So about the back pedal on the ptb...

Mostly for me, I was kinda glad about how some of that would help solo Q,

AAnti-slug i would think help them a lot, and honestly might be called a fool for this, but this would be one of the good times to make a "SoloQ only" buff and have it negated for SWF.(because one is your paired with randoms and the other you are not) and if your in a SWF and your on the ground for a long period, that's kinda more on your swf(excepting the hard-core slug indviduals)

The amount of salt I've been directed at other survivors for letting people stay on the floor when the killer is chasing another survivor is kinda wack?

And honestly, all the anti tunneling realistically needed was like at 2(or maybe 1?) gens left, the regression block dissappears? And for certain killers(Pig, Sadako) who have an alternative kil/win condition dont get touched by the 6 hook thing

And honestly Basekit Pop stuff should stay to promote more builds, for more fun. But I would tweak it so S tier doesn't get it at all? Because honestly Blight, Ghoul, Nurse DONT need it. Not even the reduced gen popping.

Sad to see it just scrapped(pushed back) when I can see it working well with changes.

Comments

  • bleep275
    bleep275 Member Posts: 645

    every match not in 2v8 has been tunneling, camping, slugging, or any combination of the three. yesterday it was this and today it was this. Myers with infinite tier three (oh wow what asurprise) who tunneled one dude till death. Why? everyone is one hit down and u go after the injured dude? immedietly after it was twins which to my surprise didnt slug so much, no instead what they did was camp and tunnel.

    Amazing back pedal on the PTB guys! def woulda sucked be able to enjoy a match as survivor. Once 2v8 is gone im going backto not touching survivor until the new chapter (for the achievements) and for events.

  • cogsturning
    cogsturning Member Posts: 3,324

    Them DCing really topped it off though lol

    2v8 is just a different type of misery for me each time it reappears. When I was playing killer this time around I would briefly see the aura of cages coming out of the ground at certain times and I was like, "why am I seeing that??"

  • UnicornMedal
    UnicornMedal Member Posts: 2,003

    One question—was it a Susie?

    I guess that's another feature like the anti-camp, which I'm guessing is "stronger than ever". 😝

  • cogsturning
    cogsturning Member Posts: 3,324

    A P1 Julie on Playstation. I screenshot killer DCs so I still have her name. I tried to message them afterwards to see what their problem was but their messages were locked, unsurprisingly.

    I've had a lot of matches recently where people have been camped into second stage. Like, a lot. The radius needs an increase.

  • UnicornMedal
    UnicornMedal Member Posts: 2,003

    It's always a Susie for me. 😅 To the point where I'm like, thank God it's Frank.

    Well look on the bright side—tunneling might be more prominent now as a hurrah for the changes being shelved. 😵

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    While I can agree that not everyone is a 4man coordinated survivors.

    Soloq itself is honestly the weakest thing on survivors side. Playing solo q is a death sentence for the average survivor,, a soloqer isnt safe even with the change as it. in my observations, doesn't feel like a 4 v 1

    Yes a blanket buff will help with it. I just can understand 4 man coordinated survivors(I have also seen 2 man survivor swf be strong af in the right hands) will thrive even way more with the changes.

    Heck, a 4 man swf even at the skill floor IS better off then soloq at skill floor

    its like the difference between S tier killers(blight and high mobility killers) will have WAY more use out of even the 10 n 5% buffs then most of the roster with the 20 n 10%

    But its all skill I can understand that 100%.

  • cogsturning
    cogsturning Member Posts: 3,324

    I think skilled players will thrive more, sure, but that's going to happen with just about any changes. Same for the proposed killer buffs. If your already good, youre going to be better. But these feelings towards parties just don't match my experiences.

    For example, I have two friends who play together that are both highly skilled. They synergize their perks and are tactical. They're the sort of people I hate playing against as killer. If I play with them, I have about a 50% chance of escaping. Possibly more.

    But a second example is a pair that have been playing a long time and have a solid grip on the game, but they're so devoted to each other and so focused on hook denials that they often get everyone slugged. My escape rate per session with them is usually 0%-30%. They are actually a handicap. A buff to soloq would further discourage me from playing with certain people, which kinda sucks.

    I've also had killer lobbies I was 100% sure were soloers and they've been unbeatbale monsters that mesh beautifully. They sure don't need buffs.

    What would make more sense to me is buffs for lower MMR that slowly fall off until you get high, and then are eventually gone. A slow loss of training wheels. The probelm is that would be used to diminish people's experiences, because you'd be able to figure out where you are in the MMR exactly. It would also require the matchmaking or not be trash.