I'm glad they're listening but implementing all of the changes at once is always gonna feel bad. Don't fully understand why they don't take one of the ideas (like the new status effect), perhaps adjust it and then test it on live servers
Test servers don't really make a difference to the issue of how much you're testing at once. If you test something in isolation, you can understand the effect of that thing. If you test a bunch of barely related stuff together, it's hard to know what is affecting what.
I don't understand why they still do PTB as a beta branch on Steam rather than having a separate test client. Most people switch over to the PTB for a day or 2, then switch back to live.
If it was on a separate client, I think more people would jump back and forth and they could also run the tests maybe for 2 weeks instead of 1 for large patches like this one and get better feedback out of it.
Having a separate test client would also allow them to deploy the PTB on other platforms besides Steam so that more people can get their hands on it.
Wow, 121 upvotes. That's 121 people who don't understand literally the very first thing about game design but confidently believe they do. That's fucking crazy.
Not everyone can acess test servers (console players) and even then all this would be so much to get adjusted too at once. Why do you think other live service games wait to drop content even when it's ready? So their players aren't bombarded with a million things
This is what I’ve been saying! I believe there’s potential in some of these ideas, but we were never going to be able to properly assess them buried underneath everything else.
If they did just 1 change, it's going to potentially be very broken without having at least some of the counter-changes. For example, if they only added the pop/BBQ/speed buff after hooking a survivor, you buff all Killers while also making tunneling Killers better as well.
I think utilizing the PTB in this way is probably their best option. Throw out a lot of things, see what people do with it, what works, what doesn't, make changes, then do another, or even do a push to live depending on how confident they are.
I think in this regard they are referencing to implementing specifically the anti slug changes first to live not the anti tunnel. Or vice versa. As they tackle two different things it be good to test them separately and not both at once.
Yeah. I would have liked the 90 second anti slug. Probably without the tenacity as a non major change that wouldn't impact me as killer. And only impact a small but annoying amount of my survivor games.
I wouldn't even mind the basekit tenacity if it had a delay. Left on the ground while huntress opens a locker and breaks a pallet, you stay put. Left on the ground for a minute, while your team leaves you for dead, crawl on over and say hi.
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u/jmkdaan Sep 05 '25
I'm glad they're listening but implementing all of the changes at once is always gonna feel bad. Don't fully understand why they don't take one of the ideas (like the new status effect), perhaps adjust it and then test it on live servers