OmniSkeptic

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OmniSkeptic
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  • The fact that this is the only asymmetrical game I’ve ever seen to not have a map selection system. Give us map vetoes so we can pick a cancerous one or two to not play.
  • That’s not the problem. Getting the majority of the gens done is meaningless. Getting ALL of the gens is the only thing worth anything if there is more than one survivor. And this becomes virtually impossible when there are only two survivors remaining because a killer is never going to struggle patrolling 3 generators…
  • What you describe is exactly the intended effect of the suggestion. Every time the killer kills a player, the remaining players get buffed since another objective is unlocked they can use to escape that the killer has to patrol (the newly powered/ opened exit gate).
  • You can’t have it both ways. First you say “generators are useless then, nobody will do them”. Then you say “the exit gates will be camped, meaning gens can be done easily”. Pick a lane. If the killer camps exit, do gens. If he’s patrolling gens and the exit, great, that’s the intended effect (to add a quasi-generator). If…
  • Killers do not need a catch up mechanic. They already grow stronger the longer the game goes on. The repair suggestion is a less radical solution, but it also doesn’t really solve the core problems. The last survivor can’t ever reasonably do the gens and open the exit gates. The last two survivors aren’t going to have more…
  • If you’re going to expend the effort to refer to a fallacy by name, you might find it prudent to use the term correctly. Any old insult is not an argumentum ad hominem. I would have to be dismissing some substantive point on the basis that you’re an idiot for that to be true. Instead, I am dismissing you as being an idiot…
  • Absolutely necessary on maps that have totems placed on the second floor (like Eyrie of Crows or the map with the catwalk in the factory).
  • It's possible your reading comprehension sucks and my idea is not fully fleshed out. In fact, I'd say that's exactly what's going on here. Yes, the last survivor having an easier time is a downside of the suggestion because it doesn't align with the ideal game state. That's not a contradiction. Overall the suggestion meets…
  • Survivors do not get stronger as the game goes on and survivors die. They get weaker because pallets get used up and there are less friendly survivors to heal you, do gens, unhook etc. And every time the survivors get weaker the killer gets stronger. We want to tone down just how ridiculously OP the killer is lategame (and…
  • You've nailed my main concern which is the generators. It's a flat huge buff to survivors to have both exit gates open the moment generators are done. I'm not sure how deal with that. The reason it's in there is because generators become pointless if dying survivors power exit gates and you have to open the increased-time…
  • Read closer. Games would not end the moment someone dies or ragequits. Exit Gates would take a LOT longer to open and would function as quasi-generators. Endgame perks would need a rework but we're making a fundamental game design change so I'm not sure why one would expect nothing would need a rework. In fact, reworking a…
  • The MMR system is not the goal of the game, the MMR system is a way of organizing players of even skill. Escaping is the goal of the game. As a survivor, your goal is to not die. As a killer, your goal is to kill. The hatch kicks in when there is only one survivor left offering them the opportunity to not get killed. It's…
  • I'm not contradicting myself, you're just struggling with reading comprehension. I never said that the "ideal" graph is what my suggestion matches. You came up with that yourself. What I said is that my suggestion is closer to the ideal graph than the current game is, which it is. The image is relevant because whatever we…
  • Hatch is currently anti-killer-snowball but it doesn't exist at all until one survivor is left and then it kicks in HARD. It would be better to have an anti-snowball that kicked in constantly throughout the game but to a lesser degree. I made it in MS Paint lol. Adjusting gen repair speed is an alternative option but has…
  • Games would not end as soon as someone dies or ragequits. If the first person DCed, the killer would essentially just have one more "generator" to patrol in the form of an exit gate. The exit is powered, not open, and takes a very long time to open manually instead of doing the generators which opens them automatically. If…
  • I don't have stats on the current endgame collapse but I don't think it's that far off from 50%. Hatch is slightly killer favoured by Killers having increased movement speed, but that's made up for by whatever percentage survivors end up opening the exit gate instead. I don't think the suggestion creates the "ideal" graph…
  • You didn't read carefully enough. Manually opening the exit gates instead of doing gens would take much longer than a gen itself and can only have one player working on it maximum. If someone DCed you'd essentially just have one more generator (albeit more important but that takes more time to complete but that can't be…
  • I wouldn't claim that the suggestion creates the "desired" graph, but it would be a lot closer than what we currently have. I don't have the stats on the current endgame collapse but I'd say it's relatively close to 50/50. Killers have more movement speed especially if it drags but survivors are more likely to be in…
  • I don't think you read my comment very carefully. Time to open an exit gate manually (without doing gens) would be vastly increased. 20s -> 180s would be my recommendation, since that's double the time to do a generator. If someone DCed, it would essentially just mean the killer has one more generator to patrol, albeit…
  • The hatch mechanic is the anti-snowball mechanic but it only affects the last survivor. I would replace the hatch with the following: Every time a survivor dies an exit gate becomes powered. If both gates are already powered, one gate becomes open. Time to manually open the exit gates is increased to take much longer than…
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