I am sticking to the thread and you'd know that if you bothered to think about what I posted. In the time it takes a Killer to gauge whether they're playing against SWFs or Solos they will have already begun to fall behind. There is no room to be considerate of Survivors that aren't in sweat squads. You realize halfway through the game that you've stonewalled a disjointed group of loners and one or more of them are probably already dead on a hook.
Guess you dont know that you're wrong tho. Because I bet that your winrates and killrates are at least 50% and 2k on average. Claiming anything less either means you're playing on an MMR that's too high for you, or you're just not realizing your own mistakes.
So you're playing at too high of an MMR, point proven. You've been playing the same kind of sweaty strategies and perks untill you found opponents that do the same.
You're saying that as if it's true... I'm new to the game and barely bought any killers before I stopped playing. I have no sweaty strategies to think of. Trickster was the last killer I bought. I doubt I have any meaningful meta perks to speak of. Maybe if I leveled up Billy, I could get Tinkerer for my other killers...
but that's not what this is about. Killer perks don't usually make or break the game... it's the survivor perks. The combined effort of stacking survivor perks are what make the game relentless for killers. Meta killer perks won't have any effect on the combination of certain perks in the game.
So that needs to be fixed before killers can really compete with SWFs at a higher level. If what I'm seeing is true then solo queue survivors won't be affected by this at all because they should all be running their own unique builds anyway.
It is, if you 4k too much, you're playing too sweaty for your own good and are facing players that are willing to play equally as sweaty.
As for killer perks making or breaking the game? They literally are the only perks that can. Survivor perks are there to stall for time, Killer perks are there potentially flip the stakes.
Haunted Grounds can win you the game in 60 seconds time. Noed can finish the game in 30 seconds time. Bloodwarden literally ends the game and is just a 60 second countdown without any counter. Devour Hope flips the switches of the game. Pop can prevent a 3-gen from being broken(especially in combination with Pain Resonance).
Killers have the power to potentially end the game at any moment, survivors have the power to stall for the time that they need. Sometimes, the power of stalling is unbeatable, sometimes the potential to end the game happens at the start of the game and no amount of stalling is countering that. The perks reflect these abilities.
I have been left to die on first hook over 5 times today.
This last game there was no reason for that. Only one other person was hooked, there was no noed. I was right there hooked by the exit gate. They just like... left.
Potential has nothing against the very real strength of combined survivor perks. We can talk about potential until we've run it into the ground but it doesn't hold a leg much less an arm to what is tangible in this game. Yes NOED could help, and so could all of these other perks... but I already mentioned this: they're not going to drastically affect the flow of the game -- unless survivors want them to.
NOED is a win more perk... Bloodwarden is a win more perk...Devour is a win more perk, and a hex at that...
I don't think win more perks are going to matter when a lot of your games are going to end with 3-4 survivors still alive. Yes it's entirely possible that you could squeeze out another kill with these... but they're not perks that ultimately help you in the long run. Survivors can even play around Bloodwarden by simply leaving, and the same with NOED...
I think you severely underestimate the knowledge most good survivors have of this game, and I'd wager most of them are in higher MMR
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Solo is gonna be hard to pull off... cause it's MM with random players whom may be good or may be not so good
Yeah. I rather play killer than surv at 8pm-2am because experience as solo surv is usually bad at those times for me.
Don’t worry - the devs are buffing solo queue because they listen to survivor feedback. Would be nice if they did the same for killer players
Oh, you're one of those you play only one side?
Oh, you’re one of those who makes assumptions with zero information?
I play both sides about 50/50
Yup, I have no problems suiciding on hook anymore. Too many matches where survivors are doing nothing.
I am sticking to the thread and you'd know that if you bothered to think about what I posted. In the time it takes a Killer to gauge whether they're playing against SWFs or Solos they will have already begun to fall behind. There is no room to be considerate of Survivors that aren't in sweat squads. You realize halfway through the game that you've stonewalled a disjointed group of loners and one or more of them are probably already dead on a hook.
Guess you dont know that you're wrong tho. Because I bet that your winrates and killrates are at least 50% and 2k on average. Claiming anything less either means you're playing on an MMR that's too high for you, or you're just not realizing your own mistakes.
I don't anyone on either side is having fun atm.
And neither side wants to change that.
I had consistent 4ks every game until I finally hit high MMR. Not hard to miss.
So you're playing at too high of an MMR, point proven. You've been playing the same kind of sweaty strategies and perks untill you found opponents that do the same.
You're saying that as if it's true... I'm new to the game and barely bought any killers before I stopped playing. I have no sweaty strategies to think of. Trickster was the last killer I bought. I doubt I have any meaningful meta perks to speak of. Maybe if I leveled up Billy, I could get Tinkerer for my other killers...
but that's not what this is about. Killer perks don't usually make or break the game... it's the survivor perks. The combined effort of stacking survivor perks are what make the game relentless for killers. Meta killer perks won't have any effect on the combination of certain perks in the game.
So that needs to be fixed before killers can really compete with SWFs at a higher level. If what I'm seeing is true then solo queue survivors won't be affected by this at all because they should all be running their own unique builds anyway.
It is, if you 4k too much, you're playing too sweaty for your own good and are facing players that are willing to play equally as sweaty.
As for killer perks making or breaking the game? They literally are the only perks that can. Survivor perks are there to stall for time, Killer perks are there potentially flip the stakes.
Haunted Grounds can win you the game in 60 seconds time. Noed can finish the game in 30 seconds time. Bloodwarden literally ends the game and is just a 60 second countdown without any counter. Devour Hope flips the switches of the game. Pop can prevent a 3-gen from being broken(especially in combination with Pain Resonance).
Killers have the power to potentially end the game at any moment, survivors have the power to stall for the time that they need. Sometimes, the power of stalling is unbeatable, sometimes the potential to end the game happens at the start of the game and no amount of stalling is countering that. The perks reflect these abilities.
Yes, it can be. But I've also had games where I get 3 randos who are amazing and I get carried.
That said, it's still 100 times less stressful than playing killer is these days.
I have been left to die on first hook over 5 times today.
This last game there was no reason for that. Only one other person was hooked, there was no noed. I was right there hooked by the exit gate. They just like... left.
God this really is an FFA.
Potential has nothing against the very real strength of combined survivor perks. We can talk about potential until we've run it into the ground but it doesn't hold a leg much less an arm to what is tangible in this game. Yes NOED could help, and so could all of these other perks... but I already mentioned this: they're not going to drastically affect the flow of the game -- unless survivors want them to.
NOED is a win more perk... Bloodwarden is a win more perk...Devour is a win more perk, and a hex at that...
I don't think win more perks are going to matter when a lot of your games are going to end with 3-4 survivors still alive. Yes it's entirely possible that you could squeeze out another kill with these... but they're not perks that ultimately help you in the long run. Survivors can even play around Bloodwarden by simply leaving, and the same with NOED...
I think you severely underestimate the knowledge most good survivors have of this game, and I'd wager most of them are in higher MMR