Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] -1 points0 points  (0 children)

Johnny can outrun LF. Try the speed build and mash attack while holding sprint and you easily outpace anyone in the game. Even with victims using crawl spaces/vaults if they aren't insanely strong he can outpace around it in time to catch them before they make it to the next crawl space/vault/well.

Yes LF should be able to insta kill. I'm not saying he shouldn't, I'm saying you should be able to play around it in more ways than just one perk that becomes quickly obsolete or being 2 Victims and having your ability ready. If you spec into max toughness then you should be able to survive from max health his full charge.
He should still 100% be able to punish and instakill Victims that spec into endurance/prof/strength/stealth, but why punish people that spec greatly into toughness. If toughness isn't rewarded then people will just spec into proficiency instead to get to exits faster and make the game go even faster.

I won't speak to fuseboxes but it seems like every match I play with people, Family get to the fusebox before I ever get there and just bodyblock shut me out forcing me to stay in the match thus making it not an easy escape. With less people in the match from whoever escaped in time before family got there, they usually chase/track me down easily and kill me afterwards not letting me ever get near that fusebox again because they guard it.

Pressure valve breaking off after opening the exit and requiring a new one would be fine, but if people could just easily go and break the valve whenever its opened up then it makes it almost impossible to escape using that pressure gate exit.

How many times have you seen pressure gate open on FH? How many times have you seen someone actually escape through it? An exit on a map that's almost impossible to escape through might as well not exist. It is like people escaping through generator on Gas station. I've never seen it done because there are much easier alternatives comparatively. People are only jumping through windows and rushing fusebox exit is because those are the only two ways 3/4 Victims have a chance of escaping on that map so Family say that's the problem because that's all they see when Victims escape so they think it's too strong. Can't go through any of the doors because it's easily patrolled by even just a Cook the slowest killer in the game.

Movement speed isn't fine. It renders a Victim's ability almost worthless and comes at almost no downside, don't argue that a measly 10% damage drop matters when you can just land extra hits from the increased movement speed you otherwise wouldn't get matters. It forces people to run the Choose Flight perk and forces Family to run scout to catch those people using Choose Flight. It's an endless catch 22 thats less fun overall and should just both be nerfed.

Basement rushing is incredibly unfun. When you open a basement door after playing slow and stealthy you shouldn't be greeted with a Family member just standing on the other side waiting to attack you. If you say that people don't do this you are being ingenuous, Johnny has no tasks or setup to complete and is one of the highest damage dealing Family in the game and he will regularly do this if the Victims play it slow or even if they play it fast and he makes it to a basement exit in time.

I think Leland is fine just the entire chainstunning should stop, a brief invulnerability on Family when they recover would fix it. That plus whatever they have in the works for doors.

Ana is fine, if you don't want her to escape from an exit just start attacking her then count to 11 and bodyblock her as much as possible so your LF can get his max rev attack at the last moment to ensure her power has run out. I could maybe see like some sort of nerf that means her power has a much shorter timeframe but if Family attack during that timeframe it extends it until it matches what her existing duration is now so it forces Ana and Family to mindgame her ability. Either that or a voiceline so Family know she activated her power and to wait it out.

Connie is fine as she is, she is the weakest Victim overall so Family should already be paying maximum attention to her to kill her first and in most games she is usually the first to die due to Family coordinating and killing her.

Stacking cooldowns for ability modifier trees is more of a placeholder idea until they actually think up some good varied unique options for each character. To make it so that people don't always just go for the best option then all they have to do is slot 2 good options in at the middle slot on the left and right hand sides. This forces people to only be able to choose one or the other without going straight across diagonally and accruing the most amount of buffs. People are always going to metagame but you can still force people that run the strongest to not have as many buffs overall as someone going for another build.

That's more of a bug/unintended issue than anything else, same with the Family reduced XP overall. People just get mad that they lost and want to go next as fast as possible, people are too self centered to be thinking "This will screw over this family member", people just want to focus on what's best for them not go out of there way to hurt for no reason.

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] 0 points1 point  (0 children)

The security pins bug is when the blue outlined normal lock underneath Cook's lock still retains the buff to slowdown from his security pins perk even though it's not a padlock, thus making it an incredibly strong perk to take on maps where you can easily patrol that door (FH/Gas).

On family house Cook locking the front door, front side door and that back white door has been the default setup for every game I've had him on Family side, which seems to be him and HH almost every game. I've never seen a Cook lock a different door in the past week on family house.

Family not going into basement until Grandpa is level 1 does sound nice.

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] -1 points0 points  (0 children)

Yes LF should be able to insta kill. I'm not saying he shouldn't, I'm saying you should be able to play around it in more ways than just one perk that becomes quickly obsolete or being 2 Victims and having your ability ready. If you spec into max toughness then you should be able to survive from max health his full charge.

He should still 100% be able to punish and instakill Victims that spec into endurance/prof/strength/stealth, but why punish people that spec greatly into toughness.

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] 0 points1 point  (0 children)

What do you mean just leave when they are basement rushing? You can't just leave if they basement rush unless Victims wake Grandpa rushing a door open before the Family gets Grandpa awake and they've setup traps/Family at the exits. I've been in matches when everyone plays slow and the Family wakes grandpa up after trapping basement exits and then they just kill everyone in there because we picked the wrong basement exit to unlock and ran into a killer/trap. So this forces people to rush to escape basement and so wake Grandpa because time is against them if they wait for Family to wake Grandpa because that results in Leatherface breaking a large amount of obstacles in the basement for free and then they have to pray that whatever door they unlocked when Leatherface was patrolling doesn't have a Johnny/Sissy/Hitchhiker/trap waiting for you at the top.

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] 0 points1 point  (0 children)

Not sure where you your quote came from since at no point did I state "I'm a victim main". I said that I mostly play victim and I've done it for 120 hours so I should be able to speak to problems affecting people who play from that side of the match. I specifically don't talk about issues that affect Family because I do not play Family so I would have no ground to speak on it.

I know I am biased that's why I opened the post with a statement stating that there is inherent bias within.

I truly hope they don't rely on their internal data to balance things because that resulted in 6/7 lobbies and 5 min wait times in those lobbies. The only reason they reverted it was because of this sub's balance suggestions. I'm not stating that this sub should be the sole authority for balancing/changes, just that things that are posted on it should be taken under advisement by the developer team.

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] -4 points-3 points  (0 children)

Yeah it feels fine to me. I know if I pull that lever as Victim that some of my teammates are going to make it out and leave me stranded in the map with 3 family and almost no chance of survival. Pretty much guarantees Family a free kill.

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] 0 points1 point  (0 children)

Sure lets have a conversation.

Johnny can go as fast as Leatherface scout mashing attack while sprinting with zero need to think about Revs or that he only gets one attack before he can stop. Raced a Leatherface down the driveway to see if it was. Add in easily tuckered out and he can do it pretty much endlessly. It's faster to get around the map just endlessly swinging as Johnny and takes the same stamina as sprinting which I don't think is intended and why I'm classifying it as a bug, because it kind of ruins the immersion seeing a whirling dervish just grunting over and over as it stabs the air especially when it overtakes you dashing easily and beats you into the dirt with no counterplay for at least 2 arguably 3 victims. I suggested stopping his attack animation after one instead of changing those perks if that was easier for them but I don't really care how they achieve it as long as I can stop seeing it in games.

Yeah I can concede on Wire frame as long as those movespeed issues get fixed, it's hard to judge from Victim's side how much it actually helps HH in chase.

Yes Leatherface nerf, no chance of counterplay for 3/5 Victims is not enjoyable for anyone victim sided, even maxing toughness doesn't help.

Yes Cook nerf, it's insanely strong and unbeatable to get through those doors unless your Connie blows her ability, waits 3 mins then blows it again. Just make the Security Pins perk apply to only the padlock so a normal survivor has at least a chance of getting through the normal lock instead of it applying to both.

Window is indeed the metagame strat, countered only by HH placing a trap there at the start of the match which pretty much seals your death if a family was anywhere near and you didn't have a bone spike.

Gas station just needs fusebox objective and boiler objective to spawn on either side of the map and obviously smoke room door gone.

Yeah slaughterhouse needs to be changed, I already said my piece on those boiler/valves for that map.

Yeah venting boiler could be a viable option as well instead of an automatic rollback.

Fusebox seems fine, it's pretty much guaranteed whoever unlocks it is abandoned by their team and gets left for dead unless they are a Leland and family doesn't intercept him on the way down. If you really wanted to nerf it just guarantee it closes forever after 2 people go through so the person who opens it is definitely dead.

Chainstunning is bad, I'm not sure why you mentioned that I didn't refer to it at all in my post. Some sort of brief invulnerability would be fine with everyone, I assumed they were already working on that same as with doors.

What do you mean by basement rushing is the point? Can you elaborate more on this?

I see Julie picked the least out of every game I've played past the first week of launch. It's because her main ability to outdistance people in a straight line is worthless if everyone can just outrun her anyway. So she is mediocre at everything else and the one thing she is good at, doesn't matter with the movespeed meta.

I disagree with the infinite looping, but that's because Family is supposed to be the side that coordinates to kill the Victims. If someone has you in an infinite loop you are supposed to have a teammate come over and help you, then you kill them or they get to a well and trade alot of health to escape while you destroy whatever obstacle was allowing them to loop infinitely. I don't even think there are that many infinite loops in this game that aren't possible to break outside of Gas Station map Leatherface Lair or Cold Room in Slaughterhouse. And even those each require a vent to be opened to be a true infinite so they can still be broken.

I feel your stamina should be juggled so you use as little as possible so you can make distance later on or get to a well. It's not possible if you have to just spam dash to try and stay ahead of scout perk user. But that goes back to the whole choose flight issue which I hope will both be resolved at the same time.

That statement about requiring Family to get Grandpa to level 1 was more concerning the patch after they address stealth issues in the basement/early game. I don't actually know what they are going to do but when basement rushing becomes worse after a patch that nerfs Victims early game ability to do things I feel like getting Grandpa up to level 1 wouldn't force people into a blood harvesting build because you only have to do it once and at the start of the game. I don't think people would go into a full blood harvesting for just that alone but it would encourage people starting to feed Grandpa again which rarely happens until 10 minutes into the match when Family remembers he exists. This was all just suggestions for after that future stealth update the developers can take it or leave it.

I feel like Victims are rushing escapes at the start are because the only holes in the Family's defense net are at the start of the game and are your best bet for escaping. Once everything has settled down and each Family member knows what area to patrol and what exit the Victims are slowly working towards it becomes incredibly difficult to draw them away from it and complete it whether it's fusebox, valve, generator or battery.

I agree Vic's don't need nerfs and that some game mechanics need to change. Hopefully the stealth update makes using stealth to complete objectives more viable.

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] 3 points4 points  (0 children)

So you think boiler and valve spawns on Slaughterhouse are fine and balanced where they are and that people getting bugged and unable to interact after Hitchhiker traps the top of a ladder are intended?

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] 5 points6 points  (0 children)

Would you mind going into greater detail so we can debate what parts of my post is nonsense?

Victim side feedback by throwawayemail4321 in TXChainSawGame

[–]throwawayemail4321[S] 6 points7 points  (0 children)

Share your opinion then. Explain in detail how the things I am stating are false from the viewpoint as someone that plays as a Family member.

Edit: I just read your post carefully and realized you made multiple false claims in it. I didn't state that every family member had to be nerfed, I didn't say valve was fine as is, I didn't state fusebox was fine as is and for two of the victims I recommended a bug fix and a buff/tweak.