Devs when are you going to nerf survivors
When are you going to decrease the repair speed of toolboxes, prove thy self, and resilience?
Because going against a team running those isnt "fun" to any killer. especially with BNPs.
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Resilience shouldn't be touched.If it bothers you that much why don't you just run thanatophobia?
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Or, decrease repair speed all together?
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Why not both?? it's not fun so we should obviously nerf survivors to the ground.
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Rather than nerf survivors, I’d just wish they would work more on server tech, improve hitboxes, improve the maps so survivors couldn’t abuse them , and buff weaker killers.
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Eh, you can't honestly deny that survivors gen repair speed, and item repair buffs needs to be heavily nerfed.
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New players have enough trouble as it is. Nerfing survivors as a whole would stop the community from growing. I do agree BNP and survivor objectives as a whole need a rework (come on devs it can't be harder than reworking a killer).
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repair speeds getting nerfed would lead to a lot more survivors using toolboxes thus making the nerf void.
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As I said, toolbox repair speeds also need a nerf. At least then, you're forcing them to use their toolboxes.
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This won't happen they are barely competent enough to manage games based on "fun"
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Increasing Gen times and or adding a second objectives would lead to more tunneling and camping as it buys killers more time. Solo survivor is already miserable and this would stop the game from growing.
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Not if you reduce gen times and add a second objective. This will make the game more fun and varied overall.
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This^^^^ yes.
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God Help this forum the day the devs announce reducing gen times. They will need the mods and good boys on here to talk all the killers down.
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Why would they be angry? Adding another objective would give killers much more time and control.
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Won't happen then. If its slow enough that everyone feels they need to use a toolbox then its too big of a nerf.
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That was an eloquent first post.
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A new survivor can learn and be decent at this game after 5 matches. What killer can you learn and be decent with in 5 matches? None. A new survivor can be on a SWF team that carried them the whole match and showed/taught/explained(coms)to them what they need to do. Who teaches the killer? No one. The new killer gets pissed, quits, and becomes another survivor delaying the que even longer now. It's not the same.
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I don't know how any survivor would learn proper pathing and finding pallets and totems after 5 matches. I have friends that have played dozens of matches with me but they are still clueless to these things. It's a game of skill, why else would people get so competitive about it?
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Dude get off my chestnuts roasting on a open fire. You comment on almost every post I make. Get a hobby dude, 💩💩💩! 🤷♂️✌
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I comment on a lot of posts. I just want to offer helpful insight to fellow players :)
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Thats cool, but make sure your seeing things from BOTH sides also.
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They couldn't just increase the hook phase times? Make gens a lot longer and make hook phases so long its not worth camping. Like 10 minutes to die.
That way killers have to be aggressive and constantly cross the map.
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When do I not? :))
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Map design is the problem. Any map that has a loop that can be safely run for more than 60 seconds needs fixing. That or if you're too lazy to fix the map, instead of blocking windows after too many uses, survivors need to suffer from the exposed effect for 60 seconds.
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Increasing the objective would make slugging even stronger and more boring overall gameplay for everyone involved.
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Slugging in general should be removed from the game. Every survivor should be able to pick themselves up when the recover bar is maxed. Increase the time required to do so, but still.
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Terrible idea. Not saying slugging is a great mechanic but removing slugging effectively decreases the killers ability to apply pressure. For example, you down a survivor and another survivor is really close. Well now you cant apply max pressure by chasing the other survivor because the downed one will eventually get up. This is especially bad when there are 2-3 survivors left.
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Explained perfectly.
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That's why you increase the timer by a significant amount. If it takes two or three minutes to pick yourself back up solo, that gives the killer ample time to chase, but doesn't allow them to leave you down indefinitely.
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Sure, sounds good. But survivors dont want to hold M1 for longer periods of time to increase generator time because its "unfun". It would be silly for them to be totally okay with holding M1 for longer periods of time to get up no problem and put the killer at a disadvantage.
Or if they have no problem with holding M1 longer to get up then they should have no problem holding M1 longer for increased gen times.
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There are many more ways to make survivor's life miserable than just increasing gen times.
Just some ideas i keep in mind for the "solo-cwf"- gapclosing-compensation: Stuff to counteract the giganteous advantage they'd be gettin.
- Give survivors an acceleration like killers have (survivors currently instantly reach running speed)
- Killers push survivors out of their way instead of stopping on the spot if a single pxiel of their collision overlap.
- Survivors flinch in place when hit during an action (repair/heal/sabotage etc) and regress said action like a failed skillcheck. This means a small animation like failed skillchecks, during which survivors cannot move.
- Like the former, survivors cannot move during a failed skillcheck animation.
- Getting hit during a vault should replace the remaining part of the animation by a slower version. ("Survivor getting hit during a window fast vault will fall to the floor and then get up. Survivor obviously will complete the vault)
Note that the last 3 points are basically avoidable and only count as nerfs if survivors do stuff in the killers face. Identity V punishes getting hit mid-action with instant downs, my slowdown idea is pretty tame in comparison.
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how would you counter DS then?
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In my mind, it's not a jump at all to add a mechanic that increases hook time, slowing death progression, since they already dock points for a killer standing too close to a hooked survivor. It should trigger a slow down in the overall time it takes each hook phase to complete, allowing the survivors the chances to complete objectives, saves, etc. However, I think also adding a debuff effect that adds a 1-3 second blindness and deactives their natural lunge for a short time the longer a killer camps would help, as well.
On the flip side, what JC316 said is also true. Reducing loop abusability (I'm looking at you, murder shack), and adding in a terror/sanity mechanic to prevent excessive chases/killer stalking would balance the game, and take A LOT of the toxicity and irritation out of SWF teams.
A few games have applied such a mechanic, and I feel it would work well, given the context of this game. Just as the killer would be given a timed mechanic to reduce and prevent camping, so too, should survivors be given a timer when in too close a proximity to the Killers while out of chase. In this case, it's a countdown to a scream/aura flare w/exposed status for 5 to 10 or so seconds, caused by the "horror of being too close to the killer and their actions" kind of thing. It would essentially allow the killer to pinpoint and Chase away stalker/watcher roles on swf teams, or follow/hide & save types, which could promote less tunneling, as well. You could even introduce a new killer perk that allows it, or an insanity status affect like the doctors that isn't permanent, but rather than causing them to scream, drastically increases their chances of failing an activity or causes them to randomly slow down while running to 'breathe'.
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I can't even say how tired I am to see comments like "just run perk xy". You only have to think for 5 seconds to see that this kind of comments don't help anyone. But yeah Resilience is definetly fine. I appreciate injured survivors.
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