Some thoughts and ideas for the game...
Hey all,
Firstly, I would recommend showing survivors which perks and add-ons they have equipped in the lounge. This would allow solo and SWF to coordinate their perks and add-ons. I would love to see an option for both killers and survivors whether they want to play with/against an SWF of 3 or more; I don't find many issues with two-person SWFs. Finally, I would like more added for survivor and killer objectives, something to shake the game up and stop the complainers complaining about the game being stale.
Thoughts?
Comments
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I wanna be able to see my team's perks and they mine, perhaps then I'll know how to play around some perks that need more thought into them.
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Could you imagine how many lobbies would be dodged though?? You ready up with your arsenal of perks, item with add ons and offering and find you are with a bald Dwight with no perks, a Meg with only quick and quiet and sprint burst and a David running no mither.
See ya later alligator.
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Another idea I would like to see implemented would be the removal of map offerings to maps that aren't considered well balanced. So maps like The Game, Eyrie of Crows, RPD maybe...
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lol
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Nahhh. There would be far too much lobby dodging. And SWF’s would NEVER find games. What killer would purposely opt to play a 3-4 man SWF?
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Lack of Coordination is Part of the Game for Survivors. Why don't you people understand that!?
The game was made for 4 Solo people to work together once they are Knees Deep and not go there Prepared for everything. SWF onl exists to allow freinds to play together however SWF's inherently offer a level of coordination and information that killers are not prepared to compete with.
YOU'RE NOT BATMAN WITH PREP TIME! And you shouldn't get that Prep Time.
IF you can't change killer once you're in queue then Survivors shouldn't change either. You're stuck with your 3 Builds on that character and that's it, same as Killers.
Information is Super Strong in this game and you people want to give Survivors all the information before a match starts!? That will only work if you give killers the same treatment. And while you can tell me: but Killers already have Lethal Pursuer" i guarantee you Lethal Pursuer doesn't win any match at all. IT let's you see where people Spawn and that's it. IT's precious information ( the perk works for too long imo, i'd make it 5 seconds base and 7 seconds with it's self buff) but it's not a GG killer wins. Survivors can just as easily spread and work on their objective 3x faster than killer can.
So Imagine the scenario where Survivors are already preped and the killer doesn't have Lethal Pursuer... What do you think is gonna happen!?
This is so against the spirit and intent of the game.
Listen, this isn't Evil Dead where you set up a team, and even Evil Dead as whole mid match progression system and loot system to make things more interesting than just picking the right characters.
You can say DbD does that with Perks but inherently every survivor plays the same, not so in Evil Dead, in Evil Dead you are looking for specific things which you may not get because you're unlucky or because you had no time to explore and get them. In DbD you can slap a Perk on any survivor and it will work the same way for all of them. That means the Perks keep their value no matter what. If survivors outside of SWF can coordinate like a SWF then Killers need to get stronger.
You can't buff Solo Queue without also buffing SWF's and you can't buff Solo Queue to SWF strength without doing something to help killers.
I'd go with Map design but that's a tricky one cause inherently Survivors are absolutly blank slates, so their first means of defense is the Maps themselves, the ability to loop and waste time.
If i know you have DH or Lithe and you're in a chase i'll just let you do whatever you're doing and i'll stay on the gen. If i know you have Deliverance then i won't go for you, i'll work on the gen.
Do you see where this is going? I'll always be able to be on the objective because i got access to Information that just makes the game irrelevant.
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Not in the lobby, but once in a game, the options menu should display survivor load outs for each other, just as you can see the offerings played. This can at least allow you to know if someone has say Unbreakable, so you can safely leave them on the floor and draw the killer away, or Deliverance, so you know not to go for the rescue.
SWF can be displayed on the scoreboard after you finish the game.
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"Lack of Coordination is Part of the Game for Survivors"
Only for solo's, not for SWF, and the power gap between these two modes is too big to ignore.
"You can't buff Solo Queue without also buffing SWF's"
Yes you can, via information that is superfluous to voice chat, just like this suggestion.
"and you can't buff Solo Queue to SWF strength without doing something to help killers."
Correct... so do that. Things like a FoV slider that goes up to Shadowborn's limit, or forcing survivors to commit to actions for 1.5s before making progress, to prevent gen taps and exit gate 99s. Things that one their own would be a bit too much of a buff to consider without buffing survivors in turn, but would make very good QoL upgrades for killers.
Post edited by Seraphor on1 -
Survivors being able to see each others perks and item add-ons would defiantly be nice even with the dcs that would follow.
Giving people the option to play with/against swfs however probably would lead to extreme que times for them which would alienate a good chunk of the players who want to play with friends.
We would love side objectives as long as their optional and give some in-trial reward other than bloodpoints. That being said, the devs need to balance alota things before adding them.
As for your last idea, we'd them rebalance maps than remove the offerings. (And maybe make sacrificial ward override everything)
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Survivor loadout displays sounds like a pretty good idea; one more step towards unifying solo Q and SWF.
SWF option is never going to happen; they would make casual/ranked matchmaking before that, and that is also probably never going to happen.
More objectives would be nice, though. Events tend to do a good job of that, like I thought the rift energy voids were a lot of fun.
Definitely not going to happen. Removing all map offerings is more likely, but considering Sacrificial Ward exists, that's almost definitely not going to happen either.
Besides, removing map offerings will make it a lot more annoying to get achievements like, say, the one where you have to open the exit gate and escape 20 times on RPD.
The real answer is in fact balancing the maps properly. If the maps are balanced then why would you remove offerings? They would also by nature be balanced as a result.
Uh, yeah, you just buff Solo Q to be on par with SWF and you buff killer to be on par with SWF and then everything is good. I don't know why you wrote so much about a topic with such a simple answer.
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For map offerings. I feel like the only decent solution is to make sure each offering can result in multiple maps. Like the original realms that have five maps per realm, each offerings should have maybe 3-4 different variations. Once that is established, make sure within those variants there are at least one 'survivor sided' option and at least one 'killer sided' option.
This way, there's still an RNG factor at play in terms of who benefits the most. You're playing the offering mostly for the aesthetic, and maybe a bit for the indoor/outdoor choice.
So what offerings/realms would need changes?
MacMillan/Autohaven/Coldwind - more or less fine as is.
Crotus Prenn - it would be nice to get a third map in this realm, probably one for Blight.
Haddonfield - two additional variants, one slightly bigger, one slightly smaller.
Backwater Swamp - a third map with a main building in the centre.
Lery's - two additional variants, perhaps with larger outdoor areas where the exit gates are.
Red Forest - a Twins related map would work here.
Springwood - rework variants IV and V to be a little more killer sided.
Gideon/Midwich/RPD - when it comes to licensed maps there's probably a limit to what they can do, but more RNG on the tiles couldn't hurt.
Yamaoka - could easily gain one additional variant.
Ormond/Glenvale/Eyrie/Garden/Borgo - honestly, would require far too much work to make it right, you cant even lump these together under one offering because they're almost all survivor sided (besides Dead Dawg) and they each have very different aesthetics.
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As for your last idea, we'd rather them rebalance maps than remove the offerings. (And maybe make sacrificial ward override everything)
We realized we missed a word
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