Some suggestions for annoying/frustrating situations on both sides
First of: I don't want to adress these things, bc I think they are "too strong" or "op" or anything like that.
They might cause "unbalanced" situations, but I mostly talk about these points, bc they regulary lead to frustration and can be improved without interfering too much with normal/regular gameplay.
I'll cover points for both sides, starting with killer, so bear with me, survivors come right after that. This is not about "us vs them". I got aware of these situations by being confronted with them as the role that is getting annoyed by it. If any of these suggestions are actually getting considered, I would love to see points from both sides being adressed equally.
For the killer side:
- Pain Resonance should not trigger anymore after one survivor is dead
It's a cool perk and all. And yes, you have to work for it. I like the design of it. But what bugs me are the (not too many) killers, that load into the match with the decided plan to tunnel one person out asap and then having 3 PainRes + Grim Embrace + DMS + (insert 4th gen regression perk that works with the power) on top of it.
It just feels completeley unnecessary and very frustrating.
It is annoying and feels unfair.
And I am not talking about "normal" tunneling (bc a survivor is gifting it on a silver platter or when there are only 1-2 gens left). In that case you should have already used most of your PainRes tokens.
But getting this perk out of the arsenal of above mentioned players would take a lot of the annoyance away when thinking about this perk..
2. The final effect of grim embrace should be reduced when one survivor is already dead
Same argument as above. You are one man down already and then you get 40 whole seconds of all gens blocked (+ one of you is revealed to the killer). I think 20 seconds is still reasonablly strong, but not as frustrating.
3. No way out should not trigger once there is only one survivor left
Bc it is already over. Best case scenario: you find the survivor and get one last chase.
Worst case scenario: You are so far away from the gate where NWO was triggered, that the survivor manages to restealth. They will search every chest available for a key, you will patrol the gates (and maybe the hatch). Most likely outcome: 2 Minutes of EGC with nothing happening.
It is one of those moments where you sit there and wonder why this is a thing. 2 Minutes you can't skip, but the logical gameplay for both sides is so strongly limited by the perk, that both are bored.
For the survivor side:
- Deliverance should deactivate when the exit gates are powered
Especially with the 15 seconds basekit BT it is just rediculous. Situations in which you can't do anything are frustrating, no matter what side you play. And the fact, that a survivor can just open a gate and trade hooks, being 100% fine and safe, is just ridiculous.
4% are something different (though the whole luck thing might need a rework at some point), but you should never be just 100% fine and untouchable, no matter what the killer does.
Now, that SoloQ survivors can see each others perks, I think it is time to change Deli like this.
2. More actions should be conspicuous
For those who don't know: Conspicuous actions are actions that deactivate your basekit BT and anti-tunnel perks like DS and OTR.
The general idea is: If you are safe enough to do this action, you are not getting tunneled.
As of now, conspicuous actions are:
- Working a generator (Obviously. You have time to do a gen, you have time to run away)
- Unhooking another survivor (Makes sense the more you think about it. If DS would stay active that would be insanely abusable)
- Cleansing/Blessing a totem (Once again, you have time for that, you have time to run away)
- Opening an exit gate (Similar idea as the unhooking part. Though this only ever applies to basekit BT anyway, as anti-tunnel perks deactivate the moment exit gates are available)
- Doing an invocation (Not sure why you would do that, but fine. If you can run into basement, you can run… anywhere else)
- Healing someone (Here it gets interesting. You healing someone else is absolutely understandable. But self-healing, especially with resurgence being a thing… you could do that mid-chase, while being tunneled. However, BHVR decided to make it conspicuous, so I'll treat this as a baseline)
- Sabotaging a hook (Obvious one. If you sabotage a hook, that's bc the killer has downed and picked up someone else. You're not getting tunneled)
But now think about the healing bit. Self-healing with a MedKit, Selfcare or Strength in Shadows is considered conspicuous.
BUT YOU CAN FLOP IN THE KILLERS FACE, HEALING WITH PLOT TWIST!
2.1 Using Plot Twist should be a conspicuous action
Bc, if you are safe enough to give up a health state for free, you are not getting tunneled.
I'm sure, most people have heard about Plot Twist/DS and how it's forcing the killer in a lose/lose situation. No matter what you do, you just chose the lesser evil.
Forcing DS by jumping into a locker has it's reasons, but if self-healing with a medkit is conspicuous, self healing on the ground while the killer can't touch you without triggering DS (even if he attemted to leave you) should also be conspicuous.
2.2 Using Inner Strength should be a conspicuous action
This is mostly for consistency reasons. Technically healing in a locker with Inner Strength also puts the killer in a lose/lose situation, he just doesn't know about it for the most part.
But once again, if self-healing is conspicuous, all self-healing should be conspicuous.
2.3 Using a Flashlight or Flashbang should be conspicuous
This is probably a somewhat controversial one and I'm not exactly happy with it. But… it is better then how it is atm.
Bc atm you can get unhooked, bodyblock the killer for 15 seconds to protect the unhooker, (probably taking the bt hit), hide around, get the flashlight safe on the unhooker, go down AND STILL HIT THE KILLER WITH DS.
You are not getting tunneled. If you can get a flashlight safe on someone else, that literally means, the killer went after that someone else.
Playing for a flashlight safe is always high risk / high reward. Having a "you get out of jail card" still available after actively running into the killer and staying close to the chase is not ok.
I get it, that you can use flashlights and flashbangs in chase to lose the killer if you are getting tunneled.
But the same counts for medkits. As mentioned, if you have Resurgence (or a teammate has partially healed you already), you can not finsh the heal by yourself without losing DS. It is a decision the survivor has to make.
And considering the abusability of flashlights/flashbangs right now, I think it is the lesser evil.
Most survivors, that are good enough to lose the killer by using a flashlight mid-chase, are good enough to handle the decision making.
And… that's it. I'm curious what reactions I might get from this. Usually when you suggest something that "helps" survivors, you are an entitled survivor main, and when you suggest something that "helps" killers, you are a crybaby killer main with skill issue.
But I really think that the above mentioned situations and "issues" are points of frustration, that could and should be improved.