A quality of life change for survivors
Survivors should be able to see each other's perks. This would help so much in solo queue. This would have survivors strategize their perks around what other's have. Survivors could use the chat, but many times the survivor is probably watching a video on their phone while they wait for the game to start
Also, perk loadouts for both sides would be nice.
Comments
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I like this idea a lot. Also, totem counter for both sides?
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I can see them not doing this for the same reasons they removed visible ranks. Lobby dodges because they don't approve of the build.
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If the Solo Queue and SWF gap is ever going to be closed perks, totems done, which gens being worked on, where the killer is being chased and many more things need to be made basekit. Perk setups would be a good standalone change.
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You think survivors would dodge because they didn't like their teammates perks? I doubt it, and especially while queue times are this long.
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an unintended consequence of seeing other survivors loadouts would be lobby dodging. Much in the same way as killers being able to lobby dodge by seeing ranks, survivors could dodge a lobby if a teammate was using an off meta build.
Plus, if you put solo's closer to the level of SWF, you'll have to do something to compensate killers for the extra survivor coordination.
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I don't think that survivors would lobby dodge because of a build another person is using. I couldn't really care less about someone else's perks. it already takes a long time for survivors to find a lobby, I don't think they would leave just because someone isn't running good perks. I am pretty sure that lobby dodging would not be a problem.
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Maybe just survivors because if the killer did, then they would get free information.
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I think you severely underestimate how petty people can be.
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I've had swf lobby dodge just cause I wouldn't match my character to the team. I can see trolls abusing the info, like it's not bad enough with post game toxic chat we need before we start.
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Oh, believe me, I know how petty people can be. But I don't think that there is that many people who would do this. Everyone who plays survivor is desperate to find a lobby, I think they just want to find a game just like the rest of us.
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But how often do you think you will run into them? Not that often at all, besides once you find a lobby as survivor people will begin to join much faster than actually finding one.
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If the solo queue teammates are chasing the killer I think we've already lost.
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I think it kinda goes both ways.
If I saw one or multiple teammates using more than a couple bad, random, or not fully upgraded perks, I’d probably dodge the lobby. Often times, at the end game screen, I’ll notice that the person who died first usually doesn’t have a good loadout. Obviously player skill is a huge factor but it’s just an observation. Waiting for a survivor game can be tedious, but finally getting into a match just to lose quickly and go into a 3 vs 1 is worse in my opinion.
This change can also be good though. If I don’t see anyone running DS or a perk that creates an obsession, I’ll most likely put one on just so the killer has to think twice about picking someone up right after they’ve been hooked
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Besides, the people dodging the lobby suffer way more. The people in the lobby will get more people to join much faster than a person will find a lobby.
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Go find one of the numberous threads about self care, and read how a lot of people feel about it. Then think again if they would lobby dodge.
Hell, i would lobby dodge if i see one running no mither, because there are very few no mither player that don´t go down fast or just dc if picked up for a hook.
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The guy running left behind would never get saved off the hook again
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The irony
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I have mixed feelings about this, sometimes I want this to be implemented because I want to coordinate with the team but there's also that guy who doesn't approve or doesn't like the perks you want to use.
Sometimes people are biased, if we win the match they don't give a hoot about your perks and move on without saying anything in the chat, but if we lose they are quick to complain about your perks and your perfomance. I had so many bad experiences during the end game chat because sometimes I run a ''not so meta'' set of perks so IDK 😥
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This wouldn't work.
People would be like "I don't like teammates with Self care, or urban evasion, or maybe I think DS/Unbreakable is easy mode, or they have NO perks, or adept builds or..." etc etc.... and then leave the lobby.
The queue times as survivor are already bad, imagine if they suddenly because twice.. maybe thrice as long, lobbies constantly breaking, people not even dodging but going into the game with plans to sandbag the other person because of their build....
This has been brought up before; and the answer has and will always be a hard no.
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Like I said, the people who suffer more are the people who leave the lobby. Survivors in a lobby will constantly have other people join the lobby meaning that even if someone leaves, there will just be another to take that person's place quickly. Also, I am pretty sure that not everyone would just dodge the lobbies constantly when they see the people they are with.
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Yeah, I hate this idea. As solo survivor I take empathy, autodidact, solidarity and (exhaustion perk of my choice, whatever I am feeling that day) however loads of people will dodge me because my build has a max of 1 meta perk. Maybe if you could see someone's build by pressing the ESC/options button when in the actual game it would be a good idea but in a lobby is a big no no for me.
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I like this idea. We need more things like this that bring players together.
Sometimes the separation between survivors and even survivors and killer feels extremely alienating and I feel like it promotes toxic behaviors sometimes.
People are more inclined to not care about total strangers.
Like it probably sounds silly but I wish I could tell the killer before the match, glhf but you can't do that. It's difficult to even coordinate with randoms in the pre game chat lobby with the limited amount of time you have.
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All they need to do it make their perk only visible in game. Just put them beside there name in the menu where you can check offerings.
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What would be the point of that? Sure it would be nice to see what perks everyone else has, but what does it matter if say no one has an obsession perk including the killer? The point of this idea was for solo queueing survivors to be able to coordinate their perks more effectively with other solo queueing players. The only plus I see coming from this is that you can tell if someone has good perks, but the same can be said if they have bad ones.
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So you can plan around stuff in game. For example two people are trying to coordinate a dangerous save. One has BT. It would be helpful to know that so you can ensure they make the save.
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Well, isn't it "free" for both sides? I don't mind giving both sides more information and bringing solos up in the process.
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Knowing people's perks before hand will only lead to lobby dodging, most survivors are tabbed out, if you want to try and coordinate you can message people in the lobby chat, but even then chances are they will ignore it. I know personally I would want to dodge self-care users seeing as all they tend to do is to touch their own buttholes in the corner when I could heal them 4 times as quick with Autodidact however they all seem adamant on touching their own butt and never letting me heal them under the hook even though the chances are I will get a skill check and heal them in 10 seconds. Plus they end up not giving me stacks to help the team later and they can never seem to do anything injured it is like they are allergic to doing anything helpful while injured.
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Lol that's something else, I have never encountered that in 1000+ hours. As for the chat, you can always collapse it if you find it toxic; no need to let it bother you.
I think almost everyone would either use perk information to coordinate with their team or ignore it entirely. It'd be very strange for someone to find a way to turn that into something to be toxic about.
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Yeah, I thought so, but I think it would still be better to know this before the game starts. If not though, then I can see that this would still help in game.
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I'm dodging anyone I see with Urban Evasion or No Mither.
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Keep in mind though that we are buffing solo queue while having SWF stay the same without touching the killer side. It may not be a big one, but the killer having the ability to see how many totems are left could give them a bit of tracking. Although, I am not sure how this would affect gameplay. I guess it could probably be added in for the killer to see as well, but I think it would be better to just add it in for survivors.
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You are kind of part of the problem then.
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Yes because I should be forced to play a game I'm 100% gonna lose because someone is deciding to throw before the game starts.
And yes, unless it's a Hag, using Urban is throwing the game.
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Well since you already admitted to dodging lobbies I think it is safe to say that you aren't "forced" to play a game you are going to "100%" fail because of someone's perks. I recommend judging someone by how many hours they have instead if you are on PC. Also, just because someone is not running the perks you would like does not mean that you will die.
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I'm saying if you let me see the builds on other survivors that's what's gonna happen. Everyone dodges each other.
I play on Xbox.
It does actually. Only a handful of solo survivors could ever play against a really strong killer while using No Mither. And if you have Urban we all know what you are going to do with it, and that means people get to stage 2 and/or die early. It means you will hide instead of taking a chase or making a risky play, which means that if the killer is any good we will lose. Literally 90% of the time when I lose it's because someone decided to play with Urban Evasion, hiding too much and playing way too slow to actually win a game.
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Everyone would dodge teammates with No Mither or only 3 perks.
Because that wouldn't be a normal match.
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How is Urban Evasion throwing? Even No Mither can be helpful in certain builds, although it's obviously very risky.
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Survivors need a lot of things. First of all, the possibility of kill themselves if the killer slug them for more than 1 min. And I'm not talking about escape, I'm talking about being dead. Imagine if the last surv could block the killer for 4min. to look for the hatch. That's the same as slug for the 4k.
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If you are crouch walking everywhere you are wasting time. Literally the only time Urban has a use is against a Hag. Every other time it's worthless, and everyone that runs this perk will crouch walk EVERYWHERE and hide if they even hear a heartbeat. They don't rush gens or saves, you get to second stage or die on first hook because they waste so much time. It is one of the most self destructive survivor perks in the game.
You should be running everywhere unless the killer is nearby and doesn't know you are.
Urban is 100% throwing the game, whether they know it or not.
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That is not necessarily true. Urban evasion can be pretty useful when hiding from a killer especially on a map like Springfield since you can sneak away much easier. It may not be a meta perk, but it is still useful for stealth. You would be surprised to see how many times you can use it to sneak away from the killer who is very close to you.
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You get WAY more value from Spine Chill or just good awareness and walking away. Urban is a waste of a perk slot and encourages people to play slow, thereby throwing the game. That time you spent using Urban to evade the killer and hiding could have been used to just run to another gen instead.
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Running Urban Evasion =/= crouch walking everywhere. May as well dodge lobbies with Sprint Burst because your teammates might be walking everywhere.
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If you have Sprint Burst you can use it to save me faster. Not to mention you're less likely to just hide and not move since you have an easy escape if the killer finds you.
Urban does mean crouch walking everywhere. I literally never see someone with this perk that doesn't do exactly this. Every single time I see this perk, all the person does is crouch walk everywhere and hide if the killer is at all close. Waste. Of. Time. You. Are. Throwing. The. Game. Stop. Being. Slow.
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Hiding when the killer is close is not throwing the game, especially if you're a weaker looper than your teammates. You can also use it to get into better position for flashlight and pallet saves, quick unhooks in the EGC, etc. It helps for looping killers like Myers and Huntress where moving quickly while hiding behind obstacles is important. It's useful against Pyramid Head for crossing trails and Hag for avoiding traps (as you said). It can sometimes let you escape from chases because killers will assume you can't have made it around certain chest-high obstacles without leaving scratch marks. There are tons of ways to use it well. I hardly see this perk in my lobbies but I'll use it from time to time depending on what I have unlocked.
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"When the killer is close" does not mean 32m. People that run Urban will hide at the slightest hint of the killer. So yes it's throwing when you are hiding when the killer is not even aware you are around.
If you know how to play this game you can 100% evade the killer in close range without needing to crouch. Walking is just fine.
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It's not a bad idea to stop running if you're in the TR, especially if you don't know where the killer is or if they're occupied with another survivor. Crouching with Urban is equivalent in speed to walking but stealthier, remember, so there is no reason to walk when you're running Urban. You should always be crouching instead of walking, even in situations where crouching would usually be the wrong play.
Plus, if your teammate is trying hard to avoid getting into a chase, that probably means they don't chase very well (Edit: or that their hook states are in bad shape). Would you rather them be stealthy or get into a chase and go down in 20 seconds? I'd prefer they stay hidden and get back on gens when the coast is clear unless they need to start taking some chases for hook state reasons.
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"Crouching with Urban is equivalent in speed to walking but stealthier, remember, so there is no reason to walk when you're running Urban. "
There is no reason to use Urban if you can do the same thing by walking. Which yes you can I do it all the time. It makes no sense to waste a perk slot to do something you can already do.
Plus as I've mentioned anyone that runs Urban doesn't just use it in this way. They crouch walk EVERYWHERE. Literally, I never see someone using this perk and running unless they are being chased by the killer. Doesn't matter how far the killer is, they will just crouch walk everywhere.
I'd rather they do things quickly so we can keep the pressure off. You're not going to legit hide from a top killer with Urban. You still make sounds and the killer is still faster than you. Chances of them getting found with or without Urban are effectively the same.
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I'm not trying to argue that Urban is a strong perk. I'm simply saying how it should be used if you're running it. You seem to be bothered by teammates crouching too much with it, so I'm trying to say why that makes sense for people running it.
I disagree with you that people only use it counterproductively. Rank doesn't mean much, but still, you almost never see players that immersed at high rank. When you see people running Urban Evasion, it's usually either for Adept Feng or it's just part of a normal build and not used badly. When MMR comes back, that should eliminate any remaining boosted potatoes for high-rank matches.
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How it should be used and how it is used are two totally separate things.
Using this perk at a high level in the way it is almost always used is throwing the game. Period end of story.
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Using this perk in high level matches just how it's used in low level matches would be bad for the team, but in high level matches people typically don't use it that way.
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