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Tunneling and 3 gen camping is out of control.

wiccan
wiccan Member Posts: 37

Before I start this, I just want to say I don’t knock players for using the most effective strats. Im aware that people can play however they want. However, this strategy of being able to easily eliminate a player from the game at 5 gens by tunneling and camping their hook, followed by securing a 3 gen and dropping chases continuously to hold it has created the stalest meta I’ve ever played in this game. Playing casual swf games (not the “4 man bully squads”) with ppl I talk to regularly has all but died out for me. My lower skilled friends get tunneled out instantly, and there isn’t much we can do for them. It makes things extremely unfun for everyone in the game when you know that you now not only stand little to no chance to win at pretty much the start of the match, but you also have your friends just sitting there watching everyone else play.

Once again, I don’t blame ppl for doing what’s effective. What I’m saying is that this behavior is completely enabled not only by the perk meta, but how the many of the killer powers function and work, especially with many of the new killers either being really effective tunnelers or really effective 3 gen holders. Getting rid of incapacitated on eruption is not enough to shift the meta.

The only real way I’ve been able to counter this is to stop playing with lower skilled friends, equip “try hard” builds with pure anti tunnel and anti camp/slug perks, and coordinate every play to be as efficient as possible. This is not how every game should have to be played in order to not have the game ruined less than 5 minutes into it. I don’t mind losing a game. Some of the best games I’ve ever had were ones that I lost, but involved fun interactions that I had with both my team and the killer.

Please find a way to incentivize hooks and chases over immediate kills and gens. A vast majority of people I’ve talked to, play with, and watched prefer a meta that’s centered around chases and getting as many hooks as you can, not what we currently have. If the meta doesn’t change sooner than later I probably just won’t have it in me to play anymore.

Comments

  • RaSavage42
    RaSavage42 Member Posts: 5,597

    Well we had that before the 6.0.0 (or whenever it was)

    But both sides were obsessed with changing the "meta"

    And some of the changes were not needed or to much

  • Sandt21
    Sandt21 Member Posts: 761
    edited March 2023

    by definition, a chase meta would overwhelmingly benefit survivors, as a killer can only chase a single survivor at a time, leaving three to do gens. Even with a survivor on hook, that would still leave two on gens while one is either getting the unhook or slamming a gen. Sure, the obvious answer is "spread pressure" but in a world with super strong medkits and COH (sometimes, people just don't understand how powerful it is to be able to heal yourself without the aid of another), spreading the pressure simply isn't as viable as it once was, even with things like sloppy butcher.

    I think a chase based meta is an awful idea. Because to have a chase based meta, many things would have to change in the killers favor, since things as they are benefit the survivor too much in a chase meta. Changes needed could include reduction of pallets across all maps, reducing/removing pallets that cant be mindgamed, reducing godpallets to one per map, and most controversial of all, increasing gen repair times even further. Simply put, long/extended changes would need to become a thing of the past. All of these changes would be met with uproar from the survivor fanbase

    There's also the fact that you can't force a killer to chase you. I'm a killer main, and as soon as I realize a survivor is trying to take me to an area of the map where all gens have been completed, or an area with strong tiles or a strong pallet, I end the chase. Simply put, I don't allow myself to take part in chases where large amounts of time must be spent just to get a hit, or if I know for a fact that survivors can't complete a gen in the time it would take to get a down. Time is the most valuable thing in a killer's game. They only have a certain amount of time to kill survivors before the survivors win, and time lost can't be gotten back. If I can't gain benefit from a chase in a timely fashion, then I simply leave that chase ASAP.

    Like I said earlier, a chase meta, in this current environment, wouldn't just benefit survivors. Survivors would be the sole side to get ANY benefit from it. Multiple changes would need to be made in the killer's favor for it to be even remotely acceptable. Sadly, just a single one of those changes would cause the majority of survivors to rage.

  • RaSavage42
    RaSavage42 Member Posts: 5,597

    Also... Tunneling Gens is a thing

    Going from 0 to 89.9 charges in about 44.9 to 89.9 seconds solo is something that needs to be changed

    Finding a balance between a solo Survivor repair speed and 2-4 Survivors repair speeds... IMO should be next

    So don't mess with the regression rates but adjust the Survivors repair speeds

    I know I've said to increase the Gen regression rates but that won't solve it all... as much as I believe so

    Then they can go back through the Maps and find out why/how some Maps are sided and other Maps are neutral

  • wiccan
    wiccan Member Posts: 37
    edited March 2023

    I tried responding to this before but I didn't pop up for some reason, so if you get a double response I apologize.

    I agree that there would need to be changes, but don't agree with some of what you mentioned. I don't think strong pallets or even more than one god pallet is an issue, rather that there many instances on some maps where you can chain together loops near infinitely. Double windows on extremely strong houses, long wall loops with windows connecting to shack, god pallets into god windows, etc. Regardless of whether or not we have a chase meta in the future, these are things that need to change. Map balancing is vital. Being able to have a long chase isnt (or shouldnt) be an issue, it's when tiles are so strong that no matter who you chase or when, there will always be an amazing resource to utilize because dropping pallets is just flat out unnecessary in many instances.

    Medkits are another issue that people have been mentioning for a while. Once again, regardless of the meta, this is something that needs to be looked at. The fact that you believe changes like this are needed for a chase meta furthers my belief that said meta is what would be healthiest for the game.

    Personally, I feel as though we have too many gen rush and slowdown perks that allow extremely sweaty swfs to dominate casual killers and sweaty killers to dominate everyone else. Having extremely strong perks on both sides really doesnt balance anything out, just causes a larger gap between sweaty and casual players, and should be looked at. Many of these changes would benefit both sides. Survivors would get more chases while not being able to indefinitely run the killer, and killers would be able to spread pressure around easier, take more chases, and not have to worry about gens flying at the speed of light.

    My goal in posting this isn't to induce a change in an environment that stays the same. I want changes that benefit both sides so the average person can start to focus on having fun again without feeling as though their game is ruined from the start.