Good job for ruining the game with your new Meta BHVR
At least at the old ruin undying tinkerer days killers had to chase u to make ruin effective and also they were still cleansable.
Now it's a fest of detecting a 3 gen in the first 30 seconds of the game and protecting it with the broken kicking meta, which u can't cleanse and is not earned cause u don't have to get a down.
good job BHVR, it's really fun getting 10 games in a row with killers using eruption, cob and nowhere to hide., fun exp indeed. getting chases for 10 seconds and seeing the killer go and kick the same gen.
"LETS SHAKE UP THE META"
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We know right, we are literally in one of the saddest and most boring gaming experiences ever
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I could be wrong, but I heard no such complains during the PTB... at least not as vocal. This isn't dismissive, but I wanna point out this issue in itself:
There's very few people that try to break the game during ptb. A lot of players don't even try out such combos. granted, the ptb is an overhyped advertisement and not much a testing ground, lbr, and doesn't much allow for such testing.
That said, who wants to bet 'Potential Energy' is gonna get nerfed to the ground before NtH is because of it's one hyper-specific extremely-situational use?
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Both are the same.
Old Ruin/Undying/Tinkerer would make you do a single Gen 4 times.
New Eruption makes you re-do 40sec Gens over and over.
The worse part is the new meta only require a single perk slot.
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Christmas is now officially the day, where people miss old Undying Ruin.
This put a smile on my face.
Merry Christmas!
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Notice how it's predominantly survivors complaining about killers.
Being able to stack up 12 health states, predropping every pallet while rushing gens with BNP & Prove Thyself, always knowing where the killer is with Fogwise is totally normal though.
For the 100th time we're just gonna cry to nerf everything a killer can have so that killers stop playing again or resort to the dirtiest tactics available. Surely that won't circle around into the next best worst meta.
At this point I am convinced that the healthiest move possible for this game's balance is to disable all perks without exception for a Month and draw actual conclusions from the resulting data.
Watch me get laughed at tho because read the first line of this post.
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The devs will cave. They've always done this and the killers suffered because of it. Dead hard is still in the game... Otr... COH SHOULD NOT BE IN THE GAME... ETC
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I know. I've seen it time and time again. I'm playing since late 2018.
When I want to win games I have to play exactly that one dirty way. If I do that I will get flamed in endgame chat.
If I don't do that I will also get flamed in endgamechat for being "bad" and I get the "ggez".
Well yea ggez the entire game is stacked against me, what did you expect. This community is just beyond help. It really is.
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I started playing camping bubba again yesterday. Easily 2K and throw on NOED, 3K and even 4K at times! I don't even care anymore.
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It's kinda a no brainer that it's predominantly the people who play against something that will complain about it
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Your forgot Survivors can also know what the killer is doing at every second with SWF.
So Survivors can:
- Know where the Killer is at all times with SWF
- Stack up to 12 health states
- Predrop every pallet
- Rush gens as fast as possible
- Bring 4 META perks at all times
- Insult you if you lose
- Insult you if you win
But they expect Killers to:
- Never camp
- Never tunnel
- Never slug
- Don't use NoED
- Don't use any other perk they consider OP
- Don't use anti-loop Killers, because 'they're boring'
- Don't use gen-slowdown because 'It's boring'
- Don't even THINK about using Nurse, ever!
- You had better give last Survivor hatch!
- 'Be happy with the 2K' (Usually the mantra when demanding free hatch)
- "Why not play off-META sometimes? You know; just think of OUR fun?"
And then they wonder why so many Killers just ignore them and play to win.
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I do that too yesterday and I see myself playing like this more and more often.
You don't understand, do you.
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That both sides have busted stuff and you only want to see one side of it
I do understand
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Classic.
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If I'm not mistaken call of brine etc. Are just like ruin except the killer has to kick the gen? It plays out the exact same, if he chases you you get more distance as he had to kick it and if he doesnt chase you can just go back on it?
And eruption requires a down so he has to chase someone... infact they have to kick a gen, chase and down to even get any value at all which is actually worse for the killer because he needs downs to get value unlike ruin.
Killers will always need gen defense to verse slightly good or efficient survivor teams it's just how it is and you cant get mad at them for it, if anything eruption punishes bad survivor teams more as they will go down faster than the better teams.
I personally just dont like the incapacitated effect, rather more regression just so I can keep doing stuff at least but I'm also not gonna moan about stuff which is needed verse any form of decent team.
Besides gen regression etc. Usually means longer games so more chases and more to do etc. Games that end in 4mins because my team did gens and the killer had no defense are boring... I'd actually like to have multiple chases or do multiple actions in a trial. And often the games I lose iant because of stacked perks but because of bad teammates or teammates far weaker than the killer so I expect the loss at that point.
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Nowhere to hide is a really good perk in the current boring meta, ngl.
Why are the devs bringing "kick-Meta" instead of "Chase-Meta".
Example: Old Pop goes the weasel
It rewarded the killer for chasing and finally hooking a survivor. For me, Pop shouldnt get nerfed, but buffed to 30% total. You need chases to achieve it.
Now u have Overcharge/CoB/Eruption/Nowhere to hide combi-builds which require NOTHING, just do it over and over.
A perk should reward killers, same for survivors. If u manage to go from dying state to injured, Soul Guard for example rewards you with 8sec BT.
Thats how all perks should work. You need to do something for getting its effect.
Thats why I love Dead Mans Switch. It can easily go back to 45sec. You get rewarded for chasing and hooking, not for free like Deadlock.
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I hope you don't mind but i'd argue against the first couple points you are making. for context, i usually play solo queue survivor running non meta or as little meta as possible. because i personally think that variety is what makes this game fun; seeing both killers and survivors with wierd and wonderful builds prevents a 'stale game'. i want to state here that im not saying 'hurr durr your wrong cuz killer' but instead give what i've seen as a solo queue survivor (jeff main too) so debate what you claim.
firstly, 12 health states. i assume you mean health to injured to endurance hit. i personally have seen a sharp downfall in people using endurance hits, mainly dead hard (affectionately called 'dab hard' by people i occasionally play with) since it had its nerf from distance + effective health state to just a health state. now it is far more imperative to wait it out, and since it only lasts a second it cant really be used to extend chases unless in the right hands. out of the games ive played recently, only a small handful of players ive been with really use it. maybe its due to a difference in MMR, in which case its not really a problem with the perk per se, or even the idea of endurance hits, and more about the still small pool of perks used in higher MMR, something the perk overhaul attempted to fix. either way, the only other attempts to get endurance hits are scarce and highly telegraphed. someone healed mid chase? purple medkit addon. someones taking protection hits out of nowhere? could be mettle of man. the other meta way is off the record, which is only through the unhook and disappears after any real game affecting action. if your allowing a survivor to use OTR as another health state, then it could be the playstyle that you are using that is causing the 12 health states you describe.
secondly, pre-dropping. quick one as above is a mouthful. pre-drop is a double edged sword for survivors: gets distance but removes a pallet. can be frustrating on some maps such as Gideons, but that comes down to something both players can control via map offerings (or not because of map RNG). some killers like nemesis at tier 2, doctor, possibly pyramid head etc. almost require pre-drops. from the casual solo queue, i personally cannot loop that well and if its going downhill, i pre drop which usually results in a health state for me. once again, could be an MMR issue as ive seen far better players loop pallets instead of pre-drop. comes down to the player.
rushing gens with BNP (brand new part) and prove thyself. personally, i use fogwise in an aura build because i suck at chases and dont particularly want to be face camped or tunnelled out of the game, so avoiding the killer is my best bet. using a brand new part lets me see where and who the killer is/are, and act accordingly. no different really than using lethal persuer to see where survivors are at the start of the match (i used to use distortion to counter that, underrated perk imo). thats the heart of the argument - using perks to counter the opposite sides perks that you dont like. hate genrushing? killers are running eruption with call of brine a lot recently. survivors hate lethal persuer? run distortion. dont like protection hits? forced pennance solves that somewhat. the problems occur when one side seems to outweigh the other more than can be seen as 'fair' and that fine line is pretty hard to tightwalk across. look at the eruption + CoB situation i mentioned earlier. i feel there isnt a way to really deal with it other than making a gen finish quickly since there is no way for survivors to know when someone is going down in solo queue, so casual players are feeling frustrated that the line is tipping to killers here. however, killers are frustrated at getting 0k,1k, and occasionally 2k because of genrushing and a camping / tunnelling mentality has slowly taken a grip over some killers because they need points, and to have fun, too.
to put it simply, we shouldn't cry out about one side seemingly having the upper hand due to multiple layers of attempting to counter the current meta. instead we should be taking a step back and seeing what the broader problem is here: the game has become too focused around a singular aspect of the game because thats *all the players have*. gens are either popping too quick of killers to even play, or so slow survivors dont see any value in doing them; chases are either to short to be worth their salt or so long killers get frustrated to the point of calling it a night after a few games. no matter what nerfs or buffs come out, it all boils down to 'what part of the game is now the hardest part'. the moment it becomes the main objective, we have what you see happening in the game right now.
id like to finish with an example from this thread:
because of the current meta of genrush, killers are having to turn to tunnelling and camping to get kills, and by that regard, quest progress and BP. this has caused survivors to now genrush even harder, which in turn has caused more killers to be forced to resort to tunnelling and camping to feel like the time and stress they put into a match is worth it (i used to play clown and myers, i know what stress as killer is like). now we see solo queue players hoping that just one match they can have fun, and SWF's now being used as the example picture of survivors because they are the ones that get the most attention from killers and survivors alike.
thank you for taking the time to read this.
(merry christmas / happy holidays to all who read btw)
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It could be the fact that BHVR just changed the most used/ less used perks instead of asking why they are being used/ not used
Ruin: used to be 200% Gen regression but now that it does 100% Gen regression (not many people use it)
Eruption: used to be only cause 16 seconds of Incapacitation and only do 6% Gen regression
Overcharge: used to be only the skillcheck
BBQ: used to give Killer extra BP for hooking all 4 Survivors once
And some perks had a multitude of changes in a few weeks of being changed (Thanatophobia being the only one I can think of)
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If so many killers are actually using Eruption and No Where to Hide then I'd recommend using Rookie Spirit and Distortion if you have them. RS will be countered by blindness, but that's an uncommon debuff in my experience. RS will show you any regressing gen once you get stacks, so you can remember which ones were regressing between each down and avoid Eruption.
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If everyone started bringing potential energy to quickly break the 3 gen, problem would be solved. But everyone thinks potential energy sucks so. 🙄
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I don't think it's the power level though. It's the fact that the gen kick meta is boring and makes the game less interactive. I get no complains ever in post game even though I am playing blight. The earliest death is hook 7 and most of my chases are from healthy. It's way more fun to go against a strong interactive killer playing in a more interactive manor than a weak non-interactive killer running a non-interactive build.
red - gens
Triangle - killer path
circle - area of distance from gens until the killer drops chase
Square - the map
This describes how like 30% of killer players play right now, that is boring. Sure you don't have to use eruption that way, but a lot of killers do.
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`>creates a 3 gen
`>gets 3 genned
`>killerOP.png
Just run Deja Vu 4head
No but seriously, how is Eruption + CoB stronger than Old Ruin or 200% regression Ruin + Surge
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I read every word of it,
Great & logical points & I agree with pretty much all of it.
I play pretty much only adept perks on survivor (playing as all of them in rotation) & do average close to 50% survival rate sometimes much higher some times a little lower in 100% solo games.
As a stats nerd I can say for a fact in my games killers play way more meta than survivors & camping / tunnelling is far more common than gen rushing.
Overall though from my last 850 games there isn't really a massive swing for either side & at least from personal experience (doesn't mean it never happens) when survivors here complain every game is a star struck nurse or busted blight or killers claim every game is a bnp gen rush those games are very few & far between.
The biggest issue i've seen recently (& has been even before I started the stats & recording games to be honest) is survivors who dc or just give up or those that pander to a killer so they can escape & the killers who then work with them to kill everyone else & let them go.
Both are on the increase & thats not a problem that will likely get fixed while they significantly mess up the stats particularly those behaviour use since they aren't seeing every match.
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