Comments
-
I don't plan to buy any survivors for this game. The perks I use are so bland that killers will likely never complain about the likes of bond. I have at least workable builds to play. They aren't good…but they are immune to nerf hammer. And it saves me from ever having to spend money on this game.
-
you assume that survivors want their team polluted with bots. This would kill the mode completely, except for killers that like playing against bots.
-
Behavior could fix it if they chose. Remove the 1 time per match use of unbreakable. Make hooks all work like pyramid heads' do. There i fixed camping and slugging. Want to bet I couldn't fix tunnelling? Decisive strike is basekit and useable every time after an unhook and make the stun last 10 seconds. Now the real…
-
your right, its higher than 10% more, 0.43 * (1 + 10%) = 0.474 or 47.4%
-
technically the killer one has a work around….don't tunnel. If you spread the hooks around evenly, no one is knocked out of the game and the gen's don't complete 1 extra. Simple. Honestly, most games I'm in the killers are still getting 4k or 3k +hatch.
-
Honestly, these days, I consider it a win if the match was fun. All this generally requires for me to have fun, is to be upright and participating in the match. If I can loop the killer well once, or if I can save someone on death hook by jumping in front of the killer at the last second. Generally matches are not fun, if…
-
This event is terrible for survivors. It's so bad, i don't even play to win, I just join the match get my challenge done then find the killer and invite death so I can get to the next challenge. Now they are all done, and I am back to regular matches until I finish those challenges, at least the regular is playable, not…
-
My one thing would be change the game's philosophy from 1v1v1v1v1 to 4v1. Half of score and emblems would be based on personal achievement, and other half would be based on team performance. 4 out = perfect survivor score and 0 killer score, 4k with 5 gens would be 0 survivor score and perfect killer score, and everything…
-
It's possible their just being contrary, but, if like me, I used to love this game and played it a ton. The changes have made the current game much less fun and driven my play hours into the ditch. I used to average close to 20 hours a week, now its 1 hour a week max.
-
The statement is flawed in the following way. The kill rates for the large pool of players ARE hitting their targets more or less, but individuals players don't care above the averages. If you as a individual are constantly getting seal team 6 survivors as a mid skill level killer the game is NOT fun, and the same is true…
-
This is what a shrinking playerbase looks like. The fewer people available to queue, the wider the net has to be get a game to go in a reasonable amount of time. The sad bit is the matchmaking is so bad it is actually contributing to the shrinking playerbase making the whole problem worse.
-
Gens are the objectives to reduce the match timer already. What we need is to reduce gen times to 30 seconds, but you can't work on them at all until you scavenge something in the map. Tools, parts, fuel whatever…
-
Or I dunno, maybe don't tunnel survivors. Decisive does NOTHING to killers that don't tunnel.
-
This. This is why I barely play anymore. I am not delusional though, the old rank system was terrible. The MMR can work fine, they just need to turn the knobs to get it back to good matches. I'd rather wait 3-5 minutes to get a match that would be fun, than get an instant queue that I wish I would get camped out of.
-
It should not have a place in the game. Tunnelling is too effective and it ruins the fun for the survivor that had one chase and then was deleted from the game. It is highly effective and removing it completely from the game may require that killers get other tools to make them competitive. Let's just hope those new tools…
-
It's true the top 3% of survivors don't play that way, but you'll notice I never claimed that they did.
-
Except we have data that shows that this statement isn't true. In the most oppressive gen slow down meta ever, killers tunneled even more. The root problem is that both sides have slowly optimized their play styles to achieve the goal as efficiently as possible. No matter how fast the generators progress, tunneling 1…
-
Welcome to 2023 where calm spirit, distortion, and windows of opportunity are over powered and must be nerfed into oblivion to appease killers. BHVR really needs to start ignoring the cries for nerf this or that on these forums and reddit. BHVR design your own game and balance it for the type of gameplay YOU think is…
-
The problem is the idea that anytime survivors find something useful its nerfed is the root problem. It started with patch 6.1 and chase being hard nerfed. Dead Hard, blade wipe animation, reduced time to sprint away after injury for survivors all contributed to shorter and more difficult chases to escape. MFT was released…
-
All the perks that were better than windows have been nerfed, and now windows reigns supreme!
-
Fun IS subjective. However, everyone can agree that hanging from a hook or bleeding out on the ground are not fun aspects of the game. As long as killer strategies that magnify these elements of the game are the most effective, we will continue to see killers use them.
-
I think most survivors want their escape rate to be close to 50/50. I just think 100% of survivors want different more fun mechanics to interact with. Dangling from a hook or achieving oneness with the ground as a slug are VERY unfun. If tunnelling is a crutch that killers currently need to achieve any level of success…
-
The root problem is the those perks are design to counter unfun killer behavior. Since killer behavior hasn't really changed, those if reinstated to there former glory today, would instantly be the most chosen perks. Until Behavior (and killers) realize that the most chosen perks are the ones that keep survivors playing…
-
Reinstate decisive strike to it's full 5 seconds stun.
-
I'm not sure you understand what meta means, or you are using hyperbole to make a point. 2 years ago almost every survivor ran decisive strike, unbreakable, and dead hard.
-
The solution is obvious, make the traps twice as big, and make them invisible that way there's no teleport issue or issue with the traps looking comically big,
-
The MMR should be based on escapes and sacrifices. It just needs to be scored from the team perspective. 1 person gets out, no matter who, all survivors get the same team score & MMR rating. Survivors should get 50% of their bloodpoints from team goals and 50% from personal achievement.
-
Bond, we'll make it, sprint burst is my go to perk load out. Everything else feels bad to me or barely ever gives value. I'm that guy that gets slugged 10 matches in a row and then equips unreakable to never get slugged with it. Most days i feel like a survivor with no perks selected would have about the same escape rate…
-
you know, survivors have to want to play this game too.
-
AFC seems to be working AND camping and tunnelling have never been more fun or engaging. /s
-
I disagree strongly. This is classic fixing the symptom not the problem. 2 years ago, basically no one every DC'd. What's changed since then, either in mechanics or style of play? I would argue that most of the recent killers are not as fun to play against in a very specific way. All the recent killers demolish looping and…
-
3 point plan 1) Make joining a game mean, staying with it in spectator mode until the match is finished. Even on restarting the game. 2) make scoring based on team victory conditions. 4 escapes best survivor team score, worse killer score. 5 gens incomplete and all 4 sacrificed is best killer result and worst survivor team…
-
It may be of interest to ask why they are dc'ing. If you start with the assumption that everyone is looking to enjoy a match, why would someone sit through queue only to dc right away. I promise you it isn't because there was just a killer. These survivors are bearing the trauma of untold previous matches where they had…
-
just off the top of my head, assign a 100 point bump to the effective MMR when match making swf's over solo q's boom I didn't delete anyone or any play style.
-
I've played a build with bond and we'll make it. It was fun and useful but....it doesn't really change the survival rate. When killers proxy camp, we'll make it isn't fast enough to get the heal. I still use bond, because I like the information it gives me. If those offbeat perks actually started to affect game outcomes,…
-
The steam charts show a precipitous decline in September. I won't profess to know what's up for everyone else, but I am playing less than 10% of the time I used to because the game isn't fun. My list of issues: Matchmaking is terrible, bots are terrible, Killer behavior CAN be terrible (camping, tunnelling, slugging). I…
-
I want to reduce generator times and add a foraging for parts mechanic for survivors. This would increase map exploration and reduce sitting for minutes of m1 time each match. The killer should also have some time wasting things they need to do. Complete a ritual by collecting 4 survivors blood for some benefit. I dunno…
-
absolutely not the only reason to want to see it, is to either tunnel people out harder or to intentionally avoid removing someone.... in my experience, while not every killer tunnels, very very few will ignore a survivor that they stumble upon and then ignore them due 'cause it might kill them. Not every killer would…
-
I'm not even sure this isn't a parody post. Rewind the clock just over a year ago. Survivors had 5 second decisive strikes that worked the entire match, they had full power dead hard with iframes and distance gained, medkits could heal players multiple times at twice the speed of being healed by a teammate, plus all the…
-
I'm not sure that's true. I think that killers have just solved the problem on what is the most efficient and successful. I'm not sure changing chase perks would alter this math unless those perks were buffed a lot. We have evidence that this wouldn't work too. Patch 6.1 hugely buffed killers in chase in a bunch of small…
-
So based on the feedback from the PTB that I'm reading, I think my solution of speeding up gen times is the better fix. There are going to be so many rules around when the timer is allowed to advance. Does a slug near the hook allow the unhook bar to fill? What about breaking pallets or kicking a generator or reloading…
-
These changes behavior need to make are to preserve the fun of the game. Especially amongst newer players. Their business only works if there is a robust influx of new players that enjoy the game enough to buy a few skins, unlock the battlepass and buy the occassional new dlc. If players experience tunnelling and camping…
-
I guess I'm looking at fixing it long term by discouraging the killers into only doing it late game when it might be necessary. I just don't see this fix doing a damn thing other making the game different for the sake of it.
-
It can't be beyond your notice that survivors voted with their feet. After a new dlc is normally a spike of concurrent players. For the last 2 weeks, survivors have had nearl 100% buff to bloodpoints and steamdb charts show total players online at below 40k. They may not have fixed xeno optimally but they HAD to do…
-
No harm in reworking those, but that isnt the cause of survivors displeasure. I'd assume they'd just run to killer to get hooked again
-
3 out of 10. I mostly play solo q, with a tiny mix of hillbilly killer. It has never been so hard to escape in solo queue. Since xeno was released, i think i've escaped twice. Died 30 or so times. Most matches end at 5 gens when someone suicides on hook. Even unhooking them in time often results in an afk player like they…
-
All 3 of those statements could be true at the same time. What's your point? Skull Merchant is my least favorite killer to face, and she is followed by xenomorph. Something that most people seem to forget, in a competitive game both sides need fun things to do AND both sides need to feel like there is a chance to win. This…
-
My looping skills are mid. The faster weapon wipe, the short speed burst, the longer gen repair times, faster pallet breaking times all contributed to make the killer more overbearing and matches much less successful. Before 6.1 my looping skills, could occasionally loop a killer of my skill level until they gave up.…
-
This may be true, but I enjoy facing Blight more. Think on that, I'd rather play against nurse and blight, then against xeno.
-
Pre 6.1 no contest. Before that patch, I actually had fun playing as survivor. I actually escaped sometimes, the game felt better balanced at my MMR. I may be a trash player, but I get stomped all the time in the current game. As a consequence, I play way less. I used to be good for 3 or 4 nights a week of 4+ hours. Now, I…