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Btw, does anyone know what are the numbers for Solo/4 man Squad Gen repair time with best tools in both cases?
Check out tydetime on youtube, he made a vid on that.
I mean, it partly relies on ultra rare add-on for very rare item (and it's basically same situation as with other very rare/ultra rare add-ons/offerings), but still quite impressive.
As far as I understand, in older version of this game there was possibility to repair within 1 second with 1 Survivors, so I guess current potential is big improvement for balance compared to previous one.
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Well, I would suggest to increase it from 28s for 4 Survivors to 30-35s and from 80s for 1 to ~85-90s at least for now.
In ideal situation additional secondary goals for Survivors may be handy (including one with bigger impact of Hex Perks from Killer side).
Maybe would even suggest to base Gen repair progression on finding parts for Gen to some extent:
- either Survivor(s) would spend x3 time on repairing Gens, like 270s for 1 Survivor (maybe a bit smaller, afterall it may affect Solo Survivors too much) and something like 90s for 4 Survivors
- either they would search for details aka "Parts" (lets say 3 Parts/Gen) around the map, to shorten progression to normal levels (maybe even slightly shorter than current one, like 15s with 3 Parts with 4 Survivors and 45-60s for 1 Survivor).
There may be slightly less details, then needed like 10 Parts for 5 Gens/map, which also means that, if people would put 7 parts to each separate Gen - only 1/5 could be fully filled with parts and second one would be filled only partly. Sabo in some form may slowly detach Parts from Gens, which won't be repaired and get Parts on accident.
Killer can't neglect Parts protected progrression, so in any case it would take same amount of time for specific Gen, where Part was integrated (so Killer could regress it to 0, but it would still take 15s/4 Survs or 45-60s/1 Surv to repair it back).
Killler may see details in close proximity on default, but won't be able to see them map wide, like Gens. Perks which affect Gens, may affect Parts for both sides in some manner (or may not - depends from Perk).
With the best tools, and a great skill check you can repair a gen in a fraction over 50 seconds (and still keep your toolbox, but wont be able to use it on the next gen). Faster if you get more then one skill check.
Two survivors, one with prove thyself will pop a gen in under 40 seconds with each great skill check shaving off almost 1 extra second. This gives them a short window to find the gates before the 5th gen pops.
If the first survivor to get 'found' switches off after the first sets of gens pop with a different survivor so they can use their toolbox you can have all the gens completed in under two minutes. Add in 20 seconds to open a gate and survivors are out.
If you can't swap out who is being chased it's going to add almost 40 seconds to your match unless one of the prove thyself players swaps gens before gen4 is complete.
Fastest game I have ever escaped in was 2mins 38 seconds. We had some problems coordinating and the killer landed a (single) hit on the obsession with the Remember Me perk.
If the killer is AFK and you have good starting positions you can be out the gate in under two minutes.
Hex: Ruin really ruins speed times, as it counters the bonus 5% progression you get on great skill checks and mucks up any team members that cant hit them. Can still work out fine if your best runner spawns next to it.
As for Hooks, I actually, find issue with Hooks for both Killer (BP and maybe Emblems) and Survivors (Second Chance) in situation when Survivor may die on second Hook, if Survivor reaches 50% of Hook progression.
So I would actually like to see first Hook providing protection from instant Sacrifice up to 50-25% Hook Progression (with marker for 25% area) and only if Survivor reached area below 25% Hook Progression - Survivor would instantly be Sacrificed on second Hook.
Also I would like to see "all remaining Survivors" slugged prevention, so if all remaining (non DCed/Hooked/Died) Survivors are slugged and Killer doesn't pick them up/hook them - one of them would have chance to get back into Injured State.
But again, there is way bigger issue with 2 different audiences:
1. Competitve, which may like to end trials with vcitory on their side as fast as possible or with coolest moves to do so (so less obstacles - better)
2. Horror gameplay oriented and a bit more casual, who may like to see trials last longer for both sides (but not too long) and have more deep/diverse gameplay
And I'm not sure, if both sides would like changes and would it be possible to balance game within one "game mode".
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Thank you very much for such detailed clarification!
Sounds fast for potential use, even though I know that potential depends from different factors.
Devs have seen the issue and have said they got something being worked on to solve it. They didn't say what specifically, just that the issue is being dealt with.