Improved to encourage killers to play fair
After hooking the survivor , the killer gains a speed increase of 10.5% for 10 seconds.
It motivates the killer to get off the hook and not camp. The farther away the killer is, the less chance the killer coming back and tunnelling the survivor.
If it is very strong, it can be deactivated if the killer uses his ability or breaks the pallets
Comments
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Devour Hope already does something similar. While it could be an 'incentive' to not camp, if a Killer wants to tunnel/camp, that's exactly what they will do.
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Well, it's perk and it's also Hex, but my suggestion here is to make it basic for all killers
Also, the reason I put the number 10.5% is because of the difference in movement speed between the killers. That is, if I put the number 5%, it will be bad because like the huntress, she will move at the same speed as the trapper for a temporary period.
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When devour has promoted camping? It only works if you leave the hook...
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Yeah, but it doesn't change the fact there is currently no incentive at all. If you want to lower tunneling, give players a reason not to.
Currently only perk that does it is Pain resonance, which was great rework imo. It is basically trying to bring back BBQ effect, we need more perks like it and some basekit mechanic like this post would help.
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Never said Devour promotes camping, all I did is mention that devour has a similar effect to the proposed change stated above.
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If you want to incentivise not camping, then the killer would either need to be punished for camping or rewarded for not camping. Like you said, Pain Res does this really well.
Unfortunately, with how the game is at the moment (but they are making some good strides to change it, e.g. the new self unhook), being able to guarantee a survivor is out of the game is still more impactful than defending gens or applying pressure through chasing.
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At this point the most punishing thing for killers they could do to making sure camping is not rewarding or at least the least rewarding possible after the self-unhook update is hook stages taking longer, or make them take longer and fill in the bar slower the more time the killer spends in the radious that is considered in the game to be facecamping with the upcoming update. Only that will actually make people feel like it's a waste of time since the hooks will not advance if the killer is close, plus the self unhook last second, and the rest of the team will have plenty of more time to do the gens. It's sad that perks like Deadlock which is such an interesting design is most of the times used with the purpose of make up for the time killer spend camping in some shape.
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Getting survivor out of the game was, is and always will be best play from killer.
Their focus should be just give killers reason to go for less optimal play like BBQ did (I threw so many games just to get 4 stacks), or make it simply less worse like pain resonance does. We definitely need more perks like it.
10% movement speed boost after hooking wouldn't be some massive buff, but BHVR clearly doesn't want killers around hook, well this helps to achieve it in positive way, so both sides are happy.
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It doesn't matter what changes they do, if someone wants to tunnel/camp, they will do it not matter what
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It's just motivating the players is something a killer deserves for his hard work
It's great to be rewarded and go on to your next goal
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But it would still make sense to lower it...
Doesn't matter few players would still choose it when angry about their last game / life in general.
Currently you just have to hope killer is nice, or you gen rush the hell out of him and probably make him tunnel next group for it...
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I can think of only two options to limit camping and tunneling. It's either a super shiny carrot or a baseball bat.
Shiny Carrot - Killer gets permanent stackable buffs that make winning easier if they commit to hooking different survivors and not tunneling/camping them out as fast as possible.
Baseball BatSledgehammer - AFC takes care of the camping part. If the killer tries to harm a survivor off the hook, they get stunned by the entity. This effect lasts until they hook a different survivor, forcing them to target someone else.0 -
There is an issue with sledgehammer.
Neither of those options are guaranteed to work, but sledge hammer is going to annoy killers in general and have chance to be abused by survivors, doesn't really matter for mechanic it is. You can see it with AFC, you are definitely going to lose killers for it and have more tunneling.
You should always start with carrot, simply because if it works, then both sides are happy.
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I would definitely prefer the former, as limiting skill expression is generally a bad thing. The carrot could balance out in higher levels of play, as the killer would become more dangerous as the gens progressed. It wouldn't do much to help out at lower MMR, but that's when you need to add mechanics that can stop killers from doing things in certain situations. The AFC is a great addition to the game, I just hope it gets tweaked so it can't be misused.
If the sledgehammer were used, it would have to be paired with buffs that sharply increase the lethality of the killer as long as they are targetting a different survivor. I'm talking about Killer Instinct + Haste + Spirit Fury + ???. It would require a ton of work to implement.
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I think basekitting some effects can be done quite well. Trapper is about to receive a 1.5x Coffee Grounds basekit, and Survivors got a lesser BT basekit alongside Killers getting a lesser STBFL and Brutal basekit. Basekitting a lesser DS and a lesser Devour styled speed boost would likely be good for the game.
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Lesser BT? You think that buffed BT? I don't remember it giving movement speed buff...
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Because I really only care about the amount of BP I get out of a match and not actually winning, old BBQ made not getting any kills feel so much better because I at least got a lot of points.
If the hooks had a similar effect to say Monstrous Shrine ( move away increases progress) or Pyramid Head Cages (Survivor is teleported away and hidden), you can either reward killers for not camping or severely punish them for camping. But again, you would need the Killer to actively choose the least optimal option against Survivors who want to play optimally.
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I agree, base kitting certain perks or killer addons could be really good for the game.
Or like @CatnipLove said, killers gain stacking bonuses as the game progresses, either by Hooks (not stages) or gens completed making them stronger, could be a good way to incentivise killers to play more fairly. Devour Hope does this amazing well, as the hex sky rockets the killer lethality. Pain Res does it well too, by allowing the killer heavy slow down through unique hooks. Grim Embrace isn't as good, the 40 seconds full gen block can be strong, but it never really amounts to much.
Old BBQ did this amazingly well, the extra bloodpoints gave killers an actual incentive to go for unique survivors. Yes the aforementioned perks give incentive to go for multiple hooks, but the bloodpoints gave the killer an external objective that was easier to achieve and allowed them to progress their characters faster.
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I would make three things:
- After hooking a survivor, killer instinct activates on every survivor that is further than 40m from hooked survivor for 8s, or only one, furthest survivor for 5s if neither is further than 40m.
- Hooked survivor is randomly teleported to one hoook further than 36m. Killer cannot see auras of hooked survivors unless they carry a survivor.
- Hooking a survivor makes all hooked survivors to teleport to random hook further than 36m from killer.
- Scourge hook effects apply to surv if they was hooked on scourge hook despite of what hook they are teleported to.
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The last time killers got a carrot we got then slowdown meta. What we learned from it: the carrot rarely does anything on its own. The majority doesn't see it as an opportunity to dial back a little but as a way to do the same as before...just this time even more efficiently and reliably in terms of outcome.
But that aside I don't think a speedboost after hooking even incentivises leaving the hook.
One of the things that somewhat consistently leads to players wanting to make a play is stuff that awards bloodpoints.
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So just give BBQ and WGLF effects basekit... that would make lot of players happy for sure
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Am I losing my mind or did some of our discussion disappear? I was sleep deprived yesterday so maybe that's it lmao.
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Yeah, comments about major balance patch are gone.
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They deleted comments making jokes about the game breaking when they do patches? Really? That crossed a line? The game constantly breaks when BHVR makes changes. It's just a running joke now.
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Yeah, they do it sometimes, or just alter comment to remove only part of it.
Not really enough to get player banned for, which they are also really trigger happy about and I still refuse my two strikes (kindergarden level), but they still don't like it, so delete/alter it.
Ban system with 3 strikes, when strike count never goes away is weird, not surprise there is not that many players with thousands of posts.
Post edited by DaddyMyers_Mori on3 -
We all live in fear.
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