My Kinship (Camaraderie) buff
I hear constantly about camping on these forums, and while I think it's a bit overblown, I certainly haven't enjoyed the few times I've faced the kinds of camping killers people are describing, especially when I had no DS and my teammates had no BT. Leatherface is the most common one to play like this, especially when he's got Insidious, but I've seen others doing this like Huntress and Trapper.
There's many perks in the game that counter tunneling and slugging, but not really camping. Kindred gives your team info that you're being camped, even with an Insidious killer, because you'll see them standing near the hook and all of a sudden their aura disappears. But that's just info. It doesn't punish the killer; survivors are supposed to be the ones doing that. Survivors DC'ing on hook or trying to unhook instead of work on gens when the killer is clearly their is what enables killers to succeed with that strategy, not necessarily because the strategy is OP.
But we do have one anti-camp perk that has potential: Kinship. If you have Kinship during struggle phase (2nd phase), and a survivor enters within 16 meters of your hook, your hook timer is paused for 34 seconds. That can be huge if survivors know to take advantage of it. It's why you actually see the perk being used in tournament, because everyone's on comms and they have to send just one person to trigger the perk, and they've bought themselves 34 extra seconds on gens while the killer's camping. Tournament killers usually just camp, tunnel, and use NOED, which reflects the game's meta at top level.
But outside of tournament you basically never see this perk. Survivors don't know it's in play because they usualy never use it, their teammates usually never use it, and therefore they're not looking out for it. The only indication that a survivor has it is if their timer pauses during struggle phase.
So to buff this perk so that more people use it, and maybe it even becomes meta, I suggest two buffs.
1) Give survivors a perk notification that their teammate has the perk. This would work basically the same as how you get to see your teammate's Leader, Prove Thyself, or We'll Make It when they're near you. But because the survivor is usually far from you when it activates, an exception to the close proximity rule is necessary. If the other survivors see the perk, they'll be able to punish the killer better and not foolishly run it to save immediately (since that basically defeats the point of using the perk).
2) The hook timer pause will work with both hook stages, not just the second one. Right now the perk does nothing if you get camped on first hook but not the second hook. Two chances of using this perk will make it more applicable. Hopefully if people started using this perk, killers would realize they're not accomplishing anything by giving survivors an extra 68 seconds on hook, and would be forced away from the hook to chase, because at that point chasing would be their better option for time efficiency.
I feel this would be a healthy change to the survivor meta if it were to become meta. It's a defensive perk by nature and can't be abused like BT and DS to protect teammates while also being protected yourself. If my buff did come true, I might come to regret it because I play killer a lot, but I just want to see how it would all turn out. I'm tired of seeing the same perks all the time.
Comments
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Both are good changes.
The second change is definitely the one I want to see be implemented ASAP.
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i agree with the change, but much simpler than just showing an indicator that someone is using that perk, it was easier to create a system that allows you to see the perks that survivors are using in-game (press esc and see beyond of MS and the offerings, the perks for example) and that will help with other perks like Head on
Another to help against camper: I don't know what was the reason for the change in Petrified Oak, but since the hooks are always practically close to each other, i think could make it increasing the sacrifice time in the 1st phase of the hook.
ps: I'm surprised you made that suggestion.But know that we're just talking about band-aids here, as perks aren't supposed to solve game design problems for both sides (killer and survivor).
Post edited by randonly on0 -
I wouldn't have a problem with those changes. At the very least #1 should 100% be implemented.
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Those sound good to me. Nice one.
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Hooks are so not close to each other these days. There was a patch a while back that reduced the number of hooks in the match, so now it's common for killers to not even make a hook.
I made the suggestion because I just want to see the perk work.
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While I firmly believe that there ought to be a far more robust change to the perk, I think this is barebones and absolutely critical as a minimum.
I think something a bit beefier would be better:
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While hooked, if the killer is within 16 meters of the hook, hook progress is slowed by 5/10/15% for each other survivor working on a generator.
When another survivor is hooked, their hook progress is slowed by 5/10/15% while you work on a generator outside of the killer’s terror radius.
(This is revealed to other survivors while you are hooked)
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But having it work on both states and letting other survivors know when it is in effect is the least that the devs could do to make it a lot better overall.
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No, it shouldn't slow down the hook progress. It should pause it like it does now or it's pointless.
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The trigger to pause it is both situational, highly contextual, and depends highly on your teammates either being desperate or wasting their time.
With a flat slowdown, instead of getting a highly HIGHLY circumstantial 30 second freeze, you can shave off seconds upon seconds from a hook when the killer is camping or close during their proxy.
It would be exceptionally useful at 16%
Killer facecamps someone with Kinship, they can look forward to 28 seconds of extra hook time from beginning to end as survivors slam generators.
Killer camps while you're on a generator, they get almost 10 extra seconds.
If the entire team runs the perk, a the hook will be slowed down by 90% while the killer is near the hook if the other 3 survivors are on generators, granting over 50 extra seconds.
I'm not sure if you realized this aspect of the perk - but it makes it a lot easier to use and find value out of. Just repairing a generator with hook slowdown may allow a teammate to snag a last minute save before your friend goes into tier 2.
It's a lot more potential value if used with coordination, but also grants a lot of tiny instances of value throughout the match - which makes it a lot more generally attractive and less stringent than a flat 30 second pause with very particular circumstances.
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