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I'd have to see how it plays out in practice, but it doesn't seem so bad if survivors are trying for flashlight saves and if they get a jump on gens, then they slow down for killer to catch up. That's not a bad trade.
That said, I do wonder if this will do a thing to queue times. I get the feeling it's still gonna be a LOT of people queuing for killer.
Killers will be required to pick up, which gives survivors a window to flashlight blind in this second iteration.
it's so over...
Oof, I don't think that was needed (and I'm a survivor main).
Their reasoning was survivor didn't have enough on their end to make it interesting, which is sort of true. I think survivor side does need more to help even out the queue.
As long as it doesn't feel too much in favor of one side, I guess.
Can't wait for 8 Survivors not doing gens trying to flashlight blind me all game, having no counterplay of slugging to avoid flashlight saves in the open, Survivors that are injured only playing around open areas because of this, and since they arent doing gens the anti-snowball getting activated.
Anti-Snowball is allegedly not supposed to activate all the time, but they said the sane about the anti-3 gen blocking and that happens to at least 1 gen in my games nearly every game.
I think the anti-slug is a decent idea with 2 killers around, but the pallet reconstruction makes me concerned. The only upside being it will only work with up to 4 survivors with how classes have a limit, but even that could change between versions without us being told.
This is also a valid argument. Fun is fun, after all. As long as most of us find it fun, we should be good.
I probably can't because I can't do that with survivors, but it'd still be funny.