On the Anti Tunneling
I have been thinking, about the Anti-Tunneling, specifically on the gen regression and block prevention.
Isn't this also semi targeting those matches when the Suvivor gives up immediately? Like you find them and they stop moving or stay under the hooks?
Because a killer trying to prevent the regression/block prevention will not over look those individuals?
Which helps those individuals who want to continue playing a good match, while potentially forcing the killer to play, or eat the dc?
Comments
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I honestly don't think it's that deep.
BHVR actually seems to understand that an awful lot of killers seem to be very motivated by regression.
So giving bonus regression on spreading hooks and even just the threat of losing regression (even if it doesn't change the impact of an early death being basically still a win), that's likely enough for people to change their behavior.
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It isn't that deep, im just stating they are affected somewhat by this change. So using semi targeting might have been the wrong terminology.
I do love the idea of spreading hooks(and honestly I wish this game was less about killer getting kills and more about getting hooks). Its a needed change tbh because tunneling sucks.
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At least they know they have to give something to the killer so spreading hooks is woth it not punished (still it will be punished by antitunel perks or dead hard which is very strong perk eve it has been nerfed two times) but we have to see what are actual numbers if its worth it.
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Oh, then yeah, it's an interesting side effect for sure.
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Thats the main thing im worried about are the numbers. If its only 5% additonal progress , im sure Tunneling will still be viewed as better more effective. And that's still unhealthy.
And the thing is, if your going for an EGC build, tunneling demerit wont affect you. But if your tunneling for an EGC build...
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The players themselves need to moderated, not the core machanics of the game. These changes are unfair, even if you're losing a teammate so early.
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They will to get quick and buff weaker killers because many of them will have super hard time even if few things from these changes hit live, now mayers looks good on paper and its better than before if we wont count tombstone and trapper,skullmerchant are next in line but i fear for their rework it will take too much time not to mention they arent only killers that need those reworks and buffs.
Like clown now devs make purple gas last more than 1 second and yellow activation time longer but depends how much not to mention purple got nerfed from 15% hinder to 12% from basekit which is huge thats free mft for survivor. But I think nubers will be worth it if not nurse/blight is there always and they are fun for both sides or most survivors claim they are more fun tahn some weaker killers then them like trapper,clown,trickster,skullmerchant or even ghoul.
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I'm not sure I understand. People who are AFK or intentionally not participating can be easily ignored. They're not contributing at all, so they're basically already gone. Or just slug them and leave them to recover. This is usually the treatment I get when I try to die on purpose to give my teammate a chance at hatch.
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Example i can give. I was playong trickster and in the first thirty seconds of match, the survivor stopped moving as soon as I saw them. Standing in place and for the whole match stayed under the hook. Ignoring them is good and all, but at the same time lower mmr killers would still take it. To them a kill is a kill.
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If the survivor dies on 4-3 gens, the killer will most likely win and how do players moderate another players action? We can report yeah but, that isn't the player moderating that's asking for them to be moderated.
@
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my previous post was for you, idk why it didn't quote
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I can understand your worry on those. They are all reasonable concerns, but at the same time if they push this patch through, THEY will have to update C and below tier killers, if they don't there will be less diversity of killers. Which in higher mmr is already small.
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Yeah I ignore these people and the genuine AFKs (though I think this has more to do with scruples than MMR, but I digress). Again, you can just slug them too. If they dont want to do anything then they can lay there. This is another reason I'd like to see either a super lenient DC penalty or none at all. If people don't want to stay they're a burden to the team and the match. Bots at least do stuff.
I guess the concern is people who won't read the patch notes when they eventually go through and thus won't understand the repercussions? I'm hoping there's going to be some in-game indicator warning you about rehooking someone but I might be asking for the world. More than likely, a lot of people will learn the hard way.
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An unironic killer/survivor handbook post. That's kinda funny. Like so many people post "im not responsible for your fun" how do players self moderate that? The core mechanics of the game should prevent some one going on a 1900 win streak not some honor system. I've never seen a pvp game that requires so much self regulation to not simply implode.
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Oh There is, apparently the killer is getting a mark on the last hooked survivoron killer hud... which may um how do I say this, accidentally promote instances of tunneling..
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More than that, I mean. Cause yeah, if you're new or clueless, that's more of an invitation than a warning. They need like a DO NOT TOUCH THIS PERSON indicator.
Though the elusive status should help.
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On the contrary, I think the Elusive status effect is only going to hurt. Proxy camp the hook, then follow the unhooked survivor until they start groaning and leaving blood pools/scratch marks. You don't even have to count to ten anymore lol.
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I think they say that they want to improve the overall 3v1 situation.
DEV NOTE: It’s no secret that tunneling can be seen as an efficient way to play for Killers. While this can be true, it’s also true that the results of this can be frustrating for Survivors, leading to Trials ending too quickly for some, while leaving others to fend for themselves in a match that is now much more difficult.That key part at the end is the phrase much too difficult. I think they recognize that a 3v1 isn't a healthy game and are looking to broadly address it.
Basically, yes, you're right, and I don't think BHVR is being that coy about it.
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The overall 3v1 does need fixing, at least for the 5-3 gen area imho. 2-1 gens might be a different story, as handling 4 survivors around then can at times be stressful
Specifically speaking about 3v1s not tunneling. On this one. Still don't condone tunneling(even if it is considered effective)
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I always ignore people trying to go next. I walk around them, or if theyre persistently getting in my face wanting to die i leave them on the ground to think about what theyre doing and keep going. In my experience, the vast majority of the time they eventually start playing properly. And before someone points out that they can pick themselves up now, that's also fine because 1. Their team has been a 3v1 for 90s so I've still gained ground, and 2. Once they start playing normally i have no reason to leave them on the ground to pick themselves up again.
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I know they will have too even now most played killers are blight,ghoul and top mmr nurse and if this goes live they numers in mains and most important pick rate will increase.
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