After SBMM, Hit Validation, Boon Totems, we need a massive killer buff
Yes killers got maps rework with less pallets, the hatch nerf.
But its not enough. Now that survivors concerns are settle, we need to adress killers ones.
Im not speaking about map size or genspeed who are not a killer problem but a map design problem.
Killers need to be stronger.
We need a basekit rework for almost all killers.
And I think the main problem is the Behaviour philosophy with killers power. With the little animation before and after using it, with the argument "we dont want you to bait the power and not using it".
This philosophy killed Billy, Pyramid and now Deathslinger.
Just reverse back these unecessary changes or do a massive buff to killers base kit.
Im a survivor main, but I play more killer recently and Im exhausted of seeing this game be balance only around survivors.
Its an asymetrical game, the killer should be the power role no matter what !
PS : sorry for my poor english, I tried to explain myself as best as I could !
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Keep in mind that the devs want the game balanced so that the most common results are some survivors escape and some are killed. They want 4 kills and 0 kills to be less common. But that means that the median result has to be that the exits are opened assuming both sides play equally well. However there are a fair number of people who post that incorrectly assume the balance point is supposed to be a 50/50 shot of the generators being finished, so get upset when most of their games the survivors open the doors.
Basically if most of your games you are getting 1-3 kills then the system is working as intended for you. They’re not going to buff killers if that’s what’s happening. Now if the average is actually slanted so too many games have 3-4 people escaping against certain killers or overall then they might address that is my guess. But I have data on the current state after this last patch indicating where the medians lie so who knows?
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Killers still have a killrate above 50% so expect even more nerfs until it's "balanced" to this number since it's this what seems to be their idea of balance. Last stats they posted it seemed that killrate went down by quite a bit but its still far from 50%.
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I understand what you mean but.
Mc Lean, who works on the recent killers nerfs with the philosophy of not baiting the power ; said in a stream I watched "these changes are not in a competitive way, but a design choice".
Now that SBMM is released, this philosophy makes no sense.
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Interestingly, in theory at least, the SBMM is actually designed around that 1-3 kill balance point because if an individual survivor escapes you then they go up in rating relative to you, and if they escape they go down in rating relative to you, so the long term result is in principle that you will tend to face players more often who have a 50/50 shot of escaping you. Which is right in line with that idea that some will escape and some won’t most matches,
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Trying to balance the game doesnt mean destroying characters.
And its not like SBMM is working. With my main killer I still get 4K every match and my mmr dont want to go up.
And with my new killers I still get 0K and face pretty good survivors. Better than the ones I face with my main. lol
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First of all, DH working as intended isn't anything new, back when it was peer to peer, DH also worked as it should, so you could time your DH correctly. The biggest complaint regarding DH is because it's used for extra distance, so you can have one extra loop or make it to window. On the other hand there's absolutely no issue with timing it in open space making you miss.Asking for a "buff" just, because survivors aren't punished because of killers crappy connection is pretty ridiculous IMO. This was not a design choice, but rather a fix that should have been a thing the moment dedicated servers came out.
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Those last stats were very suspicious to me because they were sketched by both SBMM and the old ranking system. The matchmaking system we had before was very benifitial to killers, so kill rates at the time were sky rocketing. We know how essential it is for most killers to have at least one weak link on the survivor team, and SBMM kind of only pairs survivors around the same skill level, so it's a heavily survivor favored system.
They should have shown only the kill rates after SBMM. But considering they took more than a year to release new stats, it's already too late.
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Oh I thought those stats were exclusively after SBMM. Then the kill rate could have dropped even more because they were already lower, imagine if they only took games after SBMM...
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I can’t really speak to how good or bad the system is actually working in practice. Personally my thinking would be a neural net that takes lots of factors into account and assigns a rating based on that might be the way to go, but who knows?
Also if you’re hypothetically at the top or bottom end of the spectrum of players no matchmaking system will get you balanced matches reliable because there just won’t be enough other players around at a given moment in your bracket. And if you play during offpeak hours that is exacerbated too. So even an ideal system would have its limits.
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It included stats from July to September, so 2 months of ranking system and 1 month of SBMM. If the kill rate on the old system was still 68% (2020 stats tho), then it would have to drop a TON after SBMM to reach 53%.
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If we exclude all possible variables then the kill rate after SBMM would be ~39% according to what i've calculated and assume that those 2 previous months the killrate was still 68%.
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EZ to get a 50% kill rate with half game 4k against potatoes and the other half 0k against good survivors.
Average is 2k but still the game is unbalanced. If SBMM is working as intended, every trial should end up with 1k to 3k except some when one side or the other did a huge mistake.
But it's not the case, it's either 4k either 0k. Totally unbalanced.
If you earn 0$ a month and i earn 10k$ a month, the average is 5k$ but it doesn't mean you can eat this month 😅.
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This example you put is perfect because I'm self employed and there's months that i get this 10K$ and months that i even lose cash but somehow I get to eat each month because I don't have to spend all money in one month. Same with games, you win some you lose some and on average it "balances". By saying that I'm not supporting the balance around kills, i think its horrendous, I'm just following Behaviour's logic around balance.
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Thank you, thats exactly the problem.
The game should not be balanced around stats but around game mechanics.
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😂
Yes but the balance should not be made through many trials.
A trial in itself should be balanced = tough fight for both sides ending with 1k to 3k.
BHVR thinks that a game you can't win is balanced if the next game is an ez 4k... But the feeling is that nothing is balanced.
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As long as a certain stats dev is around thats whats gonna happen.
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There is little problem that this number is boosted quite a lot by how game works.
Even if you are bad killer, you usually can secure 1 kill. So it's not 0-4, so 2 is balanced....It's 1-4 in most games
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dude just played a game. what is this gamers about and its without boon of course, good for me this sprint burst guy was so bad, just walking around saving sprintburst, still one gen left even with this dudes
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And the one with self care escaped, as always 😂
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The stat is massively inflated by potatoes rolling their faces across the keyboard. After you get to mid-tier MMR playing a suboptimal killer is basically torture.
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Killers should get their massive buff at the same time solo survivors are buffed with info sharing that SWF already enjoy over comms
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lel
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Which is a shame because if it was true to the theme and source material it would be balanced around 3k and 1 escape.
The game pressure goes in the wrong direction, survivors should feel pressured to escape rather than killers pressured to catch them.
Otherwise its not survival horror its loopy chase tag time and that's just lame.
Put the horror back into the game, strong unpredictable killers that you have to hide from and fear.
i.e. I don't want a tell that says the huntress has loaded her hatchet, I want the hatchet to whizz past my head while I'm frantically zig zagging as the only warning that it was coming. That's scary.
The counter argument goes "but that has no counter play and I want to be able to tell if a killer is using their power to maximize my ability to avoid it"... thus undermining any horror aspect of the game.
No wonder people say survivor gameplay is boring because if you are almost guaranteed to survive a large proportion of your games then there is no threat and that is boring.
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Right, I’m not trying to imply a good game can’t be made where the typical result isn’t three die and one might survive. All I’m saying is that’s not apparently the design goal here. I don’t think that’s a good or bad thing either way, it just means the game is different from some people’s expectations. 🤷♂️
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Yeah I get it. I'm just bummed that the focus is to balance it like that because it promotes itself as being a horror experience but its kinda not when you get to the nitty gritty of it. I can see why people expect something else.
This is why I'd like to have custom game bots. I enjoy playing multiplayer but the game feels more like a horror movie when I'm hunting the tutroial bots over, hunting very confident survivors.
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Survivors can now play pallet stan and DH based on their skills.
Let's give the killers the same gift.
- Take the killers FOV option from Shadowborn and make it a true option
- Decrease the volume of the chase BGM on the killers side
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Good ideas
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my clown ass out here consistently getting 0 kills anyways
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