Killer should get less points for every hook of the same person in a row
I know, who cares about points? but honestly I feel a killer should not get rewarded for tunneling, if you hook the same survivor 3 times in a row, that should heavily cost you bp and your emblem for that category imo
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Then survivors should be punished for gen rushing or hook rushing lol
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That makes no sense, Hook rushing tends to work in the killers favor...
And im all for doing something to slow the gens down, but the pathetic thing is that you cant keep focus on the topic at hand and immidiatly make it some Killers vs Survivors argument again, stop doing that.
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Survivor should get a negative bloodpoint multiplier (up to x0) for every gen they rush. How about that?
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Then in addition survivors can't work on another generator for 30 seconds after one is done.
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I dont mind that but again, not relevant, the topic is not about some side.
If I was talking about keys, dont bring up mori's, if it was about NoeD, dont bring up DS, if it was about Gen Rushing, dont bring up camping, stay on topic or stay out of it because this is not how a debate or discussion works.
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You can't ask for a nerf and not expect to put out a nerf equal to it for another side.
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If several generators start up within a short period of time, all survivors should receive less BP and points at the end. Pitiful whiners. Soon you will play in an endless queue.
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I see where you're coming from but I disagree. Tunneling is a strategy and if your friend leaves you to die by hiding it's on bad team mates.
Plus say you hook someone then after 2 minutes you find and down them but didn't hook anyone else. Why get punished? You weren't tunneling. You just couldn't find anyone else
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I feel bad for op. Killers bully and harrass anyone who contradicts their threads but when some guy suggests a fair change to encourage more healthy and fun gameplay it gets shot down by the bias train.
As for the suggestion...this is great! To compensate, the amount of bp for hooking a survivor for the first time should increase slightly. As for gen rushing, maybe they could correspond gen points to time spent on the gen instead of charges added to it. Thanks for trying op, but there are a lot of whiners on the forums that haven't even tried playing without ruin.
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The killer shouldn't be punished for playing poorly?
ALSO PSA TO KILLERS: SURVIVORS ARE NOT REQUIRED TO WORK AS A TEAM, STOP SUGGESTING EVERYTHING SURVIVORS DO REQUIRE EXTREME COORDINATION. YOU ARE JUST WIDENING THE GAP BETWEEN SOLO AND SWF.
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That's a stupid idea. If someone unhooks you unsafely, then the Killer should be rewarded for it. Sorry it had to be you, but it's not the Killer's fault, blame the other survivor.
If you get unhooked, and then run to an unsafe location, or be the first one the Killer finds. Again that's not the Killer's fault, and you should play better.
This is the dumbest idea I've heard on the forums.
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Tunneling Is: Consistently chasing 1 survivor even against better options.
Tunneling Is Not: Chasing the same survivor off hook because they are the better option to chase.
Sorry no Killer in the world is going to chase the fully healed Survivor darting off into a nearby god loop, while you go hide behind a tree in the middle of no where to self care. The killer's going to get you - the better option, and you need to learn to play better.
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The killer will still be rewarded, they just will get slightly less bp. Chill out big boy.
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Ok we already knew all of this. Why does any of this explain a slight change in the bp distribution for hooking survivors?
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heavily cost you bp and your emblem
I am chill, sorry that my response is blunt, but at least it's not stupid. At some point you're tired of listening to entitled survivors making up their own definitions of game terms, and asking for more freebies. If they don't like the game so much - maybe try CIV5, I hear the director recommends it.
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Oh yea emblem is ridiculous, it's hard enough to pip as is.
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You addressed my main concern with the OP's idea. I'd say a set amount of time would be a better route if they implemented something like that.
As an aside (yes, I know it's off the original topic). What would people think of a BP penalty to the objective category if survivors use a toolbox? Might slow the game a bit. Which in turn could help make killers feel less like they need to tunnel to win.
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It is so rare to see the actual definition of tunneling on this forum. 👍️
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To put it nice no for a lot off reasons here are a few survivors rushing in to unhook someone right in front off the killers face why should the killer be punished and lose points due to a survivors act, a killer could go back to the hook after a unhook and run into the survivor or the survivor runs into the killer they just hooked just out luck are we meant to let them go even though you didn't tunnel them.
Survivors will abuse that knowing that if the killer hooks them again they get punished so they will try and get the killer to chase them knowing this, that's just a few reasons why it's a bad idea even if you wanted to try to add that what do the killers get for hooking each survivor once before they hook them a 2nd time take BP and emblem of the survivor?
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Ah yes did you see my suggestion? It means survivors get less points for rushing gens :)
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The problem is it's not a fair change at all and trying to force killers into not hooking a survivor even if the survivor or the team makes mistakes, a fair change would be something that benefits both sides all that change will do is buff survivors even more.
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I don't think a slight bp distribution change for killers will buff survivors, I think it will just subconsciously encourage killers to think about survivors' experience more often. On the flipside, rushing gens won't even give that many objective points so survivors will bring less toolbox squads that ruin the game. Both of my changes will only benefit the experience for both sides(more bp for killers who avoid tunneling, more bp for survivors who don't rush gens).
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Hey you're doing this wrong! You're supposed to accept all killer biased viewpoints without question or counterargument.
Good points.
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How often do survivors think about the killers experience and why shouldn't a killer hook the survivor again if someone on the team rushed the hook while the killer is still there, i have got 5 seconds away from a hook and someone is taking them off or they do it right after i hook them while i'm still standing there, sorry but if survivors are going to play like that then the killer shouldn't lose BP for playing smart and going after the injured player.
Maybe look at changing BP, emblems etc for when survivors gets unhooked to try and get survivors to do better and safer unhooks then looking at the killer and trying to pin it on them and they are in the wrong.
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I was suggesting a buff to killer's overall bp, with a small stipend that makes hooking the same survivor over and over less efficient for bp gains. This means BONUS bp for risking going after a healthy person, not LOST bp for tunneling. Sure hooking the same survivor 3 times in a row will get you less bp than before, but I think hooking the same survivor twice in a row(within a certain time frame) would have pretty much the same bp as now. Just a small reward for those that are considerate, just like objective points will reward those who are considerate enough to not bring a toolbox.
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If it's in extremely short time periods then ight I guess
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Just no.
It's the objective of the killer, to kill the survivors. It is already ridiculous that facecamping leads to a bp loss and no, I don't usual facecamp.
To build penalties in for camping and tunneling is imo, as would bhvr build penalties for gen rushing and looping in.
Would not make much sense right?
Still... With killers they have already done it in 1 case.
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I wish people would stop comparing "Gen Rushing" & "Tunneling".
Survivors can't reasonably escape without doing gens, while killers can absolutely win without tunneling off the hook, of course they can play as they want but they're separate issues and not comparable.
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Disagree my friend. I do and I don't even slug the injured guy. Just go around and get the unhooker. But I also don't care about rank anymore and have switched to majority of survivor.
I myself despise tunneling off the hook. I think it is as low skill a tactic as a killer can get.
But that said it is part of the game and deserves no punishment. But if you are a tunneling killer you lose your right to complain about ds, gen rush, and looping. You are kinda asking for it. Imo.
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"It's ridiculous that I can't ruin a survivor's experience without even a slight repercussion"
I get camping during end game you shouldn't lose points but dbd would lose players very fast if camping first hook with noed became the meta for ranking up as killer.
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I get tunneled off hook all the time, and have no issues. It's just a matter of knowing map layout, and running where it's safe rather than putting yourself out of position. I don't even run DS because by the time the killer does down me off hook, the 60 second cooldown is used up. If I do take DS then I purposly get downed because I use the 60 seconds as a form of immunity rather than "anti-tunneling".
If a Killer tunnels a good survivor, they lose. Plain and simple.
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Yes you are immune because you can't be hooked...when did you become so biased?
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I only do it, when I feel me highly annoyed by a survivor. In this case, bps interesst me not anymore (they do it anyways not much). So the less bps are ok by me, but still... The logic behind it...
But I assume gen rushing costs also players. Imo, dbd is so big that it can have for everyone something to hate, but in the best case you find something, that you also like and what you makes keep playing the game.
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Survivors dont get awarded a safe unhook until 30 seconds pass without downing the unhooked. I think 30 seconds is a fair amount of time to reduce bp for killer downing that survivor as well, since there really isn't any challenge in downing a guy off hook.
Rehooking should still reward the same though, since DS and BT are a thing so the killer is taking a risk going after someone immediately off hook
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Ah true
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This is ridiculous. Devs acknowledge tunneling/camping or whatever as legit tactics that have their advantages and disadvantages so this would contradict that statement. Maybe if survivors focused more on improving their gameplay then they wouldn't have this problem. It would be pretty silly if this "tunneling" argument went for survivors as well. Imagine if every survivor would have to leave every gen they get to 50% alone and go do another gen to give killer time to kick it so that you don't "tunnel" the gens. Sounds dumb right, because it is.
If you get tunneled it sucks but you have so many ways to fight against it. Juking, DS, BT, beiing good at chases and more. Just take a tunneling killer as an opportunity to gain some skills and try to use that time you're getting tunneled to improve your chase gameplay.
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It's not biased when it's true. I also never said "I can't be hooked", what I described is "I can't be hooked for a long time".
If I get hit (or injured after being unhooked), now I have Dead Hard. I can use it once in a chase to either dodge an attack, get to another loop, go through another loop - if I make a mistake, or give myself immunity through an attack.
If I have Inner Strength, then I am countering NOED, Nurses, Sloppy Butcher, and any other Hex: Perk, because it's not hard to remember where the totems spawn on maps, and it's just remembering the tiles over remember the entire map. I don't use Self Care because I see the game based on time it takes to do things, and minimax to complete my objective in the smallest amount of time, self care takes too long in most situations, when preparing Inner Strength when it's safe to do so, and have it ready for an 8 second heal later on is better. I never need to be healed more than once - twice in a single trial anyways.
If I have Unbreakable or Tenacity, even slugging me doesn't stop me. I'll just get back up again, or drag myself to the hatch/safety.
If I have DS then I have a 60 second immunity after being unhooked, which is good for a number of things, completing a gen, extending a chase, saving another survivor. If I pair that with Tenacity then i'm dragging myself out the door in the end game, or stunning the killer and die hard out.
If I have Spine Chill (I always have Spine Chill, and Dead Hard), then all stealth killer's are just m1 killer's with base movement speeds and nothing special added. Just loop them as normal. Not to mention it directly counters every single Terror Radius perk in the game.
The only time I don't use the perks listed above, is when I run Diversion, and Head On. To mess/bully the killer with friends.
I'm not being biased. Through and through I enjoy Killer in this game more, and only started playing this game because my favorite Killer - Freddy - Was added to it. However I do play both roles enough to know which is stronger, and which is easier - more relaxing to play. Which a Survivor role in any horror game should not be relaxing and easy to play. It's a Horror game - Survivors should always be on their toes, getting scared, creeped out, and excitement.
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Killers lose emblem points for camping already dude...
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I guess that makes sense, which is why dbd desperately needs a second objective.
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I agree with you here as well. I just hate spending the game in chase because killer is too insecure in his tracking skills to chase someone else.
A tunneling killer should lose if you have good teamates. But there are so many potatoes out there that it makes it even worse when your running them and no gennys get done.
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This right here
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Yeah whole whopping 6-12% camping penalty for full facecamp. You get higher emblem penalty for survivors just healing from injured to healthy compared to that. Also survivors have significant emblem penalty for not unhooking survivors far bigger then the camping penalty. That makes it seems like emblems encourage to feed campers so don't really rely on them in the matters of what is legit and what is not.
It's different to put very slight discouragements that have many conditions that disable them compared to out right deleting their BP and emblems for their desired playstyle no matter how unfun it may be for the other side.
Emblems have many very questionable decisions in them and don't measure skill as devs seems to think as well by implementing new MMR system. They're just there to encourage more fun gameplay and push good players away from the bad ones that die right at the start. If you heavily punish killer for these strategies emblem wise you'll just send them to easier games with new survivors who'll quit essentially killing any new playerbase.
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While I understand where you are coming from-killer main by the way- I disagree simply because of SWF. As a killer if I don't want to get curb stomped by certain com SWF groups making sure a certain person is out quickly is my only real way to equalize the powers.
EG: if a comms users has Objecto f obsession I can not do ANYTHING that will not be commed to the rest of the survivors. Taking out tthe OOO is something forced on me by the players tatically and it would be wise for me to do so. Same with clear taunting survivors and one of them having a mechanics boss great skill checking gen jocky.
I appreciate that tunneling is not fun for survivors and that tactics should be averted that spoil the game for EITHER side. In the games current state this would not be a fair system to implement.
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If you end up with a bad team, do what you can, and either take the sacrifice or abuse hatch mechanic. If you don't already know where the hatch is, or if you know the killer will get to the hatch before you can jump through it in the time it takes the last survivor to die - Stake Out (hah pun), the door furthest from the hatch. By the time the Killer closes the hatch and walks back to the furthest door (even longer if they check the door nearest to them), you will already have it open and out before they get to you. Spine Chill also increases the speed you open the exit gate.
When I say "Take the sacrifice", you can double pip and die as survivor. Survivors dying does not directly mean you lost - even though it should.
Before anyone says "Pipping doesn't mean winning", actually it does. It's the thing in the game that is tracking how well you did, and how much of a reward you earn for how well you did. It's telling you if you "won" or not.
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Actually you can, tho
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What is gen rushing anyway? I've been in matches where gens pop fast. I usually just assume its my fault for not getting anyone off of generators. I mean, I don't expect survivors to take turns working on gens...
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Or you can git gud!!! And do a better job of hiding!!!
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I wonder if that would work as a perk. Every time a generator is completed, all other gens are blocked by the entity for 30 seconds 🤔
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Why though? isnt the killers main objective to kill? why should they get punished for doing it fast?
They already get punished for killing survivors really early in the game (like all of them in one hook)
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