How about an incentive for killers to hook new survivors by buffing kick per survivor hooked?
I've been thinking about this for a bit.
Tunneling and camping are valid strategies and all, but it's very unfortunate for the survivors who get tunneled out of the game. Most of the time it's very annoying for them.
I don't think punishing killers would be the right approach, and I don't think the point system is the way to go either. At least, from experience, I don't care if I leave a match with 15k points or less, I only care if I kill 3 or more survivors... So I believe we need a tangible gameplay incentive to encourage desired behaviours.
So how about this: For every new survivor a killer hooks, their kicks do 1% damage to generators when they kick them? So after hooking all 4 survivors kicking a generator does 4% progress damage and it starts regressing the gen at default speed. You can even make it like Thanatophobia, where if a survivor dies the killer now does 3% gen kick damage instead of 4% and so on.
I think this does a couple of things:
- It makes it so that a killer has a pretty big incentive to hook multiple survivors throughout the match. And the killer will be able to determine within specific matches whether or not it's worth chasing a survivor that has not been hooked for the extra damage to generators. It's a risk vs reward mechanic that a killer will have to weigh during a match.
- It provides an extra layer of strategy to survivors as well. One of the things survivors will do if they're organized is they'll take hook states for each other to prevent a kill. Now they will have to think about it, because every new survivor that sacrifices a hook state will also give the killer a powerup that can be significant. Certain survivors can also just try and avoid being hooked by the killer as much as possible to avoid giving them that extra % damage to gen progress.
- It rewards killers for doing well at outplaying each individual survivor, so it incentivizes them to play well.
- It deals with gen tapping, since a survivor will not be able to just tap a gen to stop regression without exposing the gen to be kicked by the killer and thus have it's progressed reduced by a percentage.
- It gives more purpose to default gen kicking but only if the killer is doing well.
I think this would potentially be a pretty positive change overall. It's relatively small. The damage % is not high enough to be oppressive, and you could adjust perks like Pop to compensate. Like, pop could be 20% instead, which at max strength would end up being 24%, still a 1% nerf with the tradeoff that basekit would be stronger. If 4 survivors are alive during a 3 gen, they could still negate the gen damage relatively quickly, and if a survivor dies, the percentage is reduced to keep that balance going, so I don't think 3 gens would be too much of an issue either.
What do you guys think?
Edit: Just to clarify, this would be a basekit mechanic, or at least that's how I'm conceiving it. I don't like gen perks too much and I don't like using perks to fix base game issues too much either.
Comments
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Tbh although I generally hate making things that should be base kit a perk but this sounds like a cool perk. Would have to buff the percentages slightly though.
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I like it, sounds like a well thought out idea that could work in the game.
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Just give them BP bonus from BBQ as basekit. That will make them want to hook everyone at least once.
And make survivors earn more BP as basekit as well while we are at it. No reason not to
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One of the few good ideas ever seen on forums tbh, gj
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I prefer to stay away from perks because some perks genuinely seem like bandaid fixes to stuff that is problematic from the base game. Like the totem counter that they're adding to Small Game...why not just make that a default HUD element? It'd be so much better for everyone.
But yeah if it were a perk, you'd need to bump up the percentages to make it worth the slot.
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I love the idea however while there is Pop Goes the Weasel I dont konw how many people would prefer to use that.
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More BP would be good, but like I said, I care way more about the match and what's happening in it than the points i'm going to get. I know that there are people who value points way more, but I think trying to provide a tangible gameplay incentive within a match would be preferable.
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This is an idea for a default mechanic. It would be base kit.
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Thats fair. I am one of those who prefer BP above anything else and also a BBQ slave in every build on every killer cause of BP.
Idea of kicking gens actually doing something other than wasting killers time is very interesting. Might be a good perk, or even basekit mechanic?
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Yeah. I totally understand. I also Use BBQ a lot, but i genuinely think the perk is useful for my playstyle. Generally speaking I find things that have a tangible effect on a match weigh waaay more on my decisions.
And yeah, I conceived this idea as a base kit mechanic to incentivize killers to hook multiple survivors, because I see a lot of people just calling for punishment for tunneling, and I don't think that's a productive approach.
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Then yes it is perfect. Normal kicking does not mean anything at most of the cases.
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An incentive for not tunnelling is for the gens not to be as fast so they don't feel the need to get someone out ASAP to be able to deal with it.
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True. But holding M1 is boring, and gens just being slower seems like a lazy fix.
The idea I propose still translates to survivors having to hold M1 for longer, but at least it requires the killer to work for it, it adds extra strategy on both sides, it buffs base kicks, addresses gen tapping as well as working as an incentive to not tunnel.
In fact, if gens just take longer, killers can still just tunnel, and they'd just get a straight buff. With this, a killer can choose not to tunnel for a chance at having something that will be useful later. There's the risk of going for survivors that have not been hooked vs the reward of getting better kicks for later in the game.
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I agree for the most part
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