp
- Great Skill checks (any kind): 300 bp, because trying to hit them can be risky sometimes. So risk -> reward.
- Evading the killer (after 10 seconds): 1000 bp.
- Being chased by the killer (after 10 seconds outside a chase): -500 bp.
... etc.
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Survivor can easily get 15250 bp just by hiding in the basement the entire game, searching a chest and then escaping through the hatch. And yes I've seen people do that.
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You still forgetting the main issue in this game are 3man teams because thoese aholes find the solo and deliberate get him killed so they can farm him and not there mates2
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@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Yeah because the Killer never chases anyone in this game....
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@Tizzle said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Yeah because the Killer never chases anyone in this game....
Killer can only chase 1 person down.
1 -
I don't think I have ever seen anything in the horror genre where the killer is frantically runnining around essentially screaming "Don't touch my stuff". Survivors are the ones applying map pressure and the killer is constantly in a state of search and reaction. The killer's main focus is an act which directly counters their attempts to extend the matches length. Survivors on the other hand have Synergy with all of their actions; doing genes and extended chases all help to shorten the game, even healing helps to divert killer focus on time management. Nothing against survivors for completing objectives, but killer needs that feel of synergy for their actions as well1
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The fact you can run around a normal killer for minutes is the most ######### gameplay decision the dbd team ever made and after 2 years, they didnt let go of it.
1 -
@mcNuggets said:
@Tizzle said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Yeah because the Killer never chases anyone in this game....
Killer can only chase 1 person down.
So how are 4 Survivors doing generators?
The minimum time to complete is around 160 seconds, less with whatever time two Survivors doing a gen takes.
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@Tizzle said:
@mcNuggets said:
@Tizzle said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Yeah because the Killer never chases anyone in this game....
Killer can only chase 1 person down.
So how are 4 Survivors doing generators?
The minimum time to complete is around 160 seconds, less with whatever time two Survivors doing a gen takes.
The time a gen needs is 80 seconds to be accurate.
With multiple survivors on it even less.How is a killer supposed to hook survivors 12 times in the time of 80 x 5 (most optimal way) seconds?
The devs need to finally adress this issue and entitled survivors mains should stop playing church and prevent the evolution of this game.
Having a challenge in the game and a more fun and thrilling game is in the will of nearly every player of the game.
It was supposed to be a horror game actually.
Now it's just a killer getting bullied by survivors.
It's not about nerfing survivors entirely, the game just needs balance.
The killer shouldn't be able to immediatly end the game, but the survivors shouldn't have this chance either.1 -
As it is right now, the killers are on a timer. I always found that wierd.
Why aren't the survivors under pressure?
Why is there no time pressure for them to get out? Or a real consequence for getting hit and injured?
What would happen if each time you get hit, your movement speed gets reduced by 1% or 2% or your overall action speed?
So if you don't hurry or goofing around you really lose something.
And after 60 seconds a gate is open, the entity blocks this gate like blood warden. If you miss to escape, you have to find and open the other gate and if both were powered, there will only be the hatch left...but if you are not the only one...somebody has to die first.1 -
I love getting slugged lol!xxaggieboyxx said:
Yeah but so is getting looped and gen rushed so idc if they don't like being sluggedCymer said:
I know but slugging is bad and unfun to play against.DexyIV said:This is why you selectively slug and get as many survivors onto the 2nd stage of the hook as fast as possible early game. Plus survivors are overly altruistic in the current meta so chances are, all of them will hop off their gens for Benevolent points if they aren't SWF.
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Gen rush is simple math.
You can only chase ONE and 3 other will do different objectives.
Spreading out is the smartes thing survivor can do, that's why the killer offering "all start seperated" is actually benefiting the survivor and of course Self Care is the most important perk for this tactic.
With around 30-40 seconds a hit against any decent survivor, you -the killer- will lose 3 gens on the first hook easy, because the basetime to do a gen solo is 80 seconds, less with every great skillcheck or by using any toolbox.
We are not talking about "good looper" here, they even extend chases much longer than 30-40 seconds per hit.
So 3/6th of the survivor objective is done (5 gens + open the door), while only 1/12th of the killer objective is done.
Even if you consider 2 kills a balanced result and a "win" for the killer, you are at 1/6th of the killers objective. Not taking into account hooking anybody else, or getting DSd or flashlighted or bodyblocked. These are 12 successful 2-hit-chases and carries, without other survivor interfering.
3/6 vs 1/6
So if the killer is not camping and/or tunneling (trading hooks), he will repeat this on the next chase and gets 6/6 vs 2/6.3 -
@Cymer said:
As a killer with no Mori and the survivors not letting someone die. (And you not facecamp that one hook) he has to hit every survivor at least 6 times total of minimum of 24 hits and hook them 12 times to end the game.
The survivors on the other hand only need to complete 5 gens and open one gate to escape...well actually as a survivor you only need to complete 2 gens. Sit in a corner for the rest of the game, not die and jump through the hatch. So 3/4 things to do. Complete 2 gens. Don't die and find hatch. GGThis post. I just can't.... it hurts my brain too much. It feels like someone has hammered 24 nails into my skull and then hooked it 12 times. Are you seriously trying to suggest that the killer should only have to hit survivors 5 times to win since there are 5 generators? You've taken the whole apples and oranges metaphor to a whole new level.
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@Dreamnomad said:
@Cymer said:
As a killer with no Mori and the survivors not letting someone die. (And you not facecamp that one hook) he has to hit every survivor at least 6 times total of minimum of 24 hits and hook them 12 times to end the game.
The survivors on the other hand only need to complete 5 gens and open one gate to escape...well actually as a survivor you only need to complete 2 gens. Sit in a corner for the rest of the game, not die and jump through the hatch. So 3/4 things to do. Complete 2 gens. Don't die and find hatch. GGThis post. I just can't.... it hurts my brain too much. It feels like someone has hammered 24 nails into my skull and then hooked it 12 times. Are you seriously trying to suggest that the killer should only have to hit survivors 5 times to win since there are 5 generators? You've taken the whole apples and oranges metaphor to a whole new level.
Did you even read his post?
If the answer is yes, please do it again.2 -
@Tizzle said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Yeah because the Killer never chases anyone in this game....
We were talking about pure objective times only.
Oh and btw, I believe its a lot easier for the survivors to run from one generator to another while the killer has to follow survivors through the loops first in order to down one. And the killer can only chase one at a time
1 -
@Dabrownman1812 said:
DeadByFlashlight said:@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.
A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Are you new or something? 2 minuted to die on hook gauranteed if they get face camped by leather face, if not it isn't two minutes. It's whatever time it takes to find, eat a loop, and hook. Optimally people will work on separate gens as if it takes a killer over 90 seconds to find and down one survivor 3 gens would have popped. 10-15 seconds to find survivor, maybe 60 seconds at least in chase unless survivor is a noob, then hook 78 seconds, then find another survivor which is at least 5 to 15 seconds. You gotta be a troll or survivor main.
I am a killer main btw, we were talking about pure objective time, i.e. gentime or time on hook.
But even looking at those numbers, completely forgetting about looping....... its kinda insane4 -
My bad, misread. Hell yeh, time is on the survivors side completely. The killer can at first stop one survivor at a time. Maybe more objectives.DeadByFlashlight said:@Dabrownman1812 said:
DeadByFlashlight said:@CallMeRusty420 said:
@DeadByFlashlight said:
@CallMeRusty420 said:
@DeadByFlashlight said:
Talking about objective unbalance.
4 survivors need 110 seconds at gens to complete their gen objective.
A single survivor stays 2 minutes on hook until he dies
A single person on a gen without any aid takes only 80 seconds smart guy lol
yes and 4 survivors working optimally on gens take 110 sec, to be precise it actually only takes 80+28.57=108.57 seconds
Wait can you explain where you got the 28.57? I'm missing something. And did you mean that 4 survivors working on a gen each?
yes first each survivor works solo on a gen(80), then all 4 on one (28.57)
Thats the optimal way to do it
Are you new or something? 2 minuted to die on hook gauranteed if they get face camped by leather face, if not it isn't two minutes. It's whatever time it takes to find, eat a loop, and hook. Optimally people will work on separate gens as if it takes a killer over 90 seconds to find and down one survivor 3 gens would have popped. 10-15 seconds to find survivor, maybe 60 seconds at least in chase unless survivor is a noob, then hook 78 seconds, then find another survivor which is at least 5 to 15 seconds. You gotta be a troll or survivor main.
I am a killer main btw, we were talking about pure objective time, i.e. gentime or time on hook.
But even looking at those numbers, completely forgetting about looping....... its kinda insane0 -
@Rebel_Raven said:
As a killer, I'd like to have a decently long match as close to the original spirit of the game as possible.
A decently long match, some chases, some hits, some hooks, hopefully a sacrifice, or two. 3 or 4 is nice, but i don't expect those to be common.
The less the survivors can communicate outside of perks the better.As a survivor, I'd like it if lithe wasn't going to become less and less useful. I hate sprint burst until i can suppliment my non running speeds.
Can't really complain about much. I'm terrible at evasion, and decent at stealth.I'd like it if the trial was treated like a date. Don't rush to penetrate, and don't make a dash for the door asap. Lets both enjoy the chase, and have fun.
As a killer, I love when I succeed into mind gaming one of those who I am chasing, whoever the killer I am using may be.
As a survivor, it gives me some thrill to escape a chase.
Before anyone starts calling names on me, I am not a survivor nor a killer main. I play both almost equally, resulting in just a little more survivor matches when I am with a friend (a friend, NOT three friends).
The problem is, a LOT of killers either camp or tunnel you to death. I have just played against a trapper who put three survivors hooked next to each other, on the Swamp, and camped them to death. As soon as one was unhooked, in a little time frame, he started tunneling again.
Killers camping is something that has to change, no matter what people say, that is not a strategy. First of all, a strategy requires thinking, planning, and I don't see much planning into staying near a hooked survivor until he dies. It may be necessary sometimes, when you have to hook people near an open exit gate, but nothing more than that. As a killer, I never camp people I hooked unless, as said, they are near an open exit gate. And I expect others to do so, or to get penalized to oblivion. I don't care if the person being camped is me, a friend or just a guy who I don't know; by camping, you are making the game unfun for that player. And people claiming that "it's not the killer's job to make you have fun" are just stupid. As killers find it toxic and blame survivors for flashlight saves or teabagging, survivors may have the same opinion on them camping. And since this is a game, it MUST be designed to let both parts have their share of fun.
The difference is that a hooked survivor who is being camped has no chance to do anything else, but the killer can always catch a DS noob or someone who has just been flashlight saved, often without a minimal effort, in a matter of seconds.
I feel like they are going in the right direction by penalizing killers who camp and making both pallets and hooks be farther from each other, but it still isn't enoug to prevent camping. And now, we get to the part where people, as above, say that killers have to hit suvivors twice each.. Many still forget that the majority of Billys, Myers and Leatherface players will only ever go for instadowns, not even trying to hit people with a normal attack.Survivors, on the other hand, need to avoid teabagging (unless the killer was a c**t). I would like to say pallet looping needs to be avoided too, but there really isn't much a survivor can do to escape a tunneling killer, especially since they can rely on Bloodlust to catch up, being encouraged to tunnel even more. I think, to prevent pallet looping, that survivors should also have a way to slow down a killer, perhaps placing traps in a similar fashion of those the trapper uses (with a big, noticeable visual difference). Again, they are probably going in the right direction, by making pallets more distanced one from the other. Oh, and people who farm, unhooking survivors just to get points, when the killer is already in visual range, should also be penalized in some way. maybe losing more points than those they gain for such a save. Now, killers keep complaining about Self Care. I don't really have any problem with that, since I can usually find survivors before they are fully healed. If you are having problems, A Nurse's Calling is your solution. Again, I don't really feel like putting a limit to the times you can heal yourself with Self Care, but the devs have already made it so healing requires more time in general, on the PTB, and that sounds just about right.
Overall, there is just a general unbalance on both sides, with the killer having a little upper hand. If you think about that, Myers, Billy and Leatherface have a built-in instadown (and rarely do I see people hooking survivors just by hitting them twice, with said killers); Huntress, Trapper and Clown all have ultra rare add-ons that make them instadown with their powers; and a Nurse with 3 blinks is already the most powerful killer out there, let alone with 5. Survivors do not have the privilege of having something, at their disposal, to make the killer instantly lose them Well, this is my take on the game, I still love the game itself, I only wish people would be more sportsmanlike.
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Oh, so killers are supposed to walk away from hooked survivors no matter what and give free unhooks?Damarus said:@Rebel_Raven said:
As a killer, I'd like to have a decently long match as close to the original spirit of the game as possible.
A decently long match, some chases, some hits, some hooks, hopefully a sacrifice, or two. 3 or 4 is nice, but i don't expect those to be common.
The less the survivors can communicate outside of perks the better.As a survivor, I'd like it if lithe wasn't going to become less and less useful. I hate sprint burst until i can suppliment my non running speeds.
Can't really complain about much. I'm terrible at evasion, and decent at stealth.I'd like it if the trial was treated like a date. Don't rush to penetrate, and don't make a dash for the door asap. Lets both enjoy the chase, and have fun.
As a killer, I love when I succeed into mind gaming one of those who I am chasing, whoever the killer I am using may be.
As a survivor, it gives me some thrill to escape a chase.
Before anyone starts calling names on me, I am not a survivor nor a killer main. I play both almost equally, resulting in just a little more survivor matches when I am with a friend (a friend, NOT three friends).
The problem is, a LOT of killers either camp or tunnel you to death. I have just played against a trapper who put three survivors hooked next to each other, on the Swamp, and camped them to death. As soon as one was unhooked, in a little time frame, he started tunneling again.
Killers camping is something that has to change, no matter what people say, that is not a strategy. First of all, a strategy requires thinking, planning, and I don't see much planning into staying near a hooked survivor until he dies. It may be necessary sometimes, when you have to hook people near an open exit gate, but nothing more than that. As a killer, I never camp people I hooked unless, as said, they are near an open exit gate. And I expect others to do so, or to get penalized to oblivion. I don't care if the person being camped is me, a friend or just a guy who I don't know; by camping, you are making the game unfun for that player. And people claiming that "it's not the killer's job to make you have fun" are just stupid. As killers find it toxic and blame survivors for flashlight saves or teabagging, survivors may have the same opinion on them camping. And since this is a game, it MUST be designed to let both parts have their share of fun.
The difference is that a hooked survivor who is being camped has no chance to do anything else, but the killer can always catch a DS noob or someone who has just been flashlight saved, often without a minimal effort, in a matter of seconds.
I feel like they are going in the right direction by penalizing killers who camp and making both pallets and hooks be farther from each other, but it still isn't enoug to prevent camping. And now, we get to the part where people, as above, say that killers have to hit suvivors twice each.. Many still forget that the majority of Billys, Myers and Leatherface players will only ever go for instadowns, not even trying to hit people with a normal attack.Survivors, on the other hand, need to avoid teabagging (unless the killer was a c**t). I would like to say pallet looping needs to be avoided too, but there really isn't much a survivor can do to escape a tunneling killer, especially since they can rely on Bloodlust to catch up, being encouraged to tunnel even more. I think, to prevent pallet looping, that survivors should also have a way to slow down a killer, perhaps placing traps in a similar fashion of those the trapper uses (with a big, noticeable visual difference). Again, they are probably going in the right direction, by making pallets more distanced one from the other. Oh, and people who farm, unhooking survivors just to get points, when the killer is already in visual range, should also be penalized in some way. maybe losing more points than those they gain for such a save. Now, killers keep complaining about Self Care. I don't really have any problem with that, since I can usually find survivors before they are fully healed. If you are having problems, A Nurse's Calling is your solution. Again, I don't really feel like putting a limit to the times you can heal yourself with Self Care, but the devs have already made it so healing requires more time in general, on the PTB, and that sounds just about right.
Overall, there is just a general unbalance on both sides, with the killer having a little upper hand. If you think about that, Myers, Billy and Leatherface have a built-in instadown (and rarely do I see people hooking survivors just by hitting them twice, with said killers); Huntress, Trapper and Clown all have ultra rare add-ons that make them instadown with their powers; and a Nurse with 3 blinks is already the most powerful killer out there, let alone with 5. Survivors do not have the privilege of having something, at their disposal, to make the killer instantly lose them Well, this is my take on the game, I still love the game itself, I only wish people would be more sportsmanlike.
That's what it sounds like you're asking for.
Sometimes we know others are there. Sometimes the gates are open.
Sometimes the decoy was too annoying.
Sometimes the survivor was toxic as hell.
Sometimes we have to thin the herd, and slow your team down.
Maybe you have 4 gens done and can't really pressure the killer to leave due to the pace of the gen rush.
It's a valid tactic. It's not fun for the survivor but a short, dirty trial isn't much fun for the killer.
Giving up points it's always fun for the killer.1 -
@Rebel_Raven said:
Oh, so killers are supposed to walk away from hooked survivors no matter what and give free unhooks?
That's what it sounds like you're asking for.Sometimes we know others are there. Sometimes the gates are open.
Sometimes the decoy was too annoying.
Sometimes the survivor was toxic as hell.
Sometimes we have to thin the herd, and slow your team down.
Maybe you have 4 gens done and can't really pressure the killer to leave due to the pace of the gen rush.It's a valid tactic. It's not fun for the survivor but a short, dirty trial isn't much fun for the killer.
Giving up points it's always fun for the killer.And here we are, already starting with the usual salt. If you weren't in such a hurry to prove that camping is a "tactic" (and I'll have to try my best not to laugh here), you would have read my post. There are points with which I say that sometimes you can't avoid it, when people are close to exit gates. Should I have written that too, since it is that obvious? Do you still need people to warn you about looking both sides, before crossing the streets? Survivor is toxic? Fine for me if he gets camped (but that's totally up to interpretation; for some people, a survivor may be toxic just because he was better than them). If you camp someone who was just put on the hook for the first time, and I have seen that done even to people who just started moving, YOU are the one who is being toxic. If you hook people one by another to camp them better, YOU are the one who is being toxic. And for the "free hooks" thing, of course. I do never camp, as I hate people who do (and who prove their skill level to be much below zero), and that's the whole thing about it. If you are good enough, you will get them anyway, before or after some other survivor. And there is a reason why so many people slug the last survivor they downed, when only two are left. You people need to look at things for how they are, instead of making it a personal matter because that's the only way you can play
"Camping" someone hooked near an open door, or even a hatch, is different. I'd see that as securing a kill, which would otherwise result in the survivor escaping. Standing in front of someone hooked far from an open door until he dies, on the other hand, is actually camping. If you are any good (but, should I judge things how easily as you do, it would look like you are not), you should wander the map to put pressure on every single gen. Or do you believe that Hillybilly is top tier just because of instadowns? Oh, should I also add to that the fact that hooking a survivor more than once gives a lot more points? I guess the tutorial was pretty clear on that part, but I know some people skip even those. And one last thing: I find it very interesting you noticed how "short trials and giving up points" isn't fun for the killer, yet you don't seem to care for survivors who don't even get to safety pip because they have been camped until they died, on the FIRST hook.0 -
I read.Damarus said:@Rebel_Raven said:
Oh, so killers are supposed to walk away from hooked survivors no matter what and give free unhooks?
That's what it sounds like you're asking for.Sometimes we know others are there. Sometimes the gates are open.
Sometimes the decoy was too annoying.
Sometimes the survivor was toxic as hell.
Sometimes we have to thin the herd, and slow your team down.
Maybe you have 4 gens done and can't really pressure the killer to leave due to the pace of the gen rush.It's a valid tactic. It's not fun for the survivor but a short, dirty trial isn't much fun for the killer.
Giving up points it's always fun for the killer.And here we are, already starting with the usual salt. If you weren't in such a hurry to prove that camping is a "tactic" (and I'll have to try my best not to laugh here), you would have read my post. There are points with which I say that sometimes you can't avoid it, when people are close to exit gates. Should I have written that too, since it is that obvious? Do you still need people to warn you about looking both sides, before crossing the streets? Survivor is toxic? Fine for me if he gets camped (but that's totally up to interpretation; for some people, a survivor may be toxic just because he was better than them). If you camp someone who was just put on the hook for the first time, and I have seen that done even to people who just started moving, YOU are the one who is being toxic. If you hook people one by another to camp them better, YOU are the one who is being toxic. And for the "free hooks" thing, of course. I do never camp, as I hate people who do (and who prove their skill level to be much below zero), and that's the whole thing about it. If you are good enough, you will get them anyway, before or after some other survivor. And there is a reason why so many people slug the last survivor they downed, when only two are left. You people need to look at things for how they are, instead of making it a personal matter because that's the only way you can play
"Camping" someone hooked near an open door, or even a hatch, is different. I'd see that as securing a kill, which would otherwise result in the survivor escaping. Standing in front of someone hooked far from an open door until he dies, on the other hand, is actually camping. If you are any good (but, should I judge things how easily as you do, it would look like you are not), you should wander the map to put pressure on every single gen. Or do you believe that Hillybilly is top tier just because of instadowns? Oh, should I also add to that the fact that hooking a survivor more than once gives a lot more points? I guess the tutorial was pretty clear on that part, but I know some people skip even those. And one last thing: I find it very interesting you noticed how "short trials and giving up points" isn't fun for the killer, yet you don't seem to care for survivors who don't even get to safety pip because they have been camped until they died, on the FIRST hook.
"It may be necessary sometimes, when you have to hook people near an open exit gate, but nothing more than that. "
So you basically gave one "point." Not several.
You say not to make it a personal matter then go on to try and make it a personal matter dedicating a lot of your rant towards lobbing insults?
Unless by the time the first hook happens 4, or 5 generators are done, I basically agree that the person shouldn't be camped unless there's someone near by at which it's your discretion at that point.
Yes, I mentioned irritation towards matches that last 5 minutes or less. It happens, and it annoys me. It's why I avoid swfs mostly.
Camping in response to high pressure, and a lack of willingness of the survivors to give the killer a fair shake, so to speak, I'm willing to forgive more.
Low pressure matches, it's less tolerable.
Problem is, I've seen it far more advantageous for the killer to hang around because survivors will swarm the hook instantly, so the killers will soak up the points.
Not everyone has bbq and chili, or perks that reward leaving the hook in bp, so they don't leave the hook.
On a case by case basis, as far as trials go, my concern over the fun of others is in proportion to the fun they offer.
I'm more than willing to play the map, go on multiple chases, hook multiple people, and play the long game in general. As long as it doesn't say "entity displeased" I'm usually ok.
I don't really have an opinion on Billy. I don't use him outside of rituals where he's necessary.
In general, the game does need to be fun for both sides.
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@Damarus
If the new system passes the ptb, campers will be forced to patrol an Outer Perimeter. The post is in regards to objective balancing which is directly in Survivor favor. Every action a killer takes provides more time for survivors where the reverse is not true. I'm not saying it's an impossible for Killers to win, the game would be truly broken if that were the case. My point is for an asymmetrical game the rolls seem to be backwards in terms of time pressure and map control.0 -
@Rebel_Raven said:
I read.
"It may be necessary sometimes, when you have to hook people near an open exit gate, but nothing more than that. "
So you basically gave one "point." Not several.You say not to make it a personal matter then go on to try and make it a personal matter dedicating a lot of your rant towards lobbing insults?
Unless by the time the first hook happens 4, or 5 generators are done, I basically agree that the person shouldn't be camped unless there's someone near by at which it's your discretion at that point.
Yes, I mentioned irritation towards matches that last 5 minutes or less. It happens, and it annoys me. It's why I avoid swfs mostly.Camping in response to high pressure, and a lack of willingness of the survivors to give the killer a fair shake, so to speak, I'm willing to forgive more.
Low pressure matches, it's less tolerable.
Problem is, I've seen it far more advantageous for the killer to hang around because survivors will swarm the hook instantly, so the killers will soak up the points.
Not everyone has bbq and chili, or perks that reward leaving the hook in bp, so they don't leave the hook.On a case by case basis, as far as trials go, my concern over the fun of others is in proportion to the fun they offer.
I'm more than willing to play the map, go on multiple chases, hook multiple people, and play the long game in general. As long as it doesn't say "entity displeased" I'm usually ok.I don't really have an opinion on Billy. I don't use him outside of rituals where he's necessary.
In general, the game does need to be fun for both sides.
There we agree then. Of course, if you know the survivor team is going to be overly altruistic, you camp that hook. Even though, I'd much rather patrol the vicinity and come back every once in a while, instead of just standing there. Killers have a lot more camping to go their way, as even the last three gens (while only one is missing) can be one next to each other, making the escape much more difficult. Survivors swarming the hook, that is the best thing that can happen to a killer. Not only you know that at least two people are not working on gens (and it could even be a full squad), you know where two people are, fair and square. So, you hook a guy and go check on other gens, then he gets saved. Now you know there are two people near that hook, and you will more than probably find at least one of them. I already validated your point on toxic survivors or overly altruistic teams, but that's just about it. Every other instance is pure camping, you can't deny that.
And let's not forget about those idiots who unhook just to get points, when the killer is making a clear bee line for them, resulting in the survivor being hooked again and dying soon after having been unhooked. Dodging is also a bad thing, just because you see people are together, maybe even in a full SWF, doesn't mean you can't take them on. After all, every match here is a ranked one, so killers shouldn't really be allowed to leave just because they don't want to face a SWF or a Laurie. Survivors, sadly, have to depend on the killer's internet (in my cases, it mostly sucks) AND on his fair play, which is almost non existant. Constant hook camping, tunneling until that person dies and lag switching are just some examples. Given that, plus the fact that survivors cannot know who the killer is, I'd see dodging fair, just because they are dodgind bad internet, most of the times. If not, even though I don't see any other way it could be, it also needs to be addressed. Last thing, I get your point on BBQ & Chili, but I don't have that either. As I hate camping, I don't need any encouragement to leave the hook. As I said, more saves get you more people to hit, near that very same hook.0 -
@DemonDaddy said:
@Damarus
If the new system passes the ptb, campers will be forced to patrol an Outer Perimeter. The post is in regards to objective balancing which is directly in Survivor favor. Every action a killer takes provides more time for survivors where the reverse is not true. I'm not saying it's an impossible for Killers to win, the game would be truly broken if that were the case. My point is for an asymmetrical game the rolls seem to be backwards in terms of time pressure and map control.I don't have any problems with that. There's a reason why killers get less points the longer a chase is and they have gens highlighted for the whole match. You just have to be good at predicting survivor movements and mindgaming. Improve yourself in those key aspects and you won't find it very difficult to hook people. There are some maps, like Swamp, who are just a tad big for killers, but you can get a 4k even on those. As survivors shouldn't always expect to escape, killers should not expect to always get a 4k or even a 3k. Learn where they will probably go, when to lunge through pallets and when not to, and you will be one step ahead. But again, this argument is pretty unintelligent, 5 gens are already enough for the time they take, without taking killers and gen perks into consideration. If you are having problems with that, improve your playstyle and try to push survivors into leaving three gens that are very close to each other. That will lower their chances of making it out alive.
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@DemonDaddy said:
@Damarus
If the new system passes the ptb, campers will be forced to patrol an Outer Perimeter. The post is in regards to objective balancing which is directly in Survivor favor. Every action a killer takes provides more time for survivors where the reverse is not true. I'm not saying it's an impossible for Killers to win, the game would be truly broken if that were the case. My point is for an asymmetrical game the rolls seem to be backwards in terms of time pressure and map control.How will it force them to?
You think people give a ######### about emblem?
A metric ton of people willingly depip by disconnecting for a vast ammount of reason (because high rank isn't "fun", because of long queue times, because they don't like that x killer is overly used in this rank etc...)
Most people won't give a ######### about losing on emblem point.0 -
I'm not thrilled to work in absolutes at all, let alone aboit definitions on camping as there's a lot of things that can happen.Damarus said:@Rebel_Raven said:
I read.
"It may be necessary sometimes, when you have to hook people near an open exit gate, but nothing more than that. "
So you basically gave one "point." Not several.You say not to make it a personal matter then go on to try and make it a personal matter dedicating a lot of your rant towards lobbing insults?
Unless by the time the first hook happens 4, or 5 generators are done, I basically agree that the person shouldn't be camped unless there's someone near by at which it's your discretion at that point.
Yes, I mentioned irritation towards matches that last 5 minutes or less. It happens, and it annoys me. It's why I avoid swfs mostly.Camping in response to high pressure, and a lack of willingness of the survivors to give the killer a fair shake, so to speak, I'm willing to forgive more.
Low pressure matches, it's less tolerable.
Problem is, I've seen it far more advantageous for the killer to hang around because survivors will swarm the hook instantly, so the killers will soak up the points.
Not everyone has bbq and chili, or perks that reward leaving the hook in bp, so they don't leave the hook.On a case by case basis, as far as trials go, my concern over the fun of others is in proportion to the fun they offer.
I'm more than willing to play the map, go on multiple chases, hook multiple people, and play the long game in general. As long as it doesn't say "entity displeased" I'm usually ok.I don't really have an opinion on Billy. I don't use him outside of rituals where he's necessary.
In general, the game does need to be fun for both sides.
There we agree then. Of course, if you know the survivor team is going to be overly altruistic, you camp that hook. Even though, I'd much rather patrol the vicinity and come back every once in a while, instead of just standing there. Killers have a lot more camping to go their way, as even the last three gens (while only one is missing) can be one next to each other, making the escape much more difficult. Survivors swarming the hook, that is the best thing that can happen to a killer. Not only you know that at least two people are not working on gens (and it could even be a full squad), you know where two people are, fair and square. So, you hook a guy and go check on other gens, then he gets saved. Now you know there are two people near that hook, and you will more than probably find at least one of them. I already validated your point on toxic survivors or overly altruistic teams, but that's just about it. Every other instance is pure camping, you can't deny that.
And let's not forget about those idiots who unhook just to get points, when the killer is making a clear bee line for them, resulting in the survivor being hooked again and dying soon after having been unhooked. Dodging is also a bad thing, just because you see people are together, maybe even in a full SWF, doesn't mean you can't take them on. After all, every match here is a ranked one, so killers shouldn't really be allowed to leave just because they don't want to face a SWF or a Laurie. Survivors, sadly, have to depend on the killer's internet (in my cases, it mostly sucks) AND on his fair play, which is almost non existant. Constant hook camping, tunneling until that person dies and lag switching are just some examples. Given that, plus the fact that survivors cannot know who the killer is, I'd see dodging fair, just because they are dodgind bad internet, most of the times. If not, even though I don't see any other way it could be, it also needs to be addressed. Last thing, I get your point on BBQ & Chili, but I don't have that either. As I hate camping, I don't need any encouragement to leave the hook. As I said, more saves get you more people to hit, near that very same hook.
Dodging swfs? We gotta agree to disagree, i guess. There should not be consequences against it beyond the small timer preventing another match that we have.
It is a matter of the killer having fun.
What's the point of going into a match that might last 5 minutes and have extremely low blood point payout? Odds are it's going that way.
I'm not interested in bravado, or ego, I'm interested in playing the game as close to the original intent as possible. 4 uncoordinated strangers teamed against 1 killer, or as close to it as possible.
I can just about guarantee every last swf doesn't respect that at all.
Swf was not intended for ranked matches. It was not originally an option.
Whem swf was added the survivors got handed game breaking power, and most use it.
The killer doesn't know what perks, or addons the survivors are using. Thanks to last second switching they may not even know what items or survivor they are using. The survivors without swf have enoigh advantages and disadvantages to have a fair shot.
For theblongest time the killer's identity was revealed in the loading screens on ps4 anyhow.
They're as welcome to dodge as the killer in my book, and vice versa.
Yeah, it sucks being beholden to the internet of the killer. Bad killer internet can work against them, too.2
