Simple fix to help discourage tunneling
Remove unhook and uncage explosion notifications. If the HUD already indicates that a survivor has been unhooked, why do you have a feature that draws the attention of the killer to the most vulnerable survivor? Besides unhooks/uncages and perks, survivors only trigger explosion notifications by failure or by choice (fast vaulting). Especially in the case of Pyramid Head, uncages are the most ridiculous of all explosion notifications (as uncages ignore all perks related to hooks - Borrowed Time, Decisive Strike, etc.).
This is a fair and good change for the game that should've been implemented long ago.
Comments
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Hmm. This actually seems like a reasonable idea, but, I don't think it'd change things much... A Killer that is committed to tunneling probably isn't going to stray far from the hook, so they're either going to hear/see the rescuing survivor making their way over and know a save is coming, or see the Hook aura change color, or the Survivor hook status change, and they'll be close enough to tunnel anyway.
If the Killer doesn't stay by the hook then their intent obviously isn't to hardcore tunnel them.
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All this would do is 100% ensure a serious increase in short range patrols, a type of camping. In other words, do you want the Killer to move off or not? :)
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How about, instead of constantly punishing killers we reward them for not doing it? Make perks that reward you for being far away from the hooks actually worth a damn? When was the last time you saw Make Your Choice or Devour Hope?
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I don't think it would require a Perk. I've OFTEN suggested that moving away from the hook and meeting a minimum distance should earn the Killer their version of the Survivor's Bold. In other words, give them a reason to profit (a carrot) and you will get more response.
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Devour Hope does show up every now and then, the main reason you don't see it more is because you can't use it with Undying since it's token-based and all of the other perks to reduce totem RNG suck ass. If Thrill of The Hunt and Retribution weren't so bad you would see Devour Hope more if I had to guess. Make Your Choice is pretty awful though yeah, it can be good on some high mobility killers but it's still very situational.
I don't think the suggestion in the OP will help. If anything it'll subtly push killers to patrol close to hook even more if I had to guess. I think giving killers more direct incentives to move away from hook would be better, such as maybe a "Safe Hook" bonus if the person is still hooked when you get 24m away.
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The notification is the main reason why a killer can effectively move away from the hook. If there were no notification, you can rest assured the killer would keep much closer to the hook because of the possibility of not realizing an unhook happened. Especially if the hook happened by the killer's intended 3 gen.
Tunneling is simply the most effective general strategy available. Apart from multi-survivor instadown killers like Myers, Oni or Bubba where slugging can work even easier but that's a specific case.
One way to reduce the likelihood of tunneling would be to have the savior take a hook state instead of the unhooked person. So if they got rescued at stage 1, they would remain at stage 1 while the savior would be at stage 2 on their next hook. It's realistically a nonsensical idea because it would probably discourage unhooks and tangle up the logic behind game mechanics but realistically, if someone gets unhooked and the killer doesn't specifically see who the savior was, they don't know who did the save and who is now the optimal target for a hook. All they know is that it's not the hooked target and also not anyone who they were chasing/seen shortly before the unhook happened. So if the killer didn't see any survivors while or shortly before the unhook happened, they have a 33% chance to guess the current most vulnerable target. But that's down to game sense, perception and luck.
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Why is it every day survivors want killers nerfing even more. It's already a 4v1 game. Sur using comms most time. Now tou want gook notifications taken out?
Most killers now a days cant even get 1 kill with how over poweted thw survivors have become.
Getting thay 1 kill maybe the only kill they will be able to get in that game and you want to take that away from them so that 4 sur can escape instead of 3?
I think you need to try killer more before poating somwthing like this.
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As someone who plays both sides, I hate being tunneled when it's unnessecary. As a killer, I hate 4 ds/ub.
It's not just survivor mains who want these changes, probably some killer mains want it to change too because some (including me) feel bad for tunneling, even though it's a viable strat or they are forced to.
"Most killers nowadays can't even get 1 kill with how over powered the survivors have become" that's just called not being experienced enough, most killers atleast get 1/2k if they had a bad game. I rarely get any 0ks. Unless you got this information from brown ranked killers..
But this game is 4 survivors to a ratio of 1 killer, of course you'll see more complaints about tunneling, x4 people get annoyed by it then killers get annoyed by other things.
People also aren't trying to "nerf" or make killer "worse" to play. They just want change so it doesn't give anyone an unfair experience. Like an idea for this to discourage tunneling, perhaps make survivors slower in everything when injured, or for 1 minute after hook, so people can leave them to be slower in things whilst they can commit to the unhooker.
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I don't think any killer wants tunneling to be nerfed. Idk why you made that up but that was a laughable.
I'm an semi exp red rank killer last year when I was playing. Don't wvwr come on here ywlling me it's because a player is not exp enough.
You rank from brown to green to purple in a few days no matter how exp you are. It just puts you there. Then you have to de with swf groups nearly every lobby using comms. So your gamea go from easy to nearly impossible to get a kill.
Mori got nerfed to absolutely being absolutely useless. You say surbivors dont want killers nerfed?
Freddys getting nerfed soon because survivors say he to strong.
Don't expect a reply from me because you sir are just wasting my time in replying to you .
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You are putting words into my mouth... I never said that killers want tunneling to be "nerfed", I (Probably other killers too) want it to change that we don't have to do that, but still keep the same advantage by doing something else that's not considered "toxic".
I'm honestly confused by half your sentences, but what I do understand is that you're saying that you get sweaty swf almost in every lobby? I don't know where you got that from but that's just bullshit, I get like a sweaty swf 1/10 games, you're a very unlucky guy if you do, but alot of killers can probably agree.
Sure moris got nerfed, but it still counters DS, sabotage plays, etc.. it's an offering that will NEVER give you a disadvantage, but the 7k price is a bit questionable.
"Freddys getting nerfed soon because survivors say he to strong" because he IS, his skill cap doesn't exist, and you get so much value by doing nothing, it's an annoying killer to play against and quite frankly a bit anticlimactic to play as.
And you sir, are horrible in making sentences that people can actually understan, and I still don't know what your whole argument here is, besides that killers get too many nerfs, and that a sound notification is gonna change your whole gam?
I also think that the killer role is a bit of a role that people don't often recommend because of its high frustration/difficulty, but what do you expect from a 1v4?
And if you don't reply to me, I'll just assume you know I'm right.
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I agree with the incentive idea. It could be easily implemented by adding a BP awarding mechanic called Roaming.
When a survivor is unhooked outside of 32 meters (or another reasonable distance) the killer gets awarded bp based on how long he was away from the roaming range.
This way, camping/patrolling aren't punished, but the killers who do go hunting and instead of camping, now have an incentive to leave hooked survivors.
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Off the top of my head maybe if there was an added incentive for chasing the person that unhooked and a bonus for the survivor to take the chase
Person unhooking: Aura revealed for something like 6 seconds and they become “the target”. Injuring the target awards the killer an extra 2500bp, putting them into dying state 2500bp...
The survivor that became the target is awarded 2500bp when chase starts and 2500 if they escape chase (DS deactivates if you are the active target.. because sure, why not)
The target only receives Bloodpoint bonuses once per trial. The killer can have up to 4 different targets each trial.
I was just winging this but honestly who doesn’t like bloodpoints..
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Nothing in my post suggested punishing killers. It is often the unhooked survivor who is being punished - having their exact location given away as soon as they are unhooked.
A lot of killer mains on this forum like to suggest they need a reward to leave a hooked survivor. Do you realize there was a day and age Barbecue & Chilli wasn't even a perk? That killers were 'expected' to go patrol generators and hunt other survivors, without the slightest clue where they might be? Hardly any honest player can say they are having a fun time being stared at on a hook, or being chased immediately after being unhooked. But killers will do it because there is, in fact, no punishment for killers who camp or tunnel.
Even if it were incentivized with blood points, rank, whatever to leave a hook or go for another survivor: there's always going to be camping and tunneling killers without a punishment in place. This isn't the direction I wanted to take this thread, but appears the way its going.
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True. After all, how many survivors actually think standing at the objective and holding M1 is fun? Hell, that's the reason I rarely play survivor anymore. Used to be one hell of a gen jockey. At least when old Ruin was up, hitting the skill checks felt necessary and actually required skill, but now, it's hold M1 simulator. Even with all the incentives, plenty still do their objective in the most efficient way possible. But lets make sure the killer has a harder time doing the same.
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Why not add a sort of diminishing entity return to the survivor who just got unhooked and then tunneled immediately?
Example:
It's your first hook.
The killer is camping you.
Your teammates look for a way to safely save you before you hit stage 2 but can't without just going in and trying to force a trade so they do.
You get unhooked but the killer downs you again immediately.
Your teammate gets away but couldn't save you.
The killer hooks you again but you gain an innate camaraderie effect and the hook timer is paused / the Entity isn't summoned for the phase 2 struggle for 30 seconds as punishment for tunneling and not patrolling gens etc.
I'd imagine this working like Borrowed Time, if the survivor is unhooked in the Killers terror radius / the Killer has been within a certain range of the hooked survivor it will proc this effect when they down them again and hook them right away. This might even also work for survivors who are camped until they hit stage 2 and tunneled immediately off it? Idk that might be a bit much.
Idk, there could definitely be some issues with how to make it work but overall I like it as it punishes unnecessary, overkill tunneling and teaches killers to go do something else than camp the hook which already hurts them more than it helps.
Heck, if there was a perk that affected your hook timers in these cases of being tunneled and camped I'd run them. I just really wish this wasn't as big of a problem as it is for a lot of players.
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