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I DID EXPLAIN IT.
We are balancing two separate games right now! One with VOIP and one without!
You can't take VOIP from SWF.
SO GIVE VOIP TO EVERYONE.
BUFF KILLERS TO COMPENSATE.
IS THAT CLEAR AND SIMPLE ENOUGH FOR YOU TO UNDERSTANDING?!
Quite a few perks are now no longer necessary to be loaded, giving everyone the ability to stack combinations of over-powered perks: sprint burst, DS, self healing, borrowed time etc...
While I think it's very difficult to account for these unintended advantages, I don't think it's impossible to re-balance the game to account for these.
I feel like one of the primary reasons parties think they can get away with this behavior (bullying the killer instead of legit trying to escape them) is because of how easy it is to loop killers infinitely. There is some horrid level designs with some pallets in a way that players can easily run circles around objects, making it extremely difficult, sometimes impossible, for a killer to catch them. This removes map presence and frees the rest of the team to easily complete generators. How is this fun for anyone when the game becomes that one-sided?
Here's a few things that I think should be looked at.
-find ways to shorten chases. Make the killer faster or give them some kind of movement buff that increases the longer they are in a chase. Players can easily distract a killer for 2-3 minutes, even more, making it possible for the rest of the group to rush generators to completion. I have run into quite a few SWF groups (even non-SWF groups) where someone voluntarily gets found and loops the killers in a dedicated fashion. By making chases shorter, I don't mean buff killers only. Maps should be carefully overhauled so that after a short period, the survivor has either lost the killer, or has been caught. I think the hospital is a good example of this - many times I can get my hands on a survivor very quickly when found, or they can juke me and lose me very quickly. Definitely not implying that is a perfect map, I think there are too many long winding hallways without enough doors to get certain places.
-Generator progress should be nerfed for lone survivors with no toolbox. As an example, if it takes you two minutes instead of one to finish a generator, it gives the killer a bigger buffer to re-establish map presence. Can't tell you how many games I start patrolling generators just to simply see the amount of gens go from 5 left to 2-3 in the first 2 minutes of the game - usually without seeing a single survivor.
I'm still pretty new to this game, and I do not know if any of my suggested/proposed fixes would help...but ultimately it would be nice to get a thrilling experience on both sides of the fence. Right now it's very stressful and strenuous to play as killer, and survivors seem to just have it easy.
EDIT: as a side note, I personally think adding in-game voice would balance the experience for all survivors, whether SWF or not. That will make advantages/disadvantages consistent across the whole game, making it easier to balance.