Tunneling Solutions: An uncomfortable possible reality.
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It's always thrown into the argument when anyone mentions that it's incredibly luck-based as to whether Survivors can coordinate in a trial or not, especially in the face of increased challenge.
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Most matches, it’s going to get real rough, real fast.
Unpleasant things just happen during the game — and more often than not, things get dirty right awayThe first person I run into? You better be ready. You’re my target, and I’m not half-committing
And at this point you better hope your teammates know what they’re doing, because normally I’m not letting go. Happens.
It usually gets a little messy when you really want that 4K.It is what it is. Teamwork’s just gotta be on point nowadays.
Edit: And no, good teamplay doesn’t stop the tunneling process (if the killer really wants to take that person out). But good cover — bodyblocks, smart "down in palett"plays, flashys at the right time — can slow things down a lot.
That said, how much it helps really depends on the killer I’m playing — but I always notice it when the team’s working together.
Post edited by oecrophy on0 -
So you want to punish Killers who 8hook on purpose for… what reason exactly? Awful idea.
You also want to give free Unbreakable, they tried that. It was too strong. They scrapped it twice. It's never happening, let this one go.I don't think Killers need an extra "mode" that buffs their ability to tunnel, and even if this did work 90 seconds would be far, far too little for a good chunk of Killers in the roster to even use and far, far too much power for other Killers. Basekit buffs are not a good idea. If you want a reward for spreading hooks, give Killers something more akin to Grim Embrace, which rewards spreading out hooks this way.
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I think something like Grim as basekit would be tricky. Survivor groups would adapt to it really fast, and the last person you'd need for it would start playing super safe. Most teams would figure out how to play around it fast - idk, it’s tough to say.
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Then maybe, just maybe… something like Deadlock that triggers the moment you hook someone different than the last one would be better. But on the other hand, I’m not sure how much that buff would hurt new player lobbies who already struggle to even get gens done at all
— so umm, super, super hard to say.
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You can still 8 hook, you can't kill one survivor within first 5 hooks, meaning that you can distribute hooks as you wish except for having 1 person dead and 1 survivor death hook. 8 hooking is not touch by that by any means. Basically:
5 hooks = 1 hook on everyone, two hooks on one survivor, 3 hooks on one survivor and two hooks on one survivor
I don't see anything said about basekit unbreakable (note: basekit unbreakable will be part of test during upcoming chaos shuffle) I said that two survivors in dying state can help each other recover. Meaning that they must meet and pick themselves up altruistically.
It's subject to discuss. I'm only against rewards for hooking in early game in term of basekit pain res. Because current meta destroys most of solo games, making it that if someone goes gown early the game is over and it's hard, mostly impossible to recover from.
→ I've been monitoring that. Not only that randoms don't do gens for like first 50s, but someone mostly goes down in that time. So the only gen that was progressed is gone. And argument just mistake that they don't do gens isn't valid. And on the other hand, if condition is to rush gens as much as possible than how the game would be fun and appealing? I'm having way more fun playing killer than solo survivor. Since there been huge nerfs, solo survivor himself is pretty helpless even if is good.
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