Please just remove the trap door or make survivors have to last endgame to escape
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Be that as it may, I think if you take the killer on a 2 gen chase, which can be as easy as looping shack til pallet drop and 1-2 filler pallet drops, that's a game-losing chase for pretty much anyone bar Nurse/Blight. But it's unfortunate that you rarely see that, even as a really good survivor player, because MMR shoehorns bad teammates into your match. Meaning, the killer can be half-decent at best and still beat you, because it's supposed to be a 4v1, and it was forced into a 2v1. MMR only works well enough so that the highest caliber of killers get put with the highest of survivor teams, which is 90% of the time a loss by default for anyone not Nurse/Blight. That causes killers to quit or switch role, forcing those overpowered survivor teams to go against less and less experienced killers, and makes MMR work that much harder to create solo queue teams which are constructed to fail. I don't think the devs have realized what they've created with that.
Killers not getting a 4k after beating the whole team, I can live with. I'd just hope that after the game's major balance issues get sorted, and especially the MMR, that hatch would be addressed. In a vacuum, it is kind of dumb that the survivors lost, but through luck of the draw, whoever is the last standing has a random insta-escape button spawn on the ground.
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That's another reason I don't like the mechanic. But I don't think it's going away anytime soon.
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Gates spawn randomly.
Sometimes they can be one in front of the other or at least in such a position that both can be easily controlled, other times it is a little more complicated.
Moreover, there are killers who have no difficulty even in the latter case because of their high-mobility, same goes for the hatch.
"They wonder why killers stand on the trap door." seems to me to be too childish and unnecessary honestly and it is a mechanic that must exist for obvious reasons.
If you don't agree, good luck and enjoy sitting still on the hatch for 60 minutes because you are too entitled to your useless 4k.1 -
You can still camp/trade at least one survivor if a single chase “loses you the whole game”, maintaining an interactive loop before whatever the result of that is. (Though I can’t off the top of my head recall if some anti-tunnel perks need a once-over to deactivate once the exit gate switches are powered, instead of once the EGC starts).
Far as your MMR thing goes, if survivor comments prove anything, it’s that good survivors are mostly placed against high performing Killers from the MMR system anyway, and if that player was skilled enough to be placed against a group of survivors despite not bringing a “high-tier” killer, it’s because the players skill was good enough even with that Killer. (Basing this on complaints of some survivors that they only see Nurses, Blights, etc.) So burnout isn’t too much a concern. (Apart from lobby dodging screwing with queues)2 -
I think the back and forth between gates are extremely outdated
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I also agree that patrolling the gates during the EGC after closing the hatch is one of the biggest time-wasters in this game.
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Killer doublestandards at its best.
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I feel this. On the killer side, you're wondering if you'll leave a gate too long and the survivor will get out before you get back. And on the survivor side, it feels like a way to just wait for death to come with no real way out of it.
Personally, I enjoy seeing the exit lights coming on and catching the survivor, then carrying them back so they can wiggle off at the gate switch. It kind of feels like shaking my opponent's hand at the end of a good game :)
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That said, I disagree with your argument separating the two. While you are right that survivors are generally not having fun during the slug scenario, if the killer is losing badly and just wants to secure one kill at the end of the game, they are probably having as much fun as the slug/hider.
Being its subjective and we're talking about fun it's hard to offer any type of definitive proof, but to give an observation: in 4k slug situations it is pretty normal for the survivor to go AFK or DC, while this seems considerably more rare in the 4e vs defend the hook scenario. If people are still engaging with the game they might be stressed or frustrated, but they are still engaging with the game. I think engagement is a good way to compare whether people are enjoying the game.
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But how would it feel to just have the match 'end'?
It's kind of similar to the idea of giving the killer and/or survivors a surrender option. For those who play the game constantly eliminating that end game would be preferable, but from a game design standpoint you're hoping for some type of climatic ending.
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Thats a subjective but well measured outlook, I just simply disagree because I do not think being forced to stay in a game you want to leave is better than having to secure one kill (if any) which can have multiple attempts at rescue. Being stuck in a losing match is constantly used as the excuse for why survivors go next, after all.
Post edited by Ryuhi on0