Corrupt Intervention and Ruin regression
Comments
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I think they are hesitant to do that because too many people take it as 'this thing will definitely happen'. I remember the meltdown that the bloodlust experiment brought.
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Very true, I can definitely see that. To everyone's credit however, they had announced it as a test, and it wasn't opt-in (aside from just not playing the game). I'm curious how people would respond if its pitched as an LTM just to shake things up for a weekend.
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I think corrupt should be basekit, but ruin no. However, I think the killer kicking a gen should regress it about 5/7/10% basekit (without pop etc), so kicking gens is actually worth it.
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The cost would be having to use a perk slot. It's not having it both ways. Double ds basekit is without cost. Single ds with perk slot is.
Your entire suggestion is still far worse then just teleport the survivor away. That's my point.
And yeah, if I decided to reply to this hours later via someone else's post then acted condescending about it I doubt you wouldn't see it as my bad.
If you have nothing else to say I'm happily finished with this.
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yeah you can't, BT user will protect the unhooker, and you then get DS'd
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Ruin regression baseline cant be done without tweaking because it would be almost impossible to break 3gen situations (especially 3 Survivors vs 3gen scenario), the only way it could be implemented is if decreased the more gens get done or if maps dont have as many 3gen openings as they have now.
With permanent X2 base regression games would devolve into a turtlefest where the Killer would just race towards the biggest gen cluster and defend it with his life while clearing pallets in the nearby tiles but if it decreased the more gens get fixed it would force him to get out of the position to protect the regression.
Ive been in 3gen situations with Ruin active and it was literally impossible to fix a gen, I know Ruin gives the autokick effect and this change you suggest would not but still, even if it takes 10 seconds for each kick the increased regression makes it very hard to fix anything against high mobility, ranged Killers or Doctor.
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The perk slot is the cost to HAVE DS, thats not the same as the opportunity cost to specifically use it for body blocking.
Also, as I said in another comment, even if it wasn't made base line I still believe it should activate on both hooks considering all of the (rightful) restrictions placed on it.
A 3 gen situation is a failure of the survivor team's macro decision making, similarly to how its a failure of the killer's macro decision making to chase a survivor for 5 gens. If a survivor team gives the killer their 3 gen without a fight before hand, then they make it extremely difficult for themselves to finish out the game thats just how it is.
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"A 3 gen situation is a failure of the survivor team's macro decision making,"
Yes and no, how do you break a 3gen from the start if the Killer refuses to leave those 3 gens? If the Killer is roaming the map and the Survivors fix a gen in the cluster, this is with the current game mechanics.
With increased base regression? how do you force a Killer to leave a cluster he doesnt want to leave? First of all a 3gen allows the Killer to camp the hook AND patrol the gens since anyone downed will be invariably hooked in the cluster, right now with normal regression draining 12 hook states of 4 Survivors is hard so a 3 gen right from the start is a suicide because with slower regression eventually the gens will get fixed, even if it takes 5 minutes for 1 single gen, a tap here, a tap there slowly until you get 100% in one... with double regression? thats a whole different thing, as I said Ive been in 3gens with Ruin and it was impossible, gens regressed way too fast.
Now, if that regression would decrease once gens start to get fixed it will make Killers think twice and force them out of their turtle or they face a 3 gen with 0 hooks and base regression, which I already said, its breakable even if its extremely slow and dull.
For reference, I was once in a game in Suffocation Pit against a Huntress where 5 gens where on the mine shaft side of the map and only 2 spawmed on shack and we got 5gend badly, you could say "you guys are dumb, just fix 3 gens on the shaft side" thing is Huntress refused by all means to leave that side of the map, we tried to lure her, we tried to split push going 2 per gen, 1 each gen, we tried a ton of things, nothing could get her out of there, everytime she chased us out of there after a hit she would just stop at the middle, refill hatchets and stand guard again, at the end we found the hatch (thanks to the bump), 2 suicided, 1 dcd and the last 1 got hatch, this was with base regression, imagine twice as fast.
P.D. this isnt even taking a weakened form Corrupt as basekit.
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Yeah. Its also the cost I'm referring to. I do not know how much clearer I can get on this. I'm not talking about an oppertunity cost. At all.
Pay the perk piper and put the perk to a particular purpose of personal preference.
If unhooking was supposed to be safe and if you were supposed to have two chances getting unhooked would teleport the survivor away or getting hooked would result in the survivor being pulled from the map for a time out. Thats why this, and every other suggestion, doesn't work. It's not an exploit or cheating or being toxic, it's part of the design.
No perk being made base kit will change this, because tunneling is a valid option. No matter how much you don't like it, because if it wasn't the devs could make it a non issue.
Either ask the devs to change the core mechanics of hooking, or tell survivors to make better choices. Those are the valid options.
Make blank basekit doesn't work. Give ds double uses doesnt work.
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Because survivors can still gen tap for almost no risk whatsoever. Lets say for example 4 survivors are in a 3 gen. It takes a killer 2 seconds to a damage a generator, not including the time it takes to travel (likely minimal anyway since its a 3gen) its very easy for a survivor to come straight in behind them to tap the gen. Worst case scenario the killer turns to try and stop them, but that survivor just flees into the part of the map with nothing, so the killer immediately abandons chase and has to re-kick the gen. That easily bought 6-8 seconds for 2 survivors to work on the gen on the far side.
As far as the huntress game is concerned perhaps there needs to be better spawn logic so 5 gens can't spawn on one side, but I don't see it as something that should happen or that happens often.
Unfortunately I think this is the better option than flat out making generators take longer.
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My argument still stands, since you have double speed regression breaking a 3 gen will take double the time (actually longer since the slowdown gets exponential once you get someone in the ground) once this starts to spread thanks to youtube and content creators the game will devolve into "finding the best most defendible 3gen" and play exclusively around it which will turn games into slow turtlefests, now, if said base speed where to be reduced once the game starts progressing the Killer couldnt take advantage of that and lets be honest, people always complain about the first and second gens going too fast, once you get 1 down the game stalls inmensely in a natural way so it makes sense the slowdown applies at the begining of the game, where it really matters and starts to tone down since other factors start stalling it.
Or void 3gens alltogether on the tile algorithm (I think decreasing would be the better solution tho).
This is what happened to tunneling and facecamping, streamers and youtubers started crying about boons and how you can only play around camping hooks now and the community followed suit, if you want to implement a change you have to take on account all ramifications and how people will play around it and look at the worst posible scenarios, because looking only at the good side (better early game stall) can devolve into an abomination in dire need of fix (3gen turtles), has happened with boons, with Pyramid Head (people found you could bodyblock cage rescues and tunnel someone out by reading the aura) with Twins (built as 2 killers, ended up as mass sluggers), purple Toolbox spam, Forever Freddy, Moonwalk Legion, Mettle of Man etc... most of those things caught the developers unaware of... "creative" playstyles and unfun strats created around so they had to be fixed (or will be fixed eventually).
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Against a normal m1 killer? Pfh, you ain't thinking about the other killers in this game, lmao.
This game is survivor sided as it stands, survivors can always spawn on your totems, make bad plays and still be saved by ds because it's 1 minute..
Did you also forget to take into account survivors can bodyblock eachother and save the person from getting down? No? Didn't think so...
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