I mean just look at the new killer's perks, you're ######### if you work on a totem and you're ######### if you work on a gen. Gg ez, hope you're on comms.
The perks don't seem broken at all. Just cleanse totems, do gens, and drop pallets you should still win.
"Just cleanse totems" when every totem, even dulls, reveals you to the killer.
OP is right, the only counterplay to that perk is being on comms to get on 2 totems at once.
Well, SWF can't be ignored. The ever growing effect it is having on the Meta is plain to everyone now. When almost all the generators are up within 3-4 minutes, what else could the DEV do but try to put thing in to slow it down? :) I made the suggestion that there be three types of game:
This would have provided two out of three options where people could play with their friends for "fun" but allowed for things to be balanced. Oh the horror! The reactions of those on the SWF front that they might have to give up their clearly unfair advantage was ridiculous. Well, now you can thank SWF for a different way of balancing things. Because in the end, it MUST be balanced. Thus are born the Perks which pretty much require you to do Bones and double and/or triple the required objectives to get out.
I was debating mocking your post or not, but after 6,909 forum posts I do expect better from you than "jUsT cLeAnSe TotEMs?!?!?"
So if swf existing means all survivors must have the game be 2x-3x times as hard (regardless if they're solo or swf) , does removing swf mean we can nerf killers to be 2x-3x less effective? o.o
Survivor main here, before that annoying debate starts.. but one who has found way more enjoyment out of playing killer lately because of how easy it is.
They should buff solos to swf level and adjust killers accordingly really, swf just has too much potential power compared to anything else in the game besides really good Nurse or Spirit with there best addons.
The problem is that not everyone is swf, contrary to the belief of any killer who lost a match. Also, "swf is too OP because it uses outside mechanics... except when compared to two killers using built in mechanics" >.>
But yes, I 100% agree to matching solo que to swf and adjusting accordingly.
Riiiight. . . because most killers can cross a map in the 15 seconds it takes to cleanse a totem.
Spirit, legion, nurse, billy, blight, oni 50% of the time, freddy when his power is active, any 115% killer, any killer if they also have thrill of the hunt.
It's just an aura, not an audible cue like with Thrill. Chances are the killer does not even recognize you are on a totem bc he is busy chasing someone. Just don't cleanse when you hear a TR or can see the killer, and you should be perfectly fine. And IF the killer is so protective for his totems, then do gens. He can't guard all at once.
The devs really don't seem to care about doing that, though. Every time something has been brought up to give solos a little bit more of information that SWFs get for free, that never came to fruition. I think part of the problem is that the devs don't want to deal with the backlash.
Just look at the outrage that was caused by simply suggesting a totem counter. The issue is that in reality, most killers don't want to buff solos and killers accordingly. They want to nerf SWFs and buff killers.
Distortion and Off the Record. Ez counter.
And a Killer can't be everywhere at the same time. Additionally: There are a lot of Killers who don't even use totem perks.
So your argument is that there are killers who already do just fine with this OP perk mix? And that survivors need to waste a perk slot (or two) just to do totems? And that that survivor in particular needs to be the only one doing totems in solo que matches?
What I meant: There are Players who don't use totem perks.
It's not wasting a perk Slot if it helps in the long run.
Soloqueue is hell, I know. But if your Team is bad, it's not the Killers fault.
"If your solo team doesn't somehow communicate effectively it's not the killer's fault."
No, just piss poor game design.
Can Killers choose with queue they wanna join?
No, but the game is definitely balanced around swf. So either they have a fair game or a severely slanted game.
That seems to be the sad reality unfortunately. I'm a solo survivor and just having bond and like every survivor having the entity claws around there icons would help so much with information that swf always have.
My idea for the entity claws under the icons is if there is an obsession the entity claws could be the size they are normally and every non-obsession could have smaller ones but they all wiggle if they are in chase.
In the next update- killer get GPS navigation to track survivors at all times. xD
Thrill of the hunt only reveals people who work on hex totems and not any survivor who goes near a totem, plus then moves a cleansed hex totem. Try again.
That is the answer: swf has always busted the game and as long as it is intermingled normally with standard solos there is no way the game be balanced. No solo can be buffed to match a swf because a swf knowledge is comes at them knowing how each other function, group tactics-even by expectation such as higher altruism plays and stacking perks around that by default- stacking and being able to plan and coordiante builds and offerings before even getting into a game.
Totem counters is a dumb idea. The best way to fix the game isn't to nullify the enigmatic plays of either side-survivor or killer- which a massive part of the game is based on and also the only part that has any remote horror atmosphere to it. There's a reason meyers is one of the few actually scary killers in game. It's to RESTORE the enigma, not reduce it. Just like killers have no idea what type of item someone is holding, a survivor shouldn't have a clear idea what amount of totems there are-unless totem counters are a perk which is fair-
Here's how to actually fix the game:
SWF now are in their own lobby search much like KYF. If either is lacking a killer or survivor these will be one joint search system that will match them up. KYF has some balance for this already since all killers in this mode have access to all offerings, addon types and perks. That help balance it out, since the killer can make competitive and powerful builds without punishment against a swf squadie. They can also all talk to each other so they can make it clear if they want a more easier, casual game.
Make it so the gens don't determine when the gates open, but each completed gen increases the "bar speed" to the gates are powered. It reduces the survivors need to gen rush like crazy and allow more avoidant/stealth builds to become viable-which also means it easier for them focus on totems or avoiding the killer/totem effects- it also decreases the stress of gen rushing, so killers don't just patrol 3 gens or so and focus on kill rushing. The biggest cause of sweat on both sides is that if gens are popping you feel like you are buggered and for survs if gens aren't popping you are buggered.
It would allow both sides to slow down slightly and plan stuff rather than missing one step in the wrong direction and realizing that's 2 gens or so that will or will not be popped.
It also stops survivors from basically becoming screwed and just waiting for the last survivor to die so they can camp or search for hatch other than altruism blood points.
Study killers and survivors rates with this new flow but most importantly, study their shared enjoyement of the game. Most killers make it clear that kills are fine but the sweat nature and swf are not fun and stressful: 4k or not. Then make changes accordingly. Be it buffs or nerfs on either side.
Do you not understand that any survivor who touches or even passes a totem gets their aura read? Imagine a perk like that for survivors and the backlash it would face.
They have a better chance than the other killers, this is me thinking about all the extremes, there are so many variables, a bad map like mother's dwelling or haddonfield could really screw a spirit over for example or the stranger things maps for nurse.
"It's a crazy strong perk that I agree should be nerfed, but lemme try to argue with you more."
Break the totem while the killer is busy, so they have to give up on something to even have a chance to stop you. Just like players have always done to break hexes through Thrill Of The Hunt.
Get on the totem right as the killer picks someone up, get on it while they're chasing someone far away... that sorta thing.
So Solo survivors need to monitor where all five totems all and then drop whatever they're doing to rush a totem as soon as the killer picks someone up, hoping the killer isn't anywhere close to them... but the killer still gets to read their aura and still gets to flip flop hex totems regardless.
Imagine a survivor perk that instantly gives the killer location any time a totem is worked on.
It's 2m to proc, but then the aura persists for 6 sec (tier 3) regardless of range from what I've seen. I'm not sure it's intended.
Except thrill actually has counterplay by doing dull totems, where this one will reveal you doing them too.