General Discussions

General Discussions

yay guys, more anti-killer changes coming soon

first of all, YES the anti-slug surrender option is fine and cool. not gonna talk about that.

the roadmap has another segment in phase two which talks about "anti tunneling and anti camping"

and I wonder, when will the devs get the message that killers are doing these things because the whole "play nice go for multiple people" idea has been probably the most bullshit thing in the history of this game?

killer literally does not have the ability to do that against any competent team because KEEPING THE GAME A 1V4 MAKES THE GENS FLY. has nothing to do with skill, despite what many community members will tell you.

also yeah, keep nerfing tunnel/camp because we haven't been doing that every update. survivors get new meta perks to use against it nearly every chapter along with basekit features to counter it, guess it is still not enough.

we've nerfed nearly every slowdown perk the killer has and the expectation is for them to play even NICER.

its also only seen as a problem when the killers go for their objective quickly, not the survivors of course. where's my "anti-genrush"? oh wait "genrush" is fine because that's just the survivors doing their objective right, but when the killer does the same without bending their back over to make the match "fun" for everyone else then they're an evil toxic tunneler and deserve to be punished with EVEN MORE.

I see nothing on this roadmap hinting at buffs for play styles that are "healthy" such as spreading hooks around and going for multiple chases. If that's the way they want people to play the game then BUFF THOSE STRATEGIES, stop NERFING the other strats that people use because the first one is terrible.

killers try to play nice, every gen slowdown which allowed this to an extent is nerfed. killers tunnel/slug because the "playing nice" strategy sucks, we introduce 70 things which impede them from doing that. killers dont wanna even hook anymore because it enables like 20 different survivor meta perks? yeah, lets nerf that too. if you want us to behave in a certain way then maybe start giving the carrot instead of relentless beatings with the stick.

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Comments

  • Member Posts: 10,719

    They already did that. 90% of the time, I spawn in the exact same corner as my other 3 teammates.

    And I don't want to see survivors punished* for doing their objective efficiently, like we see in 2v8 with the forced slowdown. I just think in general gens need to be slower. Or if it's SWF who always do the gens like 2-5 minutes earlier than solos, they clearly need to be looked at, and debuffed.

  • Member Posts: 2,744

    Reminder:

    Anti-slug will only likely impact the extreme cases, as they explained in the post.

    Anti-camp will likely just be a smaller improvement to the already existing AFC mechanic.

    As for the anti-tunnel, I'm not sure what will it do.

  • Member Posts: 279

    youre right, im really not gonna say that, because if I had to list every tool the survivors were granted to make the killer objective harder in the past 3 years then id have quite a long list.

  • Member Posts: 279

    been playing since Ghostface chapter, 3.5k+ hours on the game, maybe you should just google "meta survivor perks 2025" and see how many activate upon getting unhooked :)

  • Member Posts: 279

    hahahah youre joking right? shoulder the burden? off the record? reassurance? background player? "no meta perks" hahahahahaha.

  • Member Posts: 7,280

    WE GETTING READY FOR FNAF WITH THIS ONE 🗣🗣🗣🗣🗣🗣🗣🗣🗣🗣

  • Member Posts: 1,231
    edited February 17

    as a survivor main, camping and tunnelling didn’t need more addressing. It’s fine how it is.

  • Member Posts: 1,410

    Doesn't necessarily mean it'll only be the stick. Could introduce carrots in there too.

  • Member Posts: 5,008

    There seems to be a wide number of changes aimed at addressing grievances on both sides.

    We'll have to see the specifics, but I'm pretty hopeful for the changes. AFC was effective without feeling super overbearing, maybe these new rounds of changes will be similar. I'm somewhat sceptical until we see more details later down the line, though.

    Taking aim at the major ways for killers to create and maintain pressure all at once without anything to counteract it might end up being disastrous. Despite what some may think, I am of the opinion that they are necessary in a lot of situations and removing them entirely would make the gameplay feel railroaded.

    These strategies need to be less effective at their highest potential against the more casual lobbies without making Survivors invincible at the higher levels of play.

    Survivor spawns being fixed will be a pretty significant buff to killers at the higher end of play, without affecting the lower ranks as much, which is the ideal target of a change.

  • Member Posts: 3,730
    edited February 17

    BHVR is most likely going to make balance changes while these updates are being rolled out, this includes potentially nerfing Survivor toolboxes to repair slower, and changing Survivor perks to not make Generator speeds as problematic.

    Furthermore, one of the Killer’s biggest issues, splitting Generators, thus making pressure harder to maintain, is going to be slightly addressed (at least in the early game) by making Survivors spawn closer together naturally (grouped up Survivors leads to more pressure).

    Dark maps, which were the bane of many Killers, especially on Console, is also being addressed by implementing a Gamma setting to make the game brighter or darker depending on the needs of the user. Technically this can benefit Survivor but this is far more beneficial for Killer players since finding the Survivors is naturally more important.

    Map Offerings, a thing that is mostly complained about from the Killer’s perspective, are being nerfed to be a slight chance instead of it being 100% of the time.

    I think people are overblowing the changes, people act like Killer is going to evaporate but BHVR has already announced that they plan on addressing some grievances for Killer and will probably do even more than what is listed based on community feedback.

  • Member Posts: 3,730

    I’m not saying BHVR is perfect.

    I think most (sensible) people can agree that Skull Merchant was over-nerfed and gutted completely when they were functionally a weak Killer.

    And even lately, as a Demo main, still dealing with the Crouch-Tech (in fact it was made even worse to deal with now) while BHVR is telling us that it is fixed (it isn’t).

    But in the same boat, I feel like these changes are also needed, they make the game easier for new players to understand and draws more people into playing and enjoying the game. It serves to make the game more accessible which I’m all for. But many, many people are acting like it is doom and gloom for Killers when we still don’t have all the information yet.

  • Member Posts: 599

    That doesn't mean these perks are good, there just isn't anything better to run. Pain Res in particular is overrated. There are so many different factors that make the perk unreliable such as hook Spawn RNG, you're more vulnerable to Sabo going for one, and sometimes the survivors finish a gen right before you get the hook and it works on a gen with zero progress and you got no value

  • Member Posts: 244

    pain res only works 4 times pop requires hook + walking to a gen you want to regress and surge eats through the 8 "kick" system like crazy and requires being in a certain radius aka its rng and non reliable the only reason most killers run these because without them the game would be over after the 2/3rd chase.

  • Member Posts: 309

    The game will self-balance as it has always done. If killers are not able to do 12 hooks, they will look for other alternatives. The Rancor roulette and end-game builds are still a possibility, and both will cause a stir if they become meta.

    As long as there is no base-kit Unbreakable, I don't care which option they propose. But I'm sure that they will add something more aside the bleed-out or surrender options.

    In the worst-case scenario, the killrate decline will force them to make drastic balance changes. Although, many survivors are probably not ready for matches with chases that never exceeds the 20 seconds mark. If they want 12-hook matches and nothing is going to be done about the repair time, killers are going to have to be much more oppressive.

  • Member Posts: 990

    I guess every B tier killer is going to be F tier once anti camping and anti tunneling hits live

  • Member Posts: 329
    edited February 17

    "Infused with controversy, this thread is"-sayeth Yoda. The wise hens presiding nod their heads in solemn agreeance.

  • Member Posts: 1,673

    Pain Res got its impact massively front loaded to the beginning of the match where its more important. then you pile on 2 or 3 of the other perks that ALL SYNERGIZE, and if you get an early hook you can coast to a win by just proxy and tunnel that first survivor out..

  • Member Posts: 244

    so in the end half of this relies up to rng and tunneling the first survivor wont work most of the time if their team has over 1iq with all the second chances survivors get by simply being unhooked nowadays (god forbid their deathhook state isnt taken away by shoulder the burdon)

  • Member Posts: 75

    there is no unincentive without punishing the killer side, because it's punishing unfun strategies for survivors.

    i agree that "fair" strategies need some buffs for killers, but i also believe that bhvr can't implement them before they implement everything in operation health. once that's done then they can add things for killers to make matches more dynamic and give them a fair opportunity at a 4k. either making killers stronger one by one or adding more things like the anti-hiding and survivor spawn logic (which are actual changes to combat killer current complaints).

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