The Extreme situation philosophy
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This is about the gen kick limit that was imposed in a previous update. It was Behaviors response to killers like Skull Merchent or Singularity being able to stall the game for extended periods of time long past the normal duration of the average game. From half an hour to an hour and more, survivors were stuck in a stalemate.
To prevent such stalemates, Behavior made it so a gen could only be regressed so many times before being blocked by the entity, preventing it from regressing at all through normal kicking and perks. This limit is rarely reached in most matches and only activates in more extreme situations as it was designed to do.
To compensate, killers were given a more impactful gen kick to reduce progression, and survivors could no longer gen tap. Survivors were previously able to simply tap a generator to stop it regressing, something they could do even mid chase which heavily mitigated the impact of gen kicks and gen regression in general. Now survivors have to stay on a gen for a specific amount of time before it can stop regressing.
The key point to take away is the gen regression limit and it's purpose being to only activate in extreme situations for the sake of progressing the game rather than prolonging it for an absurd amount of time with extremely unfun gameplay.
Slugging is a similar situation, the most extreme case being all survivors being slugged and purposely being left on the ground to bleed out. A similar system can be implemented without taking away player agency and punishing toxic gaming behavior, but without punishing or affecting situations where slugging is necessary instead of malicious. At the same time, it needs to only be necessary in the event that all perks to counter slugging have been exhausted. This sounds possible.
But again, it needs to be stressed that this should strictly be for those extreme situations that are unfun and unnecessarily malicious/toxic. To keep the game progressing and avoiding drawn out matches.
I hope this philosophy can be applied in the future, but of course not to fix everything. Camping and tunneling, while unfun, do not prolonge the game past an unnecessary point.
Comments
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They make changes just to try to alleviate the problem but the killer can still use the strategy.In my opinion, this anti tri-gen system shouldn't even exist, because it's more related to the killer's design that can benefit themselves with this kind of strategy. Besides, leaving tri gen is most of the time the survivors' fault, basically the killer is punished for their mistake.
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Most killers can't keep a three gen indefinitely like old Skull Merchent or Singularity. Matches that go over half an hour into an hour holding three gens extremely unfun for both sides. In most situations, however, it never comes to that to begin with. Most killers either get the upper hand or the survivors are able to complete the three gen in a reasonable amount of time. Killers are not being punished over a survivors mistake.
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An M1 killer would never be able to hold a tri gen against a decent team, so I think this is more of a killer design problem and there was no need for anti trigen.
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An M1 killer can hold a three gen against a not so decent team. All levels of play have to be considered, plus not every killer is M1. Other killers can control the map far better than others like Blight, Nurse or Hillbilly.
Are you really content with matches lasting longer than an hour and beyond that?
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the killer should never EVER be punished for downing survivors. slugging has no extreme situations. it is survivors playing poorly in the chase that enables slugging to work.
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But should survivors really have to sit for four minutes as each of them dies off one by one? I'm not saying a 4 man slug should mean a free second chance but it's not exactly fun and is purposely malicious on the killers part as a player.
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No one with a brain actually thinks 4 man bleedout is ok. The community has said enough on this for BHVR to get the point it's been on them for a while to implement a solution that doesn't unfairly punish killers for normal gameplay.
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likely not. a superior version of end game is adding end game collapse timer where when all survivors are hooked or in the dying state, the end game timer appears at the top of the screen. it has 45 second timer. if all survivor remain on floor for 45 seconds, the entity shows up and kills the survivor. this prevents the waiting 4 minutes to bleed out but still allows survivor to use unbreakable or other pick-up perks.
I don't see slugging as extreme. i see it more as alternative win condition for hooking, usually for killer power that have limited time effects or restriction that make hooking too difficult/inconvenient. currently i think it is too slow to go from 4vs1 →3vs1 when slugging so that is my issue with it.
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