Should survivors have more stuff to work with in a chase?
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You don't have either of these really with a Doctor on your butt, unless you drop the pallet early or vault early. Similarly these things aren't very helpful against ranged folks unless you go early as well.
I don't think survivors really need more to work with. You can use various combos (like Lithe and Urban) to evade as well. You don't have to keep the chase going. You can lose the chase with various techniques.
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Dont know about how it would work but i always thought booby traps against the killer would be cool. Think NMOES Original where Nancy went ham on freddy, or if i remember right the chick from You're Next.
Something simple like a trip wire that causes the killer to face plant, make the entire animation take 3 seconds. Face plant and then get up 3 seconds total. Another might be a trick locker. Killer opens it and gets stabbed by a shard. Animation is him/her looking at and shaking hand for 3 seconds. The perks would obviously need a heavy cool down, maybe even only single use.
So thinking through it, 4 survivor perks each allowing a different trap type, and then 1 killer perk that reduces stun times of all those traps in half (maybe it reduces the head on stun too since thats sort of a trap).
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I totally agree. That is one of my ideas aswell. Having traps for survivors aswell. Sort of a defense mechanism for survivors against killers.
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pallets themselves are ruining the whole idea of this game being a 'horror" game. idk if this would be balanced but giving survivors more things to help them run away from the killer such as open doors like the doors already on midwich or saloon, except the survivor can close it and it becomes a normal door. it wouldn't be able to stun a killer but it would still give you some time to run away. I'm not the best at balance though so I know other people could definitely come up with better ideas.
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Not really, it could work differently. I'm thinking the killer couldn't slide under that small place, only the survivors. But may after 3 slides or so the entire area breaks and leaves an open space? Kinda like a window + breakable wall hybrid. Idk, there are many things that could be done, the question is if they make sense in the game.
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I do think it should be a perk/perks, not item though. They should have to give things like ds and bt up to use them and feels bad to add more to the survivor blood web. Plus flashlight + trap sounds fun 😅
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I think moving objects to play around would be nice, for example barrels which can be dropped and roll through the area and block ways because survivor and killer have to go around them or something like that:
The players need a good timing to cross it, so it can be a way to make distance or make the way shorter for killer...
Or a hatch which open and close every 15 seconds...
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Thank you for drawing an example, very nice! I am impressed with the idea.
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Survivor: *slams door*
Nurse: *blinks to the other side*
Also Nurse: I'm not locked in here with you, You locked in here with me!
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So what you want is that a single survivor should be able to counter the killer, and it should be so that the survivor has to mess up to get downed? Do you even realize the consequences this would have on balance??
Just think for a single moment and you will come to the conclusion that never, EVER should a single survivor be able to be chased by a killer indefinitely, because that would mean a survivor is as strong as the killer, and that in an asymmetrical 4v1?
You can't be serious....
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Stick to the thread subject, please.
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i deffinately feel this to a degree. maps need more alternatives to pallets and windows in loops. not things that automatically extend chase mind you but make loops/maps more dynamic
breakable walls were a great step in this direction and made a lot of sense. i'd absolutely love to see all old maps reworked to have them in them in few select places.
other things could slow survivors down or alert the killer, like puddles or water. there could even be treacherous things such as "broken windows" which injure/cause broken on a survivor when lept through, but are the same for killer, allowing killers to create dynamic pathing, thats risky for survivors to use.
or perhaps things like weaker or stronger pallets. having pallets that are prethrown at the start of the match even (basically a breakable window rather then a wall) or pallets that stun the killer for longer but are on weaker loops ie tractor pallets/ a lot of the pallets on hawkins lab. pallets that can be kicked faster if there in a safer place.
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I agree. Do you also think that traps that survivors can use and interact with in mid-chase can be a good idea?
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I think things like breakable walls are within the same vein. things like that or "prethrown" pallets at the start of the match (ie breakable windows if im being honest) are things that open new styles of gameplay whilst not changing the old. or having stronger stylized pallets on very weak loops that can easily be mindgamed etc. for example, the loop at the top of hawkins with the window/pallet in the very very small room. the pallet isn't strong at all due to the very very small distance around the loop to the window, and when thrown isin't incredibly strong either. if that pallet had a different design, (say was just a more sturdy looking industrial pallet) and caused a slightly greater stun, it would make that loop more of a useable place if caught out of position. things like that.
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I actually love this idea and am surprised more people aren't talking about it.
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Only if they were balanced around areas of the map with little else to work with. things that would slow the killer rather then outright stun them too, ie tiles that shift based on a survivors positon, forcing the killer to play around them and mindgame to catch the survivor. things like glass that makes a notification noise when walked over, but has a notification when you break it ie alerting the killer when you set the trap/alterting you whenever the killer walks over it would be nice too. or auto pulldown pallets through a perk possibly, that allows you to set up "string" between a pallet and the wall/ground, where the killer walks through and its pulled on them idk, kinda spitballing ideas.
What i don't want to see is things like a settable bear trap on the survivors end. thats aggressive planning ahead and would be much to like trapper whom is a killer, survivors are meant to be surviving/running away. more dynamic tiles that change up as you play/can be affected by being on the map however do make sense.
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Yes BUT at a later date
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Then halfway up a ladder a regular M1 killer like Wraith, Ghostface, Trapper wouldn't be able to land a hit.
Nurse wouldn't either, only ranged killers like Deathslinger and Huntress would be able to throw things at them.
That's how I see it.
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Well, all those perks are pretty much useless if a chase lasts long enough to get boring. There are 2 ways that chases get boring: 1. the killer can down survivors too quickly including all perks. 2. the killer can never hit the survivors excluding all perks.
I think the way this should be about to go, since they are considering seperate rankings for individual killers, to have killer specific counter structures other than just regular structures that everyone knows. Some pallets could be replaced with doors against a huntress or deathslinger and still count as a stun if it hits her, we already have breakable doors, might aswell add one in. There are tons of possibilities that are not being explored and certain killers simply have too much of both map pressure and 1v1 capabilities that regular pallets and windows are actually in the killer's favor. Add into that that certain windows and pallets are already in the killer's favor, and you remove 70% of all interactions on the map because they are essentially useless.
So, if 70% of all obstacles essentially become useless, how can Dead Hard, Lithe, Quick and Quiet and the Speedvault Build be useful? If all obstacles are usable, then what use are the previously mentioned perks at all? The only way those perks work is if less than 40%-50% of interactables are useless against the killer. Any less, and the obstacles are all you need to loop the killer forever, any more and no matter what you run, you cant loop the killer for longer than 40 seconds.
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I also have this skill check mid chase in mind but its impossible to happen in game, so I never say it.
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I've thought about it before and yes, I would love to have something besides pallets and windows. Breakable walls are a step in that direction, but they're not quite what I want from them. I would really like to see them use breakable walls more for creating new paths such as the hidden stairs in Midwich. I personally would like to see a map with a T or cross intersection completely closed off by breakable walls to allow the killer to greatly alter the flow of the map as they see fit.
Anyways, back to the topic at hand. I recently played Outlast again, and maybe something like a crack in a wall that survivors can shuffle though, similar to those in Outlast. Could make it so survivors interact and move through it slowly so they couldn't use it if the killer is too close or else they risk being yanked out. Would act more as a way to break LOS and force killer to take a long way around to catch back up, giving a chance for the survivor to hide and lose the killer. Maybe after one use the entity blocks it for that survivor for awhile or even the rest of the game if need be.
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Just imaging these given idea...
- Closeable/destroyable door
- Ladder that requires 2 survivors to carry and setup to reach 2nd floor for a chest
- Killer & survivors have the same walking speed, survivors able to run faster, but will get hard skill check which is slipped if fail
- Survivors can grab stuff and throw at killer, bigger the stuff - longer the stun, bigger stuff requires 2 survivors to carry, stuff breaks after used
blabla
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