Brainstorming Anti Camping Mechanics
I'm sure this has been talked about multiple times on the board, but with the new patch, it's really got my gears turning. Here are my ideas:
- Perk: a no-hit zone active once unhook animation begins, would create a small radius around the hook area, and last the duration of the unhooking animation to 2-3 seconds after. Its appearance could look similar to the black entity bars at the exit gate. To balance, no healing action can be performed within the radius.
- Adjust the new base kit endurance to about 5 seconds
- A perk that can eliminate a deep wound when you still have an endurance status effect. Only works once like ds and is no longer viable after exit gates are powered. - Think mettle of man but without the protection hits requirement.
- Adjust perks like renewal or inner healing to both heal and remove deep would status at the same time (instead of one or the other)
Before anyone jumps to conclusions, each of these is its own self-contained idea. I'd only want one option in the game, not all. And yes these do have their own flaws. Just want an opportunity to see what other ideas are out there. Also down to hear suggestions on how to improve these ideas 👍️
Comments
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I would be fine with 10 seconds base endurance from an unhook. 5 seconds is barely enough time for anything.
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Perks are bandages, not a fix.
I would maybe try to test that each hook stage now lasts 80 seconds instead of 60 seconds (so total of 160 seconds, +40 sec extra). And I would buff base BT effect to 10 seconds. And test these changes before going live on PTB and see how that works.
I don't want to make camping impossible since sometimes it is the only good thing killer can do (like end game as example) but more punishing for doing offten or in wrong situations.
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