Saw this suggestion a while back...
Most Killer recognize that gens can be an insurmountable challenge unless you run a handful of killers and/or a handful of meta perks. This limits the viability of otherwise enjoyable killers and prevents experimentation with builds if the killer player wants a chance at doing well in their matches. Non-standard builds are heavily punished by even 2-man SWF due to the communication differences between SWF and SoloQ.
Several months ago, I read a concept on the forums that was suggested to compensate non-mobile killers, allowing larger maps to continue existing and providing killers to apply more overall map pressure without changing their chasing ability.
The idea was this: the basement spawns in two locations on the map, preferably on opposite sides or with one in the center and the other around the outskirts of the map. They connect to the same basement, so going down one staircase will lead to the basement from one side of the map and going up the staircase will lead to the basement on the other side of the map. This provides mobility for killers without high mobility options (looking at you, Clown), but it also allows survivors to take advantage of that same mechanic to traverse the map.
I thought the idea was extremely interesting and fairly balanced. What do y'all think? Would you enjoy this in your games?
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Killers just need a component of map and chase pressure in their base kit. Like Doc, he has in game and out of game pressure. But killers like Deathslinger are also fine because he has very minimal pressure but that is compensation for massive chase pressure abilities, it depends on the killer.
This is the problem with clown, he’s good in chase and has no map pressure, unlike Deathslinger he isn’t strong enough in chase to have no map pressure which is what needs to be changed
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While teleportation is possible, it might be easily exploitable in terms of getting the entire game to crash.
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There are plenty of games that have worked non-Euclidean physics seamlessly into map design. This is a challenge, but it would solve so many of the balance issues. Killers could use the basement as a fakeout for SWF, too. Go down the stairs only to wait and pop back up after the survivors have committed to gen, thinking the killer is now on the other side of the map.
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But it could also make it easy for the killer to proxy-camp from across the map, while denying the use of Borrowed Time. Hook someone in the basement, go up the "away" stairs (thus warping across the map), then just come back right after the save goes off. It would also be pretty situational depending on map-shape. It would probably be a little overpowered on any of the semi-symmetrical "I-Shaped" maps (Azarov's Resting Place, Suffocation Pit, Family Estate, Sanctum of Wrath, etc), while being relatively unimportant on round or square maps (Disturbed Ward, Wrecker's Yard, most indoor maps).
I remember seeing the "dual-basement" suggestion post too, and I do believe it could have some interesting merit. However, I think a non-Euclidean double-staircase system would cause more problems (and open up more options for exploitative behavior) than it would solve.
An alternative idea that I'll throw out would be having the two basements locate themselves on opposite sides of the map, where killer can transition between them through interacting with the basement back wall (their model would be obscured by Fog and reappear in the opposite basement). This interaction would have a lengthy cooldown until it could be performed again (so as to reduce its use as a proxy-camping tool). It would provide roughly the same amount of map mobility as what you'd brought up while hopefully being a little less likely to break the game.
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