Switching Up the Hook Phases
The point of this is to make hunting and hooking better than patrolling. With these Ideas, hunting and hooking survivors multiple times will be the best play, and it will also address tunneling.
1st hook: They just hang there indefinitely. This way, you can be sure that at least 1 survivor is not currently helping survivors progress the game and the killer can freely hunt other survivors.
2nd hook: They are forced to grapple with the entity, completing increasingly difficult skill checks at an interval of 1 every 4 seconds. After about 90 seconds, the skill checks become tremendously difficult. As long as the killer is standing within 16m of the hook, there will be no skill checks, however, this does not occur if a survivor is also within 16m of the hook. In this phase, you can be saved or killed.
3rd hook: Death
Anti Tunneling: When a survivor is rescued from the hook, hitting a new survivor will grant you a stackable 5% blood point bonus for the trial. Hitting the rescued survivor will put them into a 15 bleed out timer which DOES count down while in a chase, but it will stun you for 3 seconds
Escaping from the hook: you get 3 chances at base 5% but failing all of them will put you in hook stage 2.
Reworked Monstrous Shrine: Skill checks while in the second stage of the hook will be 5/8/10% smaller skill checks.
Reworked BT: From hitting the newly escaped survivor where the rescuer had BT, the bleed out timer is increased by 2/3/4 seconds and the stun is increased by 1 second.
Comments
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Already tried and abused by survivors. Why do people think that putting even more pressure on killers and even less pressure on survivors is a good thing?
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Any survivor on the hook is tethered to the others so they have a decreased hook stage themselves if not saved in stage 1 or 2 unless they save them (numbers to be worked out)
The tether doesnt decrease in time if the killer enters a set area around it, if the survivor saves within 15 seconds of them being hooked then that survivor has 25% removed from their hook timer.
If the killer leaves the area and doesnt return within 15 seconds they get a token, each token adds 2 seconds onto time to cleanse totems up to a max of 12s and after 4 tokens the broken totems respawn onto a dull one, if all dull are cleansed they reaspan in one of the places before and all with what they had gained before.
If a killer hits the unhooked survivor within 20 seconds it increases the timer of the hook stage for all by 15% but only if they are saved after 65% or less of any hook stage.
To compensate for this the chance for gen skill checks increase to double what they and are get harder after each hooking, great ones are removed also while someone is on a hook (unless they run ruin).
Each survivor hooked will decreases the skill check zone by 15% which resets to normal once a survivor is sacrificed and the regression on kicked gens is doubled.
I feel the killer should be rewarded for leaving the area and have more time to find and catch survivors while survivors shouldn't want to just sit on gens while someone is hooked and it's beneficial to confirm the save.
This may need some work to get it exact but I feel it rewards killers and also survivors for doing objectives, reduces why you want to camp tunnel and farm and also buffs perks like make a choice, totems etc as you want to multi hook.
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Basekit BT seems a bit crazy to me. Even if it's like the older BT that still counts down, and especially if there appears to be no duration for the BT effect.
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My idea is not the same as the typical "wheN kiLleR is in X MeteRs, SurViVOrS shOuLdn't diE"
What I've attempted to do is take pressure off killers by making them not have to worry about sticking around to secure a kill.
Perhaps as compensation, survivors hooked when the exit gates are powered are exhausted
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