Developers cater to the minority of their player base
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Believe me. If what you are asking was granted, you would only face Nurses, Blights and Weskers forever. People already prefer to pick survivor, specially when they have friends available to play with.
Being new into this game is quite harsh but it is for both sides. Try to learn a new killer to see how MMR works: you will be facing the same survivors on your brand new killer as you face with a killer you have hundreds of hours.
The SoloQ problem is quite deep and buffing survivors actions or simply giving them free perks will not solve the problem, unless survivors can face the killer in a 1v1 scenario, which differs completly from the assymetrical nature of this game.
TIP: For everyone that wants to play survivor and is frustated in SoloQ, try to find some friends to play with. I assure you your experience playing will be a lot better.
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You are not going to play if killers don't want to play, just saying...
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11 matches in a row is 100% skill issue. Period. And i would guess that you're below average if you're having that kind of experience. I have similar hours to you, I'd wager my mmr is a bit higher, I'm still averaging near 40% escapes. Maybe you could try new builds?
I play both sides, and my experience is that the game is severely survivor sided. Killer is way more frustrating. I do have painful survivor matches but more than not its due to being solo q and having bad team mates. When I'm matched with good survivors it's pretty much a guaranteed escape , and the killer is going to have a bad time.
There have been a lot of survivor nerfs, only because the role is that extremely busted. Dead hard, infinite loops, insta blinds, the game has a long history of being survivor sided. Even currently, for the people+buckle up is allowed to exist. It's insane. It's why I play survivor more than killer now, it's just less frustrating.
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First paragraph response: Survivors are lucky to have a 40% win rate because of the many ways they can AND WILL THROW. You cannot factor game throwing behavior endorsed by the game itself in to balance. "Balanced" would mean 50% if people weren't throwing the game. You don't balance towards one group because they are the majority and we have seen how that turns out in REAL LIFE hundreds of times. Survivors had a 47% win rate in DH(god validation), IW, UB and CoH(Prime 100%) meta. How in the world can we expect survivors to be balanced around 50% win rate when they can't achieve 50% when their only competitors were 4 killers on equal skill level? Keep in mind that the killer queue was 1/4th to 1/10th or potentially 1/20th of survivor queue at that time. Survivor was generally more powerful no doubt, but the average killer was doomed vs human survivors. I don't have any empathy for survivors or killers. Survivors don't play to win and killers play like bots to the point of disgust.
Second paragraph response: The survivor objectives you mention are not progressing the game. Cleansing totems with no purpose is throwing the game. Self care standalone(non med-kit or a build centered around it) is throwing the game. Rifts are out of game bonuses that end up just throwing the game. You call them "playstyles" but they are still just pressing the m1 button anyway. At some point you have to consider playing the game properly more than the "side objectives" that aren't really side objectives because they only put you at a disadvantage for doing them.
Could side objectives be more worthwhile? Yes. Could we limit the ways in which survivors could single handedly decide the games a loss? Yes.
Survivors hinder themselves more than killers, that doesn't mean pop+PR+2perks on a competent killers player isn't op. I'm just saying if every single survivor player went into each game trying and without options to instantly throw the game they would be at 45%-50% instantly.
You lost a game because the kate booned 2 times for 0 reason and you think that's ok? You think that ash cleasing 3 totems in one game(so they did 1/2 a gen) is fine? You think it's fine to win a game after the first survivor to go down gives up on hook(leaves the game without penalty)? I want it to be a 50/50 but survivor players aren't actually trying.
BTW I am a survivor main for the last year. I hated how survivors acted when I mained killer and it's even worse as a survivor.
Personally I want my teamates to try and very much so at least know what to do or CARE what to do. A part of survivor is coinflip but it gets so bad one person insta loses you the game on purpose regardless of whether they understand or not.
You don't have a problem with what I said you have a problem with the current game design for survivors.
Edit: Killer being a power role is worthless to me, it's a gimmick created by the horror fanatics' that make up the player base. I don't want to win for free, but survivor's don't get to be buffed to an absurd degree just because 33% of survivors aren't playing to win.
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I feel disrespected as survivor by all the agressive nerfs we got and all the useless survivor perks we’ve been getting. also I think it is really unfair that we only have 39% chance of winning
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Those were the days. Us poor killers. 😮💨
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This is still relevant! BHVR is still catering to the killer base, and has officially made it to where the majority of their player base (which are survivors) still have no perk to counter tunneling — unless you count that ONE that slaps the obsession on them and can only be used once the entire match? I still don't understand why we cannot use DS as many times as DH.
Usually new killers take some time to learn how to counter and such, but Ghoul has sparked the end of solo que for me. I fear that the Krasue will be the same for others — Why do we need another S-tier killer when we have neglected killers ready to be fixed up? Why not do an overhaul and make survivors unique as well?
Another idea is to create an emphasis (or a reward) on any kill rather than glorifying the 4k.
+Make it more rewarding to get hook states rather than tunneling out one person. +Make teamwork more rewarding than hiding out for hatch.
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Unless you have numbers, I would assume the majority of the player base play both roles. Maybe not equally, but still play both roles regularly.
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OP thinks killers are the 20% minority when the real split is closer to 40/60 if not 50/50.
OP also thinks devs are playing favourites with sides instead of dumbing down the game for casual players on either end.
cute.
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I feel like a lot of problems with the game come from the devs being obsessed with band-aid fixes, instead of tackling the real problems. They love to tackle symptoms, but not the actual disease. Which just aggravates problems in the long run.
- long ago they proclaimed tunneling and camping as "valid strategies". Huge, huge mistake. There's so much resentment in the survivor playerbase built up because of suffering from tunneling and camping - which causes DC-ing for any little thing. Tunneling and camping should have been viewed as problems since long ago, and should have been solved by now. Which includes buffing/adjusting killers so they don't feel like they have to resort to tunneling etc.
- DC-ing "for no apparent reason" happens because of built up resentment. It's a symptom, of a disease, the disease being: tunneling, camping, slugging, killers you can't do anything about unless you're a god survivor player (nurse, blight), and as of recent: Kaneki being obnoxious to play against. Adding the go-next prevention just aggravated things. It's become "either you sit down while forced to suffer, or you DC and/or uninstall the game". Horrible. Meanwhile, this patch failed to bring the promised relief to survivors: anti-tunnel, anti-camp.
- MMR. And mostly, MMR being based on escapes/kills, which are not indicative of someone's skills. You can get free kills by camping. You can get free escapes by ratting. Wrong basis for MMR from the start. In my opinion, chase is the only thing indicative of someone's skills. Chase time. How long can you last in chase / how quickly you can end a chase. It needs to be adjusted for different killers, but this is the only true indicative of how good someone is.
- Lobby Dodging. Oh my god, why are they not addressing this already? They removed a really fun thing (the ability to see others' prestiges in lobbies), with the excuse that this caused lobby dodging. Wrong, wrong, wrong. This only removed fun. People keep dodging left and right. Without penalties. And then you get a ton of matches where people are in lobbies that don't fit their skills (whether stronger or weaker, opponent or teammate). This messes with the MMR too much.
- bridging the gap between solo Q and SWFs. Why is this happening sooooo slowly? These are the changes that only serve to give solo Q a lot of info that SWFs with comms already have. And the lesser this gap is, the easier it is to balance the game. Why do we still not have the anti-facecamp meter indicator for every survivor teammate? Why can't we still see our teammates' perks, and realize they have fast healing, or Shoulder the Burden, or Decisive Strike? We need that info for effective team gameplay.
Remember when BHVR nerfed Billy's engravings (prior to his rework), because of the symptom being: most Billy players just using those 2 addons? The devs saw something (that was a symptom), proclaimed it as a problem/cause, and nerfed the addons. When in fact, that was the symptom, a symptom of other Billy addons being bad or subpar, and Billy being weak in general, to the point where he arguably needed the addons to be a decent killer. This was the cause/problem. This is what needed to be tackled. And thankfully, they have managed to do it eventually.
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Ok, but what about the rest of the post?
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I agree that neither side should be screwed. I’m not asking to go back to the days when all 4 survivors can escape hatch with 1 gen left. That was awful. Now that you say that about polls and debates, I don’t recall seeing anything either.
This is what exactly what I’m arguing for. There needs to be higher rewards for not tunneling! there’s a reason it exists, and those issues need to be addressed. However, while perks are not the greatest solution to tunneling - i think they can be for anti-slugging. I find slugging a better way to play around. Just my opinion on slugging - i don’t care too much about that.
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>Most killer players seem to have an ego and power complex issue. I feel as though they are likely being coddled simply because they are the "powerful" presence in the community. They are the ones who have (more of) the ability to be toxic, dictate the sportsmanship of the game, and be a demanding, loud, and uncooperative presence on the forums.
I am going to have to respectfully disagree, friend.
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Uhhh we don't have everyone playing Nurse with iri add-ons because the game literally fosters no-skill wins so there's no reason to when Nurse takes more skill than any of the last five Killers that have released combined. As we can see by the playerbase, they will do whatever is the easiest and most rewarding, no matter what.
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A year has passed and this post is still truer than ever
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I agree with everything except the Lobby Dodging/Prestige point. There was nothing "wrong" with removing Prestiges from pre-game lobbies. The amount of lobby dodging I've seen due to visible Prestige was insane, and Mandy confirmed that they had seen a decrease in dodging during the testing phase (when they released the Prestige removal to only a fraction of the players). And even when people didn't dodge, the Killer would relentlessly tunnel the P100 Survivor. There have also been countless comments on the forum from Killers admitting that they would sweat their hardest against P100's, and/or wanting Prestiges to be kept so they knew who to dodge. So hiding Prestige in the pre-game lobby was absolutely the correct move here.
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The reality is that you cannot just cater to one side, because it will create an obvious imbalance. Sure, more survivors are needed for a match, but if you cater too much to them, it will lead to less killer players, and that will affect queue times. Same thing applies in the opposite scenario.
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What about it?
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