Have any changes REALLY made a difference in OUTCOME?

EuphoricBliss35
EuphoricBliss35 Member Posts: 875
edited January 2021 in General Discussions

Whether it’s nerfing tiles, pallet spawns, exhaustion, balanced landing, medkits, toolboxes, ruin, etc

What has changed outcome wise? Has there been a drastic change in escapes? Kill ratios?


It feels like we all get annoyed over XYZ. Maybe something gets changed. But does it really do anything? Sure, you don’t have to follow someone on a long ride through haddonfield with BL (when...you shouldn’t have to begin with)...but now you just follow them, elsewhere? Has the average chase duration decreased?


Changes like these pigeon hole the game into unhealthy corners. We need new perks to band-aid old problems. New killers get introduced and rarely shift the meta. If a new perk comes out for killer (primarily) that shifts the meta, it happens for 1-3 months, until it gets nerfed (so new chapters become a temporary pay wall; same thing happened with MoM).


God this game needs serious competition

Comments

  • EuphoricBliss35
    EuphoricBliss35 Member Posts: 875

    yes. Sitting on a gen is really active intense gameplay

  • vacaman
    vacaman Member Posts: 1,140

    I don't know if it has changed the killrate but it certainly has made the game much more enjoyable overall. But yeah that's over a span of years when it should be months or weeks. I agree this game needs competition, the significant changes are very slow and lazy.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    The game gets "shaken up" by the simplest of stuff like graphic changes and new game mechanics from new killers. After a week, it gets old and repetitive again. This is because the same old problems stay the exact same for years on end.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Yes. Trials have gotten much, much shorter, chases have gotten much more skill-based (ingore Dead Hard), and m1 killers like Legion have a much easier time of it and are actually a bit stronger than they were thanks to not needing to kick every pallet in existence (shakes fist at The Game).

    Plus there's all the fun new builds that the new/buffed perks create.

  • darktrix
    darktrix Member Posts: 1,790

    It's what the game forces survivors to do while waiting to get chased. Guess they don't have to do gens, but then everyone dies for sure.

  • GeneralV
    GeneralV Member Posts: 12,668

    Exactly. And that, my friend, is why Ruin / Undying was perfect. Instead of sitting on gens the entire time, survivors had to look for the totems, which made the trials longer and less repetitive.

  • Karao_Ke
    Karao_Ke Member Posts: 1,221

    I'd say chases last the same amount of time they usually do (if done correctly by a survivor), but the changes have made said chases seem more fair. To me, it's a psychological thing. If a survivor outplays you because they simply outplayed you, you probably wouldn't get as mad as you would if a survivor had lots of resources/second chances (ex. pallets spawning very close to eachother, not perks).

    Less frustration means less complaining, and less complaining means a happy community because the majority of players think the game is in a good spot.

  • DawnMad
    DawnMad Member Posts: 1,030

    If you want proof just look at the survivors these days. If survivors were this good at the game a few years ago the game would be unplayable as a killer with all the double pallets, infinites, pallet vacuums, insanely long animations etc. The game has become more and more strategic with the changes, you can't just run pallet to pallet continuously and still have more than half of them left at the end of the game, which I think made it a lot more fun.