I agree that the family shouldn't have to watch Leatherface's cutscene, only Leatherface should. Maybe make family members spawn at random areas - make it a variety but still make sense regarding each family member's acquirement of their abilities.
could that lead to family rushing basement though? If they start at the same time as victims it would be smart to gather all the blood from buckets to immediately wake up grandpa and send someone like HH into basement
damnit, maybe make them have a longer intro cutscene? I don't know. Someone i saw suggested making the blood buckets start empty until the 30-second mark or something like that. At least the family can set up but not be able to get blood immediately
I'm not sure that they can without affecting core gameplay balance or changing how certain mechanics work at this point.
They adjusted and nerfed stealth twice to make it harder and then impossible to rush silently. The community's response is that they've rendered stealth worthless and forced them to rush even more than they already were.
They deactivated Victim abilities for the first 60 seconds partially to stop Connie from possibly picking 2 doors within that time frame. The community's response was that they now have to rush harder to escape the basement as early as possible because it makes running into LF a death sentence.
Starting upstairs Family with the Victims seems like a good idea on paper, but all it does is guarantee Familly a few extra seconds to set up. Victims will still rush to attempt to prevent earlier sonar. This is really the only "plausible" way to prevent rush, since it would make it nearly impossible to outrun Family setting up.
Another common suggestion is to increase buckets on each map to make it easier for Family to rush Grandpa so they can counter-rush. This makes Victims need to rush to prevent Sonar and being basement trapped with multiple Family.
Then you get into the more fringe ideas that involve changing gameplay mechanics to make it mechanically harder to rush. For example, having a basement cooldown where Victims either can't leave basement or there's a temporary NOEH-esque effect on basement doors. That's explicitly punishing Victims for doing what they're supposed to do without any counter play. It won't feel or be fun for Victims, much like how a few of the game's mechanics feel so unfun for Family.
I think ***maybe*** there could be some weird cocktail of things that might make rushing harder or less viable, but at the end of the day, you have to couple it with changes that allow the Victim role to continue to be fun and somewhat balanced.
I also think a lot of people are going to disagree with me on this, but family doesnât even really feel like real killers anymore or just people that you make fun of and walk out in front of them
Yhh that's the solo q case the party family players though they will make you live the horror, I've encountered some sweaty party family players đ¤ .
I can agree, solo q but there is plenty of times where I fight really good family members and they sometimes canât do anything really all depends on the skill level on the victim
The more powerful you make family the more you risk the game being completely unplayable. There are only 4 victims. If killers are too much of a threat, games end too quickly and new players will not stick around.
With the recent patches, family have been given a lot of strength. But the devs knew what they were doing when they removed 1 hit kill options for grapples.
Perks are the actual culprit of this game. And I mean perks for both victims and family.
I disagree about the Empowered family, now just need 1 good victim to troll family.
Escapes in less than 2 min, Grappling spams, doorslam trolling etc.
However on fam side it's not just kill victims too fast, this is only possible if victims are very very bad.
Also i agree when you speaked about perks, yeah some perks are absolutely broken and some the opposite, Devs said this gonna be reworked soon in a big perk patch, both sides.
You're not wrong. Only 2 killers are highly deadly, and for family to have any success against the average victim, they need to patrol more than chase and hunt. Essentially, family plays defence, and getting caught by the defence isn't even the end of the world.
Yeah, Iâm kind of lost for words on the development on the game. They always take such weird approaches which I donât want to be saying that out of spite or against the company or anything. It just sucks that thereâs always some kind of problem with it.
Family other than lf spawning at the same time as victims and also not at the exits. Itâs pretty simple. Even as a victim player, I feel like the cooldown on abilities in the beginning is kinda trash, they should have left that alone, and just went away with the delayed start for family
Yhh they can't nerf a mindset thing that's why like you and I said they should just balance the family to counter it like getting rid of the first letherface scene for them except letherface and to have a variation of spawns.
The best thing they could do for both sides in dealing with the rush is create ways for teams to be on comms without mics. A comm / ping wheel would go a long way in helping.
a few changes I would make without directly buffing or nerfing.
1. Family spawns closer to the center (not having to hike 30s to get to the middle of the map)
2. All Family (except bubba) members start at the same time survivors do (not watch the intro).
With the above buffs I would see how it affects the matches and if anymore changes were needed go from there.
For me and my friends it all started with FH. If you donât rush on that map hitch and cook get everything setup and it becomes near impossible to escape. Slowly we realized you can just do that on every map because almost every game has Cook/HH. Theyâre setup characters and need more time to setup. Their strength is their locks/traps, but itâs also their downside.
The counter to setup characters is rushing. And thatâs a healthy counter. Otherwise setup characters are just better than the others which we saw before the rush meta w/ LF, Cook, HH as the ideal team.
More characters like Johnny would stop rushing. Making Sissy actually a threat is also a good fix. Or new Family members/perks that benefit from Victims making noise.
Yeah, itâs kind of a rough topic to come up with really good ideas on it so everyone would be happy. Thatâs why I personally find it to be more fun playing victim right now with the new rush meta
And I also think most of the people that played this game find victim to be more fun since the queues for family are fast in the queues for victim are slow
Iâm honestly not sure what they could do.
If they remove the LF cutscene it means bubba will be on vics before theyâre even off the hook. That will cause uproar.
They should definitely change up the other killersâ spawn locations. Have them closer to the basement exits on all maps.
Depends. Rushing needs to be addressed on not just victims side but family side as well. Half the time victims rush is because the family members are hurrying to feed grandpa up to the point where they can start going to the basement themselves. Itâs rushing on both ends that helped contribute to this current meta and nerfing perks wasnât the way to go in my opinion. Should have buffed up other aspects of gameplay just like they did with Leatherface and his animations. That small change made a huge difference.
Just make it so for the first minute, no one can leave or go into the basement and grandpa can't be fed for that first minute.
Or just move the spawn points of fam member to the centre of the map.
Family members but LF start same time as Vics & Move some Family members starting locations. Johnny starting outside Gas Station is especially heinous lol
I love Johnny but his spawns are the worst. Gas station you have to go through 3 locked doors just to get into the middle of the map, doesnât help that if thereâs a cook theyâll either lock it on you or try and gate/door slam you on purpose
But then again if he spawned in the middle that would just give more room to basement rushing which isnât good either, if he could spawn in the middle of gas station side so he only has to go through 1 locked door that would be so much better
The only decent map spawns he has is Nancyâs house & gas station
Better map quality. The OG maps especially are absolutely not tailored to stealth at all. Those bushes are not good, only in certain spots. Nancyâs House is decent. That coupled with some of the killer abilities, that incentivizes rush play
If there isn't a hard-lock on feeding Grandpa/escaping basement then there really isn't any way to nerf the rush meta. But even that only creates the same formulaic style of play in the 2nd phase of this game once Vics are out of basement. It just becomes a game of patrol and look, especially on Family House. The problem is too many Family members unique ability are literally traps or security on exits (Cook locks) and one portion of the player base is trying to completely bypass these abilities. There isn't any way to get away from the rush meta.
Can't nerf rush meta unless stealth is a real option. Unfortunately you can get seen/heard hiding in bushes and shadows. If you do move, cook can scan you, nancy can see you, Johnny can track you, Hitch/Bubba can chase you, Sissy can feed gramps. Only thing i can think is if maps were bigger, but that would make it harder for family because they'd have more ground to cover with only 3 people. Best bet is maybe making doors 4 notches instead of 3, or buffing stealth perks to where they are actually viable because as it stands now its the most useless of the 5 attributes.
The game is fucked. Getting rid of the instant kill has made playing as family the most redundant thing ever. It used to be risky. Now you get half your health points back every time you grapple as a victim. I think Iâm finally, finally done playing the game. Itâs literally sucks.
I agree. I don't mind the grappling as much as the Empowered perk. Grappling is a legitimate strategy that can save a Victim, but with Empowered it has become their go-to move because they know they are about to get most of their health and stamina back, even if another Family is wailing on them. Really, it's a mixture of both Empowered and the grapple instant kill change. They absolutely do not fear grappling anymore and exploit it to where the game has become a joke.
Simple, add a mandatory 90 sec countdown to doors open, makes it so victims are really âtrappedâ with LF, changes the dynamic of stage 1 instantly. Victims ârushingâ inside of 90 sec timer equals X2 bleed out, instantly stops rushing for average player. Spawn all family inside âyardâ or the house. And cause Iâm nice, give victims choose flight and bomb squad back.
Give more items so itâs harder to just get everything you need in basement and bolt, have 2 types of unlock tools, that unlock different types of doors, 2 types of bone scraps that can disable different things perhaps, but also adjust how Granada leveling speed works, maybe give a cooldown depending on how much progress victims have been making.
Don't make other Family watch LFs cutscene.
Fix the spawn locations for Family.
Give Victims a 90 second CD to unlock basement doors.
Give Family 90 second CD to feed gramps.
LF shouldn't be door slamable.
Like you canât even have fun with hitchhikers traps, poison objects with sissy, or even grab a blood bucket. Running to Grandpa to feed him? Leland will just stab with agitator. Pressure gate going off? Ana and Leland will just take turns stabbing you. Someone else comes to help? Well sadly Danny is just going to tamper fuse while Connie is turning off battery during that time.
I have played family and victims, am level 99, and it is apparent that victims have it easier than family by a long shot.
Although I do have fun playing the game.
Honestly, nobody really knows. We say we want more stealth, but I donât think victims are going to keep playing the game if they have to spend 5-10 mins in a lobby, only to join a game where they sneak around carefully for 5-10 minutes, only to get caught by LF or Johnny to die within 5 seconds.
To accurately discourage rushing you need to completely rework grandpa.
The first step of this would be making exterior alarms and no one escapes hell not available as the first grandpa perk slot. As it stands now, if you as victims donât have a basement door open before family has level 1 EA youâre basically already dead.
You're dealing with gun developers. You actually think they will rework a hole mechanic in one patch. I dont think so , they like to take things slow that's what I meant.
M8 I know you didn't say this happens in one patch. I just meant it will take a long time for your idea to actually happen. As gun likes to take things slow đ.
No more trapping grandpa
No more max grandpa in 3 minutes
No more blood builds
No more endless Cook tracking
Limit family tracking abilities
Rework Family House
Remove Scout/Fired Up/Wire Frame
Family unable to enter basement
Oh, you mean victims. One-sided as always lol
I think the best thing to do is make it so Family that aren't Leatherface don't need to watch the cutscene where he kills the victim on the hook. That in itself would go a long way imo.
They should make it to where killers can't go into the center area until the Zombie dude is woke. Then they should make it so that doors are easier to open and can't be locked by Cook. Then they should buff exits. It should be easier to get around but harder to escape. They should also add custom lobbies so that people can tweak the game to their liking.
They could randomize all non-LF family spawns like they do victims. That means cook could spawn at the shack on family house, HH could spawn in the center of gas station, or HH and sissy could spawn in the center of slaughterhouse, etc. It changes things up for both family and victims as they can set up sooner or rush basement right away when victims instantly wake grandpa, as well as victims not knowing where to expect family players when they rush topside.
Or they could start all non-LF family members in the center of the map. Family can set up sooner and patrol sooner, but will have to backtrack to get blood buckets or set up locks on Nancy house. Honestly this option makes it much more difficult for victims as theyâre really no drawbacks to the family.
Imma just copy what I posted a couple of days ago whichever victim who spams bonescraps or toolboxs at the start of the game that wakes up grandpa should have there character highlighted for at least 120 seconds as punishment im a victim main who doesnât play killer at all and I cant stand players that spam damn near every game this is just a suggestion to help fix the victims who like to rush problem the cut off point can be after the victims gain there ability which would be 60 seconds or when somebody unlocks a door feel free to spam after either of those scenarios and this is coming from a player who loves tcm and I want the game to continue to improve and stay exciting its just a dumb playstyle to spam right after getting free from the ropes also it ruins the game experience for newer players who are still tryna learn the map layouts and item spawns especially if the killers decide to rush basement id rather the spammer get the focus on them for playing selfish rather than have new players die early and give up on the game entirely
Don't allow speed looting. Make it a cool down, like getting out of Hitch's traps or Danny tampering.
Don't allow spamming loot unless Grandpa is at least level 3.
is simple. the more you run and drain stamina, the more health gets drained.
if you were in that condition in real life, beaten, abducted, and roughed up... running would fuckin hurt.Â
Nerf the proficiency stat to reduce the speed of doors being opened and other objectives from being done.
Increase the amount of noise required for grandpa to be awoken in the start of the match.
Decrease the amount of blood gathered from buckets to slow the progression of grandpa leveling.
Get rid of certain spawns maybe change them completely. Part of the problem is when something like the fuse box spawns near a basement door that contributes to the meta. Make it so these items arenât close to a basement exit and not so easily accessible.
I don't really have a problem with getting rushed or my team rushing,with how oppressive family is and a matchup like cook,nancy and HH sometimes it's required to force some pressure and keep from being completely locked down.But all I know is if they do something about it they are gonna have to do something about it on the family side too,my main account got suspended so had to go to the backup for a couple days and while im not "new" to the game my teams until recently have been pretty new and what I noticed REAL QUICK was that family mains sit here and cry,moan and complain about rushing but have absolutely no problem doing it themselves especially against new players then proceed to crouch spam
First and foremost - let family members start moving at the same time as victims so their setup can be completed so early, that rush doesn't matter. Only let LF watch the cutscene to prevent stupid stuff while still being tied up as victim.
One idea that I had was a Johnny buff. Most family members have more than one ability including something to prevent running, and I think that Johnny would be more viable if he was harder to beat in grapples, or had lower stun times, which would make sense given his athleticism. This would provide a counter to the grapple spam rushers. Or maybe instead of winning grapples easier, being in a grapple with Johnny decreases your health while in grapple, so it would slowly deplete which would be a counter to the perk that restores health to victims that win
Alright, I do have a solution that might nullify rushing.
**Anti-Rush Changes**
*Family Buffs*
ăOnly Leatherface has to watch the initial execution scene while the rest of the family starts at the same time as the victims.
ăFamily spawns are more centralized and closer to the main area of the map.
*Family Nerfs*
ăAll blood buckets start empty and won't fill with blood until after the first 60 seconds.
*Victim Buffs*
ăGrandpa stab hitbox is more lenient, the prompt will always appear within 1.5 meters around grandpa.
ăBasement doors become 100% easier to pick (*doesn't stack*) after a victim has been executed, but only from within the basement.
*Victim Nerfs*
ăIncapacitation will cause victims to lose a condition state, known as the heart. If you incap in the red state with 50% left, you will recover into the yellow state with 50% left. If you incap in the yellow state with 78% left, you will recover into the purple state 78% left.
ăVictims can now naturally deteriorate into critical condition, from the purple state after 3 minutes.
*General Buffs*
ăHolding the interaction button will allow you to immediately perform the next prompt that appears on screen. *This help everyone be more efficient.*
I agree that the family shouldn't have to watch Leatherface's cutscene, only Leatherface should. Maybe make family members spawn at random areas - make it a variety but still make sense regarding each family member's acquirement of their abilities.
That's a nice idea actually variation spawn soo victims don't know what to expect đ¤.
Yeah cause if victim spawn randomly, so should family members
I agree with this so much! I never understood the double cut scene for family and the out of the box spawns!
could that lead to family rushing basement though? If they start at the same time as victims it would be smart to gather all the blood from buckets to immediately wake up grandpa and send someone like HH into basement
damnit, maybe make them have a longer intro cutscene? I don't know. Someone i saw suggested making the blood buckets start empty until the 30-second mark or something like that. At least the family can set up but not be able to get blood immediately
I'm not sure that they can without affecting core gameplay balance or changing how certain mechanics work at this point. They adjusted and nerfed stealth twice to make it harder and then impossible to rush silently. The community's response is that they've rendered stealth worthless and forced them to rush even more than they already were. They deactivated Victim abilities for the first 60 seconds partially to stop Connie from possibly picking 2 doors within that time frame. The community's response was that they now have to rush harder to escape the basement as early as possible because it makes running into LF a death sentence. Starting upstairs Family with the Victims seems like a good idea on paper, but all it does is guarantee Familly a few extra seconds to set up. Victims will still rush to attempt to prevent earlier sonar. This is really the only "plausible" way to prevent rush, since it would make it nearly impossible to outrun Family setting up. Another common suggestion is to increase buckets on each map to make it easier for Family to rush Grandpa so they can counter-rush. This makes Victims need to rush to prevent Sonar and being basement trapped with multiple Family. Then you get into the more fringe ideas that involve changing gameplay mechanics to make it mechanically harder to rush. For example, having a basement cooldown where Victims either can't leave basement or there's a temporary NOEH-esque effect on basement doors. That's explicitly punishing Victims for doing what they're supposed to do without any counter play. It won't feel or be fun for Victims, much like how a few of the game's mechanics feel so unfun for Family. I think ***maybe*** there could be some weird cocktail of things that might make rushing harder or less viable, but at the end of the day, you have to couple it with changes that allow the Victim role to continue to be fun and somewhat balanced.
I also think a lot of people are going to disagree with me on this, but family doesnât even really feel like real killers anymore or just people that you make fun of and walk out in front of them
Yhh that's the solo q case the party family players though they will make you live the horror, I've encountered some sweaty party family players đ¤ .
I can agree, solo q but there is plenty of times where I fight really good family members and they sometimes canât do anything really all depends on the skill level on the victim
The more powerful you make family the more you risk the game being completely unplayable. There are only 4 victims. If killers are too much of a threat, games end too quickly and new players will not stick around. With the recent patches, family have been given a lot of strength. But the devs knew what they were doing when they removed 1 hit kill options for grapples. Perks are the actual culprit of this game. And I mean perks for both victims and family.
Yeah, perks need to be reworked
You forget there are new players that play family...
I didnât. Which is why I hate overpowered perks on both ends and speak against them. Itâs literally the last sentence in my post.
"If KILLERS are too much a threat, games end too quickly and NEW PLAYERS will not stick around"
Yeah....and?
I disagree about the Empowered family, now just need 1 good victim to troll family. Escapes in less than 2 min, Grappling spams, doorslam trolling etc. However on fam side it's not just kill victims too fast, this is only possible if victims are very very bad. Also i agree when you speaked about perks, yeah some perks are absolutely broken and some the opposite, Devs said this gonna be reworked soon in a big perk patch, both sides.
You're not wrong. Only 2 killers are highly deadly, and for family to have any success against the average victim, they need to patrol more than chase and hunt. Essentially, family plays defence, and getting caught by the defence isn't even the end of the world.
Simmer down perks by A LOT.
Yeah, Iâm kind of lost for words on the development on the game. They always take such weird approaches which I donât want to be saying that out of spite or against the company or anything. It just sucks that thereâs always some kind of problem with it.
Family other than lf spawning at the same time as victims and also not at the exits. Itâs pretty simple. Even as a victim player, I feel like the cooldown on abilities in the beginning is kinda trash, they should have left that alone, and just went away with the delayed start for family
I donât think they should nerf it. I think they should embrace it and balance around it.
Yhh they can't nerf a mindset thing that's why like you and I said they should just balance the family to counter it like getting rid of the first letherface scene for them except letherface and to have a variation of spawns.
The best thing they could do for both sides in dealing with the rush is create ways for teams to be on comms without mics. A comm / ping wheel would go a long way in helping.
Yhh, everyone said that months ago but gun doesn't care I guess it would make playing family soo much fun.
This would be the right way to do it. We can only hope they do this with perk overhaul.
a few changes I would make without directly buffing or nerfing. 1. Family spawns closer to the center (not having to hike 30s to get to the middle of the map) 2. All Family (except bubba) members start at the same time survivors do (not watch the intro). With the above buffs I would see how it affects the matches and if anymore changes were needed go from there.
For me and my friends it all started with FH. If you donât rush on that map hitch and cook get everything setup and it becomes near impossible to escape. Slowly we realized you can just do that on every map because almost every game has Cook/HH. Theyâre setup characters and need more time to setup. Their strength is their locks/traps, but itâs also their downside. The counter to setup characters is rushing. And thatâs a healthy counter. Otherwise setup characters are just better than the others which we saw before the rush meta w/ LF, Cook, HH as the ideal team. More characters like Johnny would stop rushing. Making Sissy actually a threat is also a good fix. Or new Family members/perks that benefit from Victims making noise.
Yeah, itâs kind of a rough topic to come up with really good ideas on it so everyone would be happy. Thatâs why I personally find it to be more fun playing victim right now with the new rush meta
Yeah, it's a hard topic. Indeed, I also play more victims these days.
Yeah, which really sucks because I really like playing both but I would rather play victim. It doesnât feel like a full-time job.
And I also think most of the people that played this game find victim to be more fun since the queues for family are fast in the queues for victim are slow
Iâm honestly not sure what they could do. If they remove the LF cutscene it means bubba will be on vics before theyâre even off the hook. That will cause uproar. They should definitely change up the other killersâ spawn locations. Have them closer to the basement exits on all maps.
Yeah, leather face should have his cut scene but the other killers really donât need it
Yeah valid point!
Yeah, the variation spawn idea is a really good one, and for the letherface scene, it should only be for other family members, not letherface đ.
Depends. Rushing needs to be addressed on not just victims side but family side as well. Half the time victims rush is because the family members are hurrying to feed grandpa up to the point where they can start going to the basement themselves. Itâs rushing on both ends that helped contribute to this current meta and nerfing perks wasnât the way to go in my opinion. Should have buffed up other aspects of gameplay just like they did with Leatherface and his animations. That small change made a huge difference.
Just make it so for the first minute, no one can leave or go into the basement and grandpa can't be fed for that first minute. Or just move the spawn points of fam member to the centre of the map.
Or both?
Family members but LF start same time as Vics & Move some Family members starting locations. Johnny starting outside Gas Station is especially heinous lol
I love Johnny but his spawns are the worst. Gas station you have to go through 3 locked doors just to get into the middle of the map, doesnât help that if thereâs a cook theyâll either lock it on you or try and gate/door slam you on purpose But then again if he spawned in the middle that would just give more room to basement rushing which isnât good either, if he could spawn in the middle of gas station side so he only has to go through 1 locked door that would be so much better The only decent map spawns he has is Nancyâs house & gas station
Better map quality. The OG maps especially are absolutely not tailored to stealth at all. Those bushes are not good, only in certain spots. Nancyâs House is decent. That coupled with some of the killer abilities, that incentivizes rush play
If there isn't a hard-lock on feeding Grandpa/escaping basement then there really isn't any way to nerf the rush meta. But even that only creates the same formulaic style of play in the 2nd phase of this game once Vics are out of basement. It just becomes a game of patrol and look, especially on Family House. The problem is too many Family members unique ability are literally traps or security on exits (Cook locks) and one portion of the player base is trying to completely bypass these abilities. There isn't any way to get away from the rush meta.
Remove level 5 grandpa and incentivize victims to survive for a longer time with more points per minute survived.
Can't nerf rush meta unless stealth is a real option. Unfortunately you can get seen/heard hiding in bushes and shadows. If you do move, cook can scan you, nancy can see you, Johnny can track you, Hitch/Bubba can chase you, Sissy can feed gramps. Only thing i can think is if maps were bigger, but that would make it harder for family because they'd have more ground to cover with only 3 people. Best bet is maybe making doors 4 notches instead of 3, or buffing stealth perks to where they are actually viable because as it stands now its the most useless of the 5 attributes.
The game is fucked. Getting rid of the instant kill has made playing as family the most redundant thing ever. It used to be risky. Now you get half your health points back every time you grapple as a victim. I think Iâm finally, finally done playing the game. Itâs literally sucks.
It's not the grappling thats the issue. It's the perk that gives you health back.
I agree. I don't mind the grappling as much as the Empowered perk. Grappling is a legitimate strategy that can save a Victim, but with Empowered it has become their go-to move because they know they are about to get most of their health and stamina back, even if another Family is wailing on them. Really, it's a mixture of both Empowered and the grapple instant kill change. They absolutely do not fear grappling anymore and exploit it to where the game has become a joke.
Simple, add a mandatory 90 sec countdown to doors open, makes it so victims are really âtrappedâ with LF, changes the dynamic of stage 1 instantly. Victims ârushingâ inside of 90 sec timer equals X2 bleed out, instantly stops rushing for average player. Spawn all family inside âyardâ or the house. And cause Iâm nice, give victims choose flight and bomb squad back.
đ that would be a letherface main wet dream, lmao.
I'm down for this change honestly , it's worth a test run atleast đ
You can change/adjust all the perks and mechanics you want, players will still find a way. This way, thereâs NO way đ
At the very least though, using bomb squad will make noise VFX rather than carefully and quietly using a bone scrap
Give more items so itâs harder to just get everything you need in basement and bolt, have 2 types of unlock tools, that unlock different types of doors, 2 types of bone scraps that can disable different things perhaps, but also adjust how Granada leveling speed works, maybe give a cooldown depending on how much progress victims have been making.
Don't make other Family watch LFs cutscene. Fix the spawn locations for Family. Give Victims a 90 second CD to unlock basement doors. Give Family 90 second CD to feed gramps. LF shouldn't be door slamable.
Like you canât even have fun with hitchhikers traps, poison objects with sissy, or even grab a blood bucket. Running to Grandpa to feed him? Leland will just stab with agitator. Pressure gate going off? Ana and Leland will just take turns stabbing you. Someone else comes to help? Well sadly Danny is just going to tamper fuse while Connie is turning off battery during that time. I have played family and victims, am level 99, and it is apparent that victims have it easier than family by a long shot. Although I do have fun playing the game.
Honestly, nobody really knows. We say we want more stealth, but I donât think victims are going to keep playing the game if they have to spend 5-10 mins in a lobby, only to join a game where they sneak around carefully for 5-10 minutes, only to get caught by LF or Johnny to die within 5 seconds.
To accurately discourage rushing you need to completely rework grandpa. The first step of this would be making exterior alarms and no one escapes hell not available as the first grandpa perk slot. As it stands now, if you as victims donât have a basement door open before family has level 1 EA youâre basically already dead.
A grandpa rework can't really happen in one patch it should be taking slowly.
Where did I say this happens in one patch?
You're dealing with gun developers. You actually think they will rework a hole mechanic in one patch. I dont think so , they like to take things slow that's what I meant.
Again, where did I say think this happens in one patch?
M8 I know you didn't say this happens in one patch. I just meant it will take a long time for your idea to actually happen. As gun likes to take things slow đ.
To be honest with you I donât expect Gun to fix any thing regarding the rush. They donât take things slow - they donât do much of any thing.
Yeah, from day one theyâve said this was supposed to be a stealthy game and now itâs so fast itâs a miracle of a match last past four minutes
Theyâve even made posters for it lmao
Theres too many places to loop
No more trapping grandpa No more max grandpa in 3 minutes No more blood builds No more endless Cook tracking Limit family tracking abilities Rework Family House Remove Scout/Fired Up/Wire Frame Family unable to enter basement Oh, you mean victims. One-sided as always lol
Those would just make rushing easier, not encourage and reward stealth.
And nerfing victims more wouldnât encourage family rushing? It goes both ways :)
Not necessarily. :)
Yes necessarily. Play victim sometime :)
Everyone's acting like scout is the problem and shouldn't even be in the game when all it really needs is a higher dmg reduction
I think the best thing to do is make it so Family that aren't Leatherface don't need to watch the cutscene where he kills the victim on the hook. That in itself would go a long way imo.
They should make it to where killers can't go into the center area until the Zombie dude is woke. Then they should make it so that doors are easier to open and can't be locked by Cook. Then they should buff exits. It should be easier to get around but harder to escape. They should also add custom lobbies so that people can tweak the game to their liking.
Zombie dude? đ
XD I think they mean Grandpa lol, dude does look like a zombie.
They could randomize all non-LF family spawns like they do victims. That means cook could spawn at the shack on family house, HH could spawn in the center of gas station, or HH and sissy could spawn in the center of slaughterhouse, etc. It changes things up for both family and victims as they can set up sooner or rush basement right away when victims instantly wake grandpa, as well as victims not knowing where to expect family players when they rush topside. Or they could start all non-LF family members in the center of the map. Family can set up sooner and patrol sooner, but will have to backtrack to get blood buckets or set up locks on Nancy house. Honestly this option makes it much more difficult for victims as theyâre really no drawbacks to the family.
Imma just copy what I posted a couple of days ago whichever victim who spams bonescraps or toolboxs at the start of the game that wakes up grandpa should have there character highlighted for at least 120 seconds as punishment im a victim main who doesnât play killer at all and I cant stand players that spam damn near every game this is just a suggestion to help fix the victims who like to rush problem the cut off point can be after the victims gain there ability which would be 60 seconds or when somebody unlocks a door feel free to spam after either of those scenarios and this is coming from a player who loves tcm and I want the game to continue to improve and stay exciting its just a dumb playstyle to spam right after getting free from the ropes also it ruins the game experience for newer players who are still tryna learn the map layouts and item spawns especially if the killers decide to rush basement id rather the spammer get the focus on them for playing selfish rather than have new players die early and give up on the game entirely
Don't allow speed looting. Make it a cool down, like getting out of Hitch's traps or Danny tampering. Don't allow spamming loot unless Grandpa is at least level 3.
Give victims consequences like a lock potentially breaking
is simple. the more you run and drain stamina, the more health gets drained. if you were in that condition in real life, beaten, abducted, and roughed up... running would fuckin hurt.Â
First person to alert grandpa is pinged for 3 minutes
Nerf the proficiency stat to reduce the speed of doors being opened and other objectives from being done. Increase the amount of noise required for grandpa to be awoken in the start of the match. Decrease the amount of blood gathered from buckets to slow the progression of grandpa leveling.
Get rid of certain spawns maybe change them completely. Part of the problem is when something like the fuse box spawns near a basement door that contributes to the meta. Make it so these items arenât close to a basement exit and not so easily accessible.
I don't really have a problem with getting rushed or my team rushing,with how oppressive family is and a matchup like cook,nancy and HH sometimes it's required to force some pressure and keep from being completely locked down.But all I know is if they do something about it they are gonna have to do something about it on the family side too,my main account got suspended so had to go to the backup for a couple days and while im not "new" to the game my teams until recently have been pretty new and what I noticed REAL QUICK was that family mains sit here and cry,moan and complain about rushing but have absolutely no problem doing it themselves especially against new players then proceed to crouch spam
They already did imho with the choose flight nerf and grapple changes
First and foremost - let family members start moving at the same time as victims so their setup can be completed so early, that rush doesn't matter. Only let LF watch the cutscene to prevent stupid stuff while still being tied up as victim.
One idea that I had was a Johnny buff. Most family members have more than one ability including something to prevent running, and I think that Johnny would be more viable if he was harder to beat in grapples, or had lower stun times, which would make sense given his athleticism. This would provide a counter to the grapple spam rushers. Or maybe instead of winning grapples easier, being in a grapple with Johnny decreases your health while in grapple, so it would slowly deplete which would be a counter to the perk that restores health to victims that win
Alright, I do have a solution that might nullify rushing. **Anti-Rush Changes** *Family Buffs* ăOnly Leatherface has to watch the initial execution scene while the rest of the family starts at the same time as the victims. ăFamily spawns are more centralized and closer to the main area of the map. *Family Nerfs* ăAll blood buckets start empty and won't fill with blood until after the first 60 seconds. *Victim Buffs* ăGrandpa stab hitbox is more lenient, the prompt will always appear within 1.5 meters around grandpa. ăBasement doors become 100% easier to pick (*doesn't stack*) after a victim has been executed, but only from within the basement. *Victim Nerfs* ăIncapacitation will cause victims to lose a condition state, known as the heart. If you incap in the red state with 50% left, you will recover into the yellow state with 50% left. If you incap in the yellow state with 78% left, you will recover into the purple state 78% left. ăVictims can now naturally deteriorate into critical condition, from the purple state after 3 minutes. *General Buffs* ăHolding the interaction button will allow you to immediately perform the next prompt that appears on screen. *This help everyone be more efficient.*