How would u nerf survivors.
leave your thoughts below.
gens take more time. or 1 more gen spawns on the map that u gotta do. or both
and make some loops weaker.
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I would focus on maps and loops first.
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For starters rework all maps, some have some absurdly safe areas that can be abused to no end.
Map size needs a rework to, some are SO big its ridiculous the amount of time it takes to get from point A to point B, add the forementioned terribly safe areas filled with pallets and you are in one hell of a game.
When maps are adressed survivors perks need to be looked at and adressed, many are overly powerfull and just make games a complete slug, draging out the game more that it needs to.
After the survivors perks are looked at, THEN you can start adressing killers and their perks to bring them up to line with the survivors
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Toolboxes is the first edge-case that doesn't hamper overall Survivor experience and would be an easy-win from the technical team. I really like Otz's idea about how Toolbox Repairs raise the minimum regression value.
The next would be taking a look at med-kits and their self-healing speed, is it a bit fast at the moment?
And finally, try to come up with an early-game mechanic so some Survivors move around the map at first, instead of plopping nearby the closest gen.
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I wouldn't directly nerf survivors.
I would rebalance maps to be on the same level as Coal Tower and the old version of Father Campbell's Chapel, in terms of map size and loops.
I would fix spawns, particularly making all survivors spawn together, so that 3 gens won't pop within the first minute and 20 seconds.
And finally, I would make some (not all) hex perks light up their totem once at least one survivor is cursed, or a different activation period. I'd also make totem spawns more consistent on each map, so that they aren't necessarily unfair for killers, while still being fair for survivors.
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Lock survivors into animations and put the same 1 second 'deactivate' cooldown on survivor actions that Killers have on their powers.
That means, if you want to click your flashlight, it goes on instantly, but stays on for a full second after you've released the button. Same with crouching, you stay crouched for a full second before getting back up. And, of course, if you touch a hooked survivor, you're committed to unhooking them. None of the "run to the hook right in the killer's face and do a game of fake-outs, fluttering the rescue button to try to abuse the game's non-functional grab system."
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Reduce the size of big maps and change/remove some tiles.
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make gens take 3 seconds to stop regressing when survivors repair that way they can't one tap them.
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Add a rushed action trip mechanic.
Running while looking backwards, fast vaulting 4% chance of tripping.
Classic horror movie chase.
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buff weak killers so they have chance
buff perks on both sides, so it's not that boring.
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Personally I don't want them to focus on "balancing maps". that's how you get map stagnation like R6S and then they stop making maps completely and throw away maps that are just too problematic with their initial layout.
Of course blatant infinites need to be addressed, but I'd like to see them improve on "catch-up" mechanics for both sides so it frees up creative freedom and allows more "Player-testing" with an agile approach.
So basically figuring out a way to improve Bloodlust and Hatch.
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Honestly with how one sided it's been feeling recently, I would be fine with some map reworks. Ormond, Coldwind, Haddonfield, Red Forest, you get the idea.
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definately
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thoughtful. i agree with this. it seems to be the main thing that killers hate. maps
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this would be hilarious and would love to see it as just a thing to laugh at
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this is wierd and would make the game feel clunky. i think u should commit to unhooking but crouching and flashlights are just unnessecary
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Exhaustion now disables all perks that makes your breath or moans quiet, Also breathing and footsteps are much louder when exhausted
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agree with most of thee however, i wouldnt nerf meta. i would buff the bad perks. and then if needed nerf meta
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The thing is the meta would undoutably change with my proposition, if you change tweak and modify the survivors perks something will definitly change, but i belive this is just to important.
A lot of the problems of the game come from map layouts closely followed by survivor perks, many people dont like or want to belive it but the survivors are the ones seting the pace baced on the perks they have, so, by making so 16 total perks arent as opresive and defining as 4 from the killer things can shift to a more balanced game
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Items like medkits, toolbox addons etc.
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They have to buff like 80% of the killers. All those slower killers are really underpowered.
Then they need to rework a few maps, some are just incredibly survivor sided.
They should nerf dead hard in some way, its just so frustrating to completely outplay a survivor just for him to extend the chase for 2 gens with dead hard. Also boons should be reworked in some way, on small maps with swf its completely OP.
To balance that out they need to have a look at punishing camping, tunneling and slugging. Right now, from an aspect of kill rate this game seems as balanced as never before but A LOT of those kills come from tunneling, camping etc. So statistically the game seems balanced but while playing it, it doesnt feel balanced. If you play killer without tunneling or camping and arent playing one of the S tier killers, you are so often without a chance. And from the side of survivor... yeah games where 2 or 3 escape happen regularly but 1 or 2 survivors dont have any fun at all cause they get camped. Atleast thats my experience.
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- nerf all the 2nd chance perks (mainly Adre, DH, BT, UB; DS is fine although it might need a nerf during EGC)
- rework Prove Thyself
- make the large maps smaller (f.e. Red Forrest, Swamp, RPD, Shelter Woods). No map should be over 10k sqm
- Exhaustion makes your breathing and injured sounds +25% louder (so this also affects IW because it's additive)
- Exhaustion recovers at 50% rate while on a hook and is not immediately cancelled. (No insta unhooks and a DH or SB ready + BT/DS/UB)
- rework how loop money is calculated. Long-wall jungle gyms are way more powerful than short-wall ones. Even some LT combinations can be very very powerful when facing right.
- remove breakable walls at god windows, but keep them at interesting places, so it really creates a new dynamic.
Do compensate: punish killers for tunneling/camping/slugging
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I wouldn't. I would try my best to fix the real underlying problems.
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I am red 4 and I don't even know what NERF means. or MMR. I finally figured out SWF.
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Hasbro wants its trademark back.
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It IS weird and it DOES feel clunky. And that's why so many killer powers, which have these very same restrictions on them, feel so bad to play.
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I'd probably make all killers 5% faster
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I would add a special "tool" like a wrench that survivors must find in the map and take it to be able to start repairing gens, so they have more objectives and the start of the game lasts more than 20 seconds. Genrush is the game biggest problem imo but adding more gens or increasing the repair time would make it even more boring for survs, so i think adding a new objective like i said could be a good way. Also definetly SOMETHING must be changed for swf, they break the game balance completely, being able to be permanent repairing at least 2 guys while other distracts you and the other can be blessing, breaking your ruin or repairing too, its just too hard to deal because ANYONE is losing time at ANY time
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true but u cant nerf meta really. iron will cant be touched. dead hard cant be touched, DS is fine, BT is fine, circle of healing coudl recieve a nerf but apart from that i dont know what u could do
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you cant nerf Dead hard though. it either is a ######### or a good perk, it cant be changed. if it gets a nerf it will most likely be bad unless exhaustion lasts for 60 seconds not 40
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i think the tool shoild spawn randomly but survs can se its aura when 20m from its area
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i think some killers that have this need changes tbf
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i mean sure. if its a nurse and hag buff i am down
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NERF: make it worse because its too good
MMR: SBMM
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not allowing survivors to interact with windows or pallets for a few seconds would be a reasonable change cause that's why most survivors use it.
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Yeah but that destroys the main point of dead hard doesnt it
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not really, should just be used to dodge a hit.
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fair.i wouldnt mind it but maybe they could do something else with it
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They can be touched and should be, when a game relays way to heavily in a handfull of skills/perks theres something wrong with it. Ideally all perks should be an option to play a diferent style, but lets be honest, in the mayority of games from mid to high level MMR you will always se the exact same perks over and over and over with the same tactics over and over and over, this doesnt create a healty enviroment of play.
From a very personal standpoint, i would for starters separate ALL perks in categories, those who afect generators, those who afect the enviroment in some way, those who can be considered pasive skills and so on, from that point i would make it so each perk slot can only use a perk of that category (the stamina perk can only have stamina reliant perks, the enviroment only enviroment perks and so on), this way people would be forced to be more spreaded out in the way they play while still giving them room to personalize their prefered type of play, this would open a more dinamic way of playing as it sets boundaries of what people now can do, you cant chocke full your perks with stamina reliant but at the same time cant chocke it full of pure pasives and so on, it makes it so you have to be more tactical, at the same time helps to balance the game some more as everyone are playing on the same rules, this of course would apply to for killers. They would have a hex slot, a gen afecting slot, a combat slot and so on, this way as another example can prevent overly opresive hex builds as an example, or overly opresive anti gen builds. This also comes with the added benefit that people will be yes, slightly forced to play with certain categories of perks, but that invites people to test things out some more while at the same time stop the over reliance of cookie cutter builds that you se all the time.
This is just a quick idea tough, not a full blown one, but theres ways this can work for a more enjoyable experience for the game
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Flatten their asses. Thats where all their power is stored.
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Since yall hate survivors so much here is a better idea, ask the devs to remove all survivors and yall can enjoy a killer vs killer game Freddy vs Jason style
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Thank you. OK what is SBMM Survivor B Match making?
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