Sole Survivor concept
What if Sole Survivor was a high risk, high reward type perk that punishes killers for tunneling out survivors. The perk can be played around fairly effectively by hooking each survivor once before killing a survivor.
The goal is to drastically increase the chances of escape for each survivor killed before you are hooked.
After safely unhooking a survivor, if that when a survivor is killed. Gain 100 percent increase in repairing generators. This perk deactivates if you are hooked.
Let's consider a worst case scenerio for killer. All 4 survivors are running this perk. Surv1, Surv2, Surv3, Surv4. Surv1 gets hooked, Surv 2 gets a safe unhook for Surv1 but the survivor through bad luck or tunneling is put on a hook again. Surv3 gets a safe unhook, and then the killer manages to find and kill Surv 1. Surv2 & Surv3 are now completing generators a 2x speed. Killer gets in a chase with Surv4 and downs them quickly and proceeds to camp out Surv4. Survivor2 and Survivor3 would be able to complete all generators before the killer could secure the second kill. Despite the killer successfully removing a survivor from the match and camping the second survivor.
Now counterpoint, we'll take the above example, but now we'll consider the case of a non-tunneling killer, who just happens to kill a survivor quickly.
Again all 4 survivors are running this perk. Surv1, Surv2, Surv3, Surv4. Surv1 gets hooked. Surv2 unhooks Surv1, the killer knowing about sole survivor prioritizes the unhooker and surv2 is then hooked. Surv1 is then hooked again and is saved by Surv3, again the killer goes for the unhooker and hooks Surv3. and finally kills surv1. Despite meeting the unhooking requirement, Surv2 and Surv3 do not receive any bonus to generator completion and the killer has successfully removed a survivor from the match.
note how the correct play discourages tunneling 1 survivor out of the match. I feel that a perk like this existing would be enough to discourage tunneling out survivors without punishing killers for downing survivors. This also doesn't benefit a SWF very much, because for it to benefit a SWF one of the members in the group would need to volunteer to be killed / tunneled out to give everyone the bonus. And generally speaking SWFs play for a 4 man escape, but this would be incredibly valuable in solo queue while still encouraging healthy gameplay by requiring a safe unhook.
Comments
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And what about someone DCing/dying on hook right after another survivor got the bonus? There are people out there who would do this to take advantage of a perk like this.
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Even if someone DCs or dies on hook, the bonus is lost as soon as the individual with the bonus is hooked. And the game is down to just 3 survivors, which is usually a guaranteed loss. The changes are only really affective in a situation like I listed where a killer has tunneled one person out and is trying to secure the kill on the second. Or when a killer is only going after 2 survivors. For example Surv1 and Surv4, but ignoring Surv2, Surv3. But like I said before as long as a killer is spreading hooks then the bonus does not come into affect.
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I do like the idea of, instead of making the perk activate once alone, causing it to have a stacking bonus with fallen allies.
- For every ally that has died, increase Generator Repair speeds and Exit Gate Opening speeds by 16/24/32%
At that point, the perk becomes incredibly strong even when you're trying to get out with another survivor trying to loop the killer.
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This would work too. My idea does include a stacking bonus, So for example. If you unhooked 2 survivors and they were both killed before you were hooked you would complete generators at 300 percent. So a generator completed every 30 seconds.
The reason why I opted for such a large percentage is to have a condition that is game winning in a tunneling scenerio that would not exist in a game where the killer spreads hooks.
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What I mean: what if the killer didn't tunnel etc but a survivor thinks that "my team is trash" etc and suicides on hook. And I can see swf abusing this
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What's there to abuse? If a survivor dies , survivors on a whole are at a disadvantage. At that point the killer simply needs to make sure that all survivors have been hooked once. And then the killer has won the game.
Killing the weakest link shouldn't be a guaranteed win for the killer.
So if the 3 survivors are good enough that they can waste the killers time and avoid getting hooked, then in all honesty, they probably still deserve a 3 man out.
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With the new update coming out and the strategy of hard tunneling and hard camping has become even more prevelant, I think it's worth bringing this idea back up.
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