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I'm for a stealth gameplay, also against the reset of the rank each months. Because if I play 10 hours every weeks, i can never be rank 1 even if I have the skill. So i alway play rank 20 and kill every nooby, just because of the matchmaking reset.
Though since I only play for fun I am against giving better stuff for highter ranks. It seem like the items shouldn't be easier to find, because we already see them everywhere. Rankiing should more be a matter of fun only and competition feeling and we should have the right to not rank if we just want to have a calm game.
An option to solve the problem is to allow the 5fth genarator to power the gate only when 2 survivors remain.
So the killer will have no pressure and could take all his time to destroy everything and be scary, jumpscare at the right places ect...
And the survivors will really try to hide until 2 of them die. No try hard if you cannot escape even if you save your friend. You'll hide properly until you remain the last one.
But in fact, I think it goes deeper than that.
This game just atracted and caters the wrong kind of player. The player should be fans of the horror and slasher genre. Especially the survivor. They should enjoy fearing the killer and be ok with thte killer killing more people than escaping. In the movies only 1 or 2 of a group of 6 or 8 make it out of the movie alive, most likely along with some random kills of nameless cops or neighbours.
At the moment, most player just enjoy the win instead of playing the game.
This creates a tryhard mentality and I have to admit I get infected by it also.
When I play killer, I expect every survivor to be a tryhard jackass. I don't want them to "win" and escape, because I expect them to be toxic and mock/insult me after the game anyway.
The only reason why I haven't turned of the after match chat completely is because every now and than I have a real nice chat afterwards and I have made some nice steam friends through this game. But my expectations in general are pretty low.
Giving hatch... ? Letting someone crawl out... ? No way.
If I would be more confident about my powerlevel as a killer and that survivor wouldn't be toxic after game, I would do that sometimes.
I would love to "play with my prey" and jumpscare them and let them run away, but the timemanagement for killer is very unforgiving and any second given can make the difference between a full team wipe or an all out escape.
-Developers being genuinely disconnected from the killer playerbase. Statements like "infinites are mindgames" and "just eat pallets and git gud" further enforces this. They know nothing.
- Pallet looping. Another "mindgame". Reduced collision hitboxes of survivors which let them gain distance in curves and around corners compared to the killer's larger hitbox. It is an exploit by definition. Running in circles shouldn't be this effective.
- SWF. The extreme safety of playing survivor combined with group mentality makes it easy for people to lash out and harass the killer, who is always alone. Some groups sole purpose in the game is to grief killers to ragequitting, just for the "lolz". Let's not even get started on having global awareness due to third-party programs like Discord..
- Victory Cube. Good idea implemented badly, with even more horrible side effects. Killers should kill, yes, but in terms of Lore they are more around to terrorize survivors and fill them with hope that they might escape. The massive boost in campers following VC completely contradicts this aspect of the Lore.
- Killer powerlevel is pathetic. Survivors got so many second-chance perks that they might as well be invulnerable. Worst case scenarios require you to hit a single survivor upwards to 6-8 times (DS, Insta heals, Adrenaline procs, Dead Hard).. and then we have pallet looping on the side of that, further increasing this feeling of being weak.
- Frustration on the Killer's side. Constant time pressure, combined with all the second chance perks, pallet looping, strong items making time schedule tighter (BNP), requirements to kill to rank up etc.. you get the picture. Doesn't help that there's toxicity coming from survivors after almost every game.
2. Stop trying to 'tackle' something like pallets/looping as a not so problem, then design maps to be as unfriendly to the Killer as possible. Older maps had tons of pallets, but weren't a constant ♥♥♥♥♥♥♥♥♥♥♥ of everything. Even the Asylum had some pros/cons, though it's good for Survivors. Just take a look at the Hag's/Doctor's/Huntress's maps, and you see a weird thing going on: Slightly less pallets traded off for endless amounts of hiding spots/blocked vision.
I get the amount of lockers on the Doctor's board as part of his design, since Lockers are a way to 'fight' against his power, but it's just a mess of a board. There are about 400 windows which is great for lithe, but no clear paths on how you're going to go around things. Survivors bounce through windows, Killers crawl slowly through them. If you find a room with only a window out the other side, you're basically screwed, and are starting the chase from scratch again, and there's often several of those rooms in that place. THAT right there, makes it 100% Survivor friendly map in comparison to other things.
Here's the thing, I know you don't want it 'too easy' for Killers, but aren't those maps supposed to be THEIR home turf? Then why the ♥♥♥♥ is it so hard for the KILLER to be on certain maps? Maps should have a slight variance of difficulty and who might be favored, not giant ♥♥♥♥♥♥♥ swings from one side of the spectrum to the other.
Sheltered Woods: Wide open, easy to patrol: Killer Favored.
Hospital: ♥♥♥♥♥♥♥♥♥♥♥ town of ♥♥♥♥♥♥♥♥♥♥♥♥: Survivor Favored.
And they're not just barely apart from each other. Those are MILES apart.
3. Can we stop putting in smack you in the face perks for Survivors, and maybe try to come up with 'fun' perks? I know, I know, WGLF is the devil and used wrong, but it's a FUN perk that has no mechanical benefit to your match. You get BP, later. It promotes a 'playstyle', that while Killers might not like it, is actually kind of fun. If I run WGLF, I'm a lot more bold, and a lot more altruistic than I normally am. I'm going to get rewarded for it, so I play more that style. THIS is something you should work on doing, putting perks in to promote different playstyles, without having to 'favor' one over the other. Do it on both sides. Introduce fun perks, that may or may not help you in your match, but make you want to play different ways.
4. If something is broken, fix it. I know simple, right? Well on the flip side of that, if it's not broken, can you STOP 'fixing' it?! Just because Killers find some combo that doesn't make them laughable, doesn't make it broken. Sure, Machine Gun probably translated across Killers, but sometimes I swear, if ONE Killer can do something fun/cool, you nerf crap to the ground. STOP IT. If something is average for like seven Killers and amazing on ONE Killer, then you need to look into how/why it interacts on THAT KILLER, and stop bringing it down so it's USELESS across the board. You can't make something that's merely ok on other Killers weaker, and then not have it be garbage on them. Stop doing things across the board, you make Killers with unique ♥♥♥♥♥♥♥ powers for a reason, that means those perks interact with each one differently, you can't just move the line left or right and have it match up for all of them.
5. The Devs need to understand that while the Killer base is 'smaller' in the numbers to the Survivor base that plays this game, it's equal in importance. I'm not saying this is 1 person's opinion is the same as 4 other people's, but NEITHER SIDE has a game without the other one. You can't just appease Survivors because they might be 80% of your game, when the other 20% of your game is not only the HOST of every match, but the other 'team' that 80% is playing against. Without that 20%, you have NO GAME. If you piss off a fraction of that 20%, sure, fine, who cares, but when you keep on annoying the crap out of ALL OF IT? Do you NOT EXPECT bad things to come of it? Can you stop just kind of laughing at the Killers of this game, and giving them nothing? Can Survivors stop being your dictation for what does/does not work for Killers? I don't know who you think you're fooling, but no one believe you ever get the opinions of Killers on Killer related things, to help you 'balance' anything. You just shoot darts at a board, and assume it'll work, but if Survivors go nuts about a bunch of things, new perks show up, or nerfs come rolling in.
That's just for starters, but if they don't do something, eventually it'll catch up to them. Personally, I'm hoping Last year comes out and is amazing, since F13 was a let down. It was 'fun' at times, but just too broken with Devs who were just too far gone. Hopefully Last year does better, and we can start moving on to new games in this genre, and then they'll actually have to compete with each other and get their heads out their asses.
I think there should be an reward for been in a hight rank or else what's the point.
My idea at first was to reward them with extra bp but there are alredy some who alredy have everything unloked so what do you give to them?
Give them some useless stuff, like some skins, or T shirts for sure, at the end of the season. But not any stuff. Because with more rare items, more firepower, the survivors will be even more try hard and will kill the game hardly...
yea but it goes the same for killers too
and speaking of killer they should bring back the old mori system.
I've always like the old system were if had a bunch of hard game and you wanted to vent out you could use mori and just slay the entire team of survivors even if it meant no bp.
Survivors dont have downsides on there perks at all.
Even if this was implemented, all it would lead to is boring, long periods of doing nothing. Whispers would be mandatory to even end games.
I would die if they did that in the next update XD
well totem are here to buy you time,if survivors rush gens they'll miss the totem and if you have noed it could reallly back fire on them but most of the cases killer get bad RNG then the totems are stupidly easy to find.
self care has a weakness it's called nurse calling which is mendatory in most cases but in swf you don't even need self care.
in theory(don't think ive seen it yet),if you have a swf group with prove thy self and leader that's an easy 9%x3(per person)boost if all the condition are right,heck maybe a 9%x4 if there's an open gen but like i said i have yet to see a group with these perk so i can't tell how insane that would be for a gen rush.
a good killer is an addaptable killer.
but that doesn't mean ill be playing nurse just to conter the pallets XD