Killers not allowed to defend gens near hooks, now?
Some great changes to the antiface camp, but there is still a glaring problem. Survivors do gens. Killer downs someone near the gen (there's a reason jolt is reliable - happens a lot). Killer hooks the survivor on the nearest hook (often next to the gen). The killer at this point "isn't allowed" to protect the generator? Just has to walk away and let survivors work on it simply because the game is deeming being near the gen as face camping the hooked survivor? Even if survivors are not nearby, killers still have to patrol the generators to find survivors all while getting punished by the hooked survivor getting free unhook progress and the killer losing that hook pressure.
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It has 7 seconds of grace time so you can kick the gen. After that, the feature will only work if no survivor is nearby. If they are nearby, you can stay there and the survivor won't be able to unhook themselves because other survivors are around. There is no reason for you to be there camping the hook if already nobody is there anymore. If anything it will help you out since you would be wasting time in a dumb way camping a generator next to a hook when nobody is even there to begin with. Put pressure somewhere else.
Post edited by EQWashu on7 -
Even if a survivor is waiting nearby, if you can't find it, you'll have no choice but to leave, fearing the AFC's actions.
The indicators that determine whether the killer is nearby are not visible to the killer.
After the Killer is gone, the Survivor only needs to repair the generator that was kicked back by a few seconds before rescuing the On-Hook Survivor.
Even if someone tells you to be an idiot, you have no choice but to accept it.
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This is a real issue that will affect M1 killers against good teams in the late-game. If you're defending a gen cluster, it is wise to place any downed survivor on a hook within that cluster, so that you can defend both at the same time. In a close match, you don't have time to go and hook them away from the cluster, and doing so would be counter-intuitive.
The problem arises when you have nowhere else to be. If you have 3 gens and a hook, and nothing else that's worth defending, then you have no reason to leave the area. The game is now creating an artificial pressure to leave the area.
The catch here is that low-tier killers care more about controlling a singular area over a long period of time than high tier killers for a multitude of reasons, and thus this will disproportionately affect low-tier killers and widen the divide between high-tiers and low-tiers.
The current iteration of this system is counter-intuitive, and will widen the gap between low mobility, area control killers, and killers who are strong enough not to have to care about those things against good teams.
Post edited by EQWashu on6 -
If you are on the edges of the 16m area, the bar won't charge before the survivor moves onto the next hook state. And if there's another survivor in that area, then the bar moves so slow that the survivor will die first.
You absolutely can protect gens near a hook and patrol around the hook, especially if you are moving in and out of the area.
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I never thought that once AFC was implemented, it would degenerate to the point where other survivors no longer rescue each other.
I was thinking that I should just repair it for a few dozen seconds and then just help the person in need of rescue, but are they going to neglect that anymore?
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Survivors are still going to have to rescue their buddies if they aren't being facecamped as there's no guarantee that survivor will be able to unhook themselves before they die unless the killer is sitting right next to them.
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What I have shown you is the case where there are survivors at 16m.
The correct answer is that he, should do it, so why not?
While the killer leaves, he repairs the generator, which is about to be repaired, and then rescues him. That's all.
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If someone gaps the gen, knows your coming, hides, then you're punished for trying to flush them out. Remember, a nearby survivor doesn't disable the unhook progress, it merely sloes it. On the other side, a survivor could have tapped the gen fled - you might not know if someone is around or not. On top of even that, not every killer can viably kick a generator. If a generator is making progress and no one is around you can see, there's a good chance someone is hiding nearby.
With a hooked survivor near, you pretty much have a "no no" zone you have to abide by, and the generator is free for the survivors. It's silly that killers will be discouraged from hooking survivors on nearby that are available and instead be forced to carry them much further risking all sorts of potential ways for them to get off your shoulders.
Someone's comment below is also incredibly accurate.
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As I repeat many times, I use situations used by other people as the subject of the story.
If your story is the subject, it will be easier.
Killers take this action because they are likely to lose.
In other words, depending on the number of survivors, the killer can be brought in to forcefully protect the generator or prevent on-hook survivors from being rescued.
If you can't understand or carry out the situation, it's a matter of your skill.
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Yes, killers take the action of defending gens because otherwise they are likely to lose. That's literally one of their goals in the match. That's like saying chess players defend their king because otherwise they'd be likely to lose. Of course killers are going to defend generators and at times (depending on the situation) hooked survivors. Killers need to utilize pressure to obtain victory.
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Look at this issue from the positive side. For us killers, this is a great opportunity to master the art of the slug. This style of play is quite effective and working. By giving up hooks, your life can change for the better. Just chases and no worries about problems with hooks.
Remember, you can always hang on hooks when all four survivors are on the ground.
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16m is not very big
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