A request regarding killer concepts
Just cause it's quite weird to see:
Please, people, when you sit down to create a killer or conceptualize a licensed one, please remember to include gameplay and counterplay.
Cause those are the points I see rarely. I see perks and moris, sometimes outfits, but rarely a dive into how they'd play/be played against. Sure, sometimes people add in speed, but it often times feels more like a random number than anything that would pan out in an actual match.
(The few times I've seen gameplay being accounted for it was either muddy or some utterly overpowered thing with instadown and instamori basekit...)
Comments
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Most Killer creations are about flavour text, look and feel. not about game design.
This is also what most Killer creation posts get likes from.
You sorta see the same old movie licences get recycled from someone new trying to give them a spin and then the same types of Killer ideas.
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This. Why would people take the time to create something better if it nobody wants it?
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that's what I mean. It's remarkable how much love people can pour into a concept some time but when it ends up with a killer that is some mix between spirit and basement bubba, something's a bit amiss
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Because it's very difficult to balance a concept when you can't playtest the concept. Look at Spirit - on paper, she is completely balanced because Yamaoka's Haunting stops you from receiving visual information about survivor locations. Meanwhile, Hillbilly is completely unbalanced on paper - an instadown at any time, curving theoretically allowing him to counter looping, and great mobility? He must be OP, let's nerf him! But in reality, Hillbilly has several problems with his design that prevent him from being anything above high C tier in my opinion, like just how easy it is for survivors to make themselves immune to his chainsaw and the limitations imposed by Overheat, even if you yourself don't Overheat very often. And all concepts are "on paper" so what seems balanced and fair in the creator's mind can actually be incredibly strong or uselessly weak, and they'll have no way of knowing due to the lack of a beta or testing method.
As such, if you just take a quick glance at the killers' basekits without taking their actual gameplay and counterplay dynamics into account, you'll think that killers like Billy, Doctor and Pig are incredibly strong, and killers like Spirit and Blight are on the weaker end.
Actually, this explains a lot about BHVR's balance decisions.
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Most Killer suggestions are also invalid, there is no way in hell BHVR is gonna life an idea like that and copy/paste and not put their professional writers and design artists to waste. Players are actually wasting their time making cool designs, which cant be used.
What BHVR really needs is to hear what you want, so they can work towards that, They dont want us to do the work.
If you want to design a Killer Power, you really ought to make something basic and let BHVR handle the rest.
Why do it? Not because of Forum likes, but because its most useful to BHVR. (at least I think do.)
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I think with killers you gotta take their maps into consideration too (which honestly is a bit of a general designflaw)
Spirit's map has a lot of spots to hide, Billy has CORN, Deathslinger likewise has a lot of hiding spots, Oni has all the nooks and crannies to sidestep his ability, etc. the issues come when they're on a map not made for them
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