Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I wanted to know where you got the link and connection of my topic with gen-rush, not that it's not bad-design too, but at no point did I talk about it.
the existence of swf that deviates the core of the game around 1v1v1v1v1 is not mutually an endorsement to allow bad-designs to exist, but anyway, it is a pity that there is no engagement and serious debate from the community instead of bringing more "us vs them" mentality to all topics
It's been 7 years the devs aren't changing the core game or going to fix swf nor do they intend or care to. They've known about the problem since it's release if they wanted to fix it they would've by now. Game is flawed to it's core and will never change.
Only real issue here is if the killer slugs your rescuer and proceeds to tunnel you out - but that’s something that’s been part of the game since launch.
The problem is simply not touching the subject and pretending it doesn't exist besides all the complaints in threads in 7 years, and on top of that they launch a perk that simply encourages bad design in 2023 and still buff before going to the live server.
Anyway, it's not a matter of playing together or spread from each other (because in SoloQ you can't even tell) or even because it was present from the beginning of the game (along with perma sabo hooks), but simply because it's not healthy for the game in a long run
>Empathy
>Aftercare
That ought to help a bit.
but but they don't want to run those perks they want meta perks with all those in their basekit
I think the best way we can see that is killer got a good new slugging perk and survivor got a good gen rushing perk and an amazing new passive.
The slugging issue will probably be fix when the dev can make UB basekit not abusable by the survivor.
People are sleeping on that perk.
anyone who knows me around here knows that I talk about perks being used as band-aids to counter or fix bad game-designs, this should never happen on both sides, and the reason is the opposite, the perk ends up being forced to use and that decrease the diversity of builds ("forced meta") , i.e, nobody wanted to use shattered hope when coh was extremely strong, or having to come with agitation because of the 1st version of Boil over after the buff, no one wants to use perks like band-aids for camper (ressurance) or slugging (ub which is still "meta" for 7 years),, specially aura reading perks which only increase the powercreep/gap between SoloQ and SWF at high mmr games (the game still has this problem of deviating from the core around 1v1v1v1v1).
Anyway, both sides have their problems and anyone who sees me talking around here knows what I stand for, I just summarized this topic in the dissatisfaction of seeing a perk like this being endorsed and buffed by the devs.
I don't think that by buffing or nerfing both sides, people will stop using the "shortcuts/strats" that the game has, and the reason they work so well is exactly the lack of coordination of most lobbies (SoloQ) as some kind of inherent tool in game or killer's inability to deal with high coordination (lack of mobility/map pressure).
Anyway, I believe that regardless of whether there are buffs or nerfs, as I always say, bad-designs that deviate from the fun part for the majority (chases) should try to be fought by the devs, and not endorsed, as in the example of not having touched on the bnps until today because of high team coordination or the very existence of swfs itself that somehow should be limited in a competitive mode.
Furthermore, I don't think it is a good enough perk to do an aggressive slug, like slugging every survivors then hook them. Knock out is the better perk for that instead. I foresee this perk will only be great in a situation where someone try to do a flashlight save or pallet save, and that is all this perk does. I have no doubt that some killers may able to do an aggressive slug while having this perk, but it is mostly caused by the killers power or survivors poor decision making, rather than this perk.
I would agree slugging is a legit strat but an unfun one to play against. But what exactly BHVR can do about slugging, basekit Unbreakable? I think you would agree with me that basekit perk is one of the worst band-aid solution. It often gets abused rather than used in a intentional design way. At the same time, we cannot force a killer hook a survivor whenever they down a survivor with the current system. It only makes killer gameplay worsen with that.
I would concern more on the perk Scavenger instead. Although they have changed it, by adding 50% penalty of repairing. They forget certain toolboxes can increase repairing speed by 100%, so it won't make much different. Another way is to give your teammate the toolbox once it is charged up, and you spend 30s to loop the killer until the penalty is gone while your teammate is using your toolbox to rush gen.