Anti Camp Mechanic Won't Solve Camping or Tunneling
Sure it's a lovely idea to stop this unfun gameplay but If people want to tunnel or camp they will do it.
- People will now just camp from a distance where the meter doesn't go up.
- People will still use their powers to quickly remove endurance and down you.
- Invites other unfun gameplay like slugging to the table.
I also think this mechanic will be used incorrectly by newer survivors or people who don't understand the value of sitting on a hook.
My main fear is that people will see the meter reach full and instantly use it. Allowing the killer to once again just get back into tunneling and camping you. The only true strength of this mechanic is sitting there and just before you hit the second stage or before you die you then use it.
I also think this Mechanic puts killers into win-win or lose-lose situations
- Win-win: You have a power that can easily remove the endurance status effect
- Lose-lose: You are an m1 killer, You're trying to gain more pressure before the last generator pops by defending the hooked area and now they get a free unhook.
Depending on how the system works 1 teammate MIGHT be able to loop around the hooked survivor and the meter will still slowly go up and get them the free unhook before stage 2 hits meaning one survivor is all that is needed to get the save.
I feel this mechanic will remove certain scenarios that are good and healthy and will add other negative gameplay such as slugging.
As a killer, I will now consider slugging more often if I know for a fact that the system is now working against me when hooks should support killer pressure.
As a survivor I still see my teammates giving up. I see them using the mechanic way too soon and letting them get tunneled out even sooner. I also see my favorite perk reassurance being used less because it's now overshadowed by a mechanic.
I understand we're trying to head in the right direction where there isn't unfun gameplay. But I rarely run into camping and just don't think this is the correct way of going about it. It adds extra steps to playing Killer regularly when your intent isn't too fully on camp that survivor.
For tunneling, there are plenty of anti-tunnel / second-chance perks in the game. That should be used more often and maybe more anti-camp perks should be used more often too. I personally love using reassurance and it has saved plenty of my teammates an extra hook state.
Just remember that when you are making mechanics or perks like this they need to be fair for both sides. Not too strong to the point where survivors get everything just handed to them but also not too weak to the point where I have to ask "What's the point of even adding it?"