The advantages of non-tunneling tactics should be enhanced. I propose some concrete ideas.
The current announced PTB still lack the Killer's advantage in "non-tunneling tactics." To prevent tunneling, the design would have to be such that killer users would think, "I can fight just fine without tunneling."
Specifically, I propose the following improvements. Simply put, ideas that are more focused on Bloodlust.
Further refine and improve the rule that allows "killer to gain buffs by hooking different survivors".
- Each time the Killer hooks a Survivor with a Hook Count of 0 or 1 and who is different from the Survivor previously hooked, the Killer will receive a special bonus (tentatively called the Hooking Bonus).
- The more hooking bonuses the killer gets, the higher the hooking bonus tier becomes, and the greater the bonus effect the killer receives. This tier number is always displayed on the killer's screen.
About the effects of Hooking Bonus
The killer can gain the following three different bonus effects: 1 is a gained immediately, 2 and 3 are effects that can occur later.
- Gain a special temporary Bloodlust. The tier and duration of this Bloodlust will increase depending on the tier of the Hooking Bonus.
Additionally, if the killer get a total of 8 hooking bonuses (in other words the killer successfully hooks all four survivors twice), activates some extlemely powerful bonuses: The killer will have permanent "Bloodlust Tier 3" until the ritual is completed, and will be able to perform Memento Mori as many times as they want. - When chasing a Survivor different from the one who was last hooked, the Killer's Bloodlust will activate more fast and gain tiers faster. Bloodlust will activate and gain tiers more fast depending on the Hooking Bonus tier.
- When the Survivors have completed repair all 5 generators, the exit will be blocked for a period of time determined by the Hooking Bonus tier. The more survivors remain, the longer the blocking time will be (assuming a maximum of 60 seconds for Tier 8 and four survivors remaining. However 60 seconds is only a tentative).
- When the Killer kills even one Survivor, the Hooking Bonus tiers for that ritual will no longer increase (it will be fixed at the current tier).
- Consideration: Non-tunneling tactics tend to make the Exit Gate more susceptible to being energized by the actions of the four survivors compared to tunneling. Instead of forcibly taking measures to prevent survivors from repairing the generators, it might be good to change the way think about it and, in non-tunneling tactics, create a system that makes it easier for the killer to make a comeback and win in the final stages, such as by blocking the exit for a certain period of time after the Exit Gate is energized.
Improve Bloodlust overall specifications
The following 6 changes will make Bloodlust easier to use effectively.
- Add a buff effect to Bloodlust that increases vaulting speed. (Hooking Bonus also benefits from this effect.)
- Add a buff effect to Bloodlust that increases the Action speeds for breaking. (Hooking Bonus also benefits from this effect.)
- Add a new UI "Bloodlust Meter" that shows the progress of Bloodlust. The initial value is 0%, and the meter gradually increases during the chase. When it reaches 100% it becomes Tier 1, at 200% it becomes Tier 2, and at 300% it becomes Tier 3.
- "Breaking Pallet" will halve the Bloodlust Meter, instead of causing a total loss of Bloodlust.
- When a killer uses a power, they reset the "remaining time until Bloodlust tier increases", instead of lose all of Bloodlust. For example, if they use a power when they are at Tier 1 (Meter 100% or above but less than 200%), the Bloodlust Meter will be reset to 100%. Using a power frequently will make it harder for Bloodlust to increase, but it will not cause them to lose any Bloodlust they have already acquired.
- When the Killer "ends the chase (loses sight of a Survivor)", the Bloodlust Meter decreases over time, instead of not all of the Bloodlust is lost instantly. Even if the chase ends temporarily, if the Killer can quickly rediscover the same Survivor and resume the chase, they can maintain or activate Bloodlust with little loss. However, when not in a chase, the various buff effects of Bloodlust will not be applied.
- If the effects of 1 and 2 are too strong, it might be better to make these tier 3 only effects, or to make these Hooking Bonus and non-chase situations only.
There may be other ways to improve as well.
The above are ideas that focus on Bloodlust, if the killer (without tunneling) is still weak, it might be a good to add another Hooking Bonus.
(Excuse me, I'm not good at speaking in English. Thank you for reading.)
Comments
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I feel like bloodlust is support for the weakest killers and devs are pretty aware of that due to common ftte + furtive combo that u see 24/7 in top mmr, which is run mostly by the top tier killers as well. I feel like the boost should be orientated to each aspect as it was on the ptb. Hope Krasue won't be included on S tier wishlist as she's truly a survivor plaything. :D
-2 -
First, it doesnt matter on the issue if you buff killers not tunneling at all. Second, bloodlust shouldnt even be a part of the game. Its just another handholding mechanic for players that arent skilled enough to use their characters power properly.
-6 -
We literally had scenarios where a survivor could loop a killer forever with no feasible way for some killers to break the infinite before bloodlust, what are you even on about?
1 -
We do not have infinites anymore. So whats your point?
2 -
That bloodlust is a good mechanic that makes maps significantly easier to balance by altering the dynamics of the loop as it goes on and making it so loops can be close to infinite if played precisely without the devs having to worry any random small change will make them actually infinite? Having a safeguard like that to ensure the game flows closer to the path it's supposed to is a basic concept of game design..
Besides that, the map zoning progression being able to just stall because of a single good looper indefinitely would be boring to literally everyone except maybe the one guy doing it. No pallets dropping to buy back time, no hook states altering, just the same strong bits of map remaining static for most of a round while the rest of the survivors do gens and barely see the killer? This isn't just about skill expression, the fact is as a survivor i wouldn't even want to play that, half the fun is running from the killer and without bloodlust a less than ideal killer player could literally be hoarded by one survivor with the match stagnating.0
