Tru3ta1ent's Anti-Tunnel idea
Idk if that was ever discussed here before, it's a bit old that video. However, I see that as a great idea to reward killer who go after every survivor, it rewards you for not tunneling. Kinda like pig, it's not smart to tunnel someone with a trap on his head.
What's your opinion?
Comments
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Inb4 it gets made into another perk...LOL ( please don't)
That said, sounds like a good idea for the base game. We don't need punishments for camping, we need incentives as he said. It's currently the most worthwhile to camp people and that's what we need to change.
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I like the idea of a reward for hooking a different person each time, and the survivors getting a debuff until getting hooked again.
Example: (In line with what he says here)
1 - hooked, and rescued gets a debuff if a new survivor gets hooked. That debuff lasts until that survivor is hooked a second time.
2 - If the killer manages to hook each survivor once without every downing the a survivor that was already hooked, the debuff is increased. Again, the debuff is erased/or reduced once hooked again. But, the killer gets bonus points for the value of that debuff. In other words, the killer does not get punished by losing the debuff, he gets rewarded as the debuff turns into extra points based on the strength of the debuff.
As a killer, I would love to know that those debuffs are only undone by me and when I choose to "undo" them by hooking someone twice, I get a reward having done so.
As a survivor, I think this would be acceptable, as long as the debuff was not so strong as to make the match lopsided. It would discourage camping and tunneling down one survivor at a time, therefore giving me more time to enjoy the match and participate. (As survivor, I don't really care about surviving as much as participating, having some fun, and getting bp.)
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I always thought it would be a good and simple idea to add a bonus called "Fresh Meat" which gives extra blood points when you down or hook a different survivor from the last one you downed/hooked.. It doesn't remove playstyle choice but incentivises anti tunnel gameplay.
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Thanks for bringing this up and spreading awareness on an awesome idea!
Cheers mate!
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But what are these points even for anyways? I don't particularly care about ranks, but even if I did how are these points helping me do that? What are these points building up to?
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I wouldn't mind this as long as healing penalties have a certain threshold that they can't go above. In other words, it takes forever to heal as it is and having a maximum penalty of let's say 50% would prevent generator heals! Allow me to demonstrate, if you use Sloppy Butcher (20%), hook penalty (10%), and Coulrophobia (50%), survivors won't suffer a 80% healing debuff, only 50% since that's the maximum healing penalty cap.
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What he is saying is that the "points" represents a reward like bp. So like 500 bp might be a "point". They are a unit of measurement.
I love this kind of idea but yeah... They are never going to add a debuff like that even though it would, in the long run, fix some major issues.
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if only players cares for fun more than just win...
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It's already a perk, it's called Thanotophobia. When you hook someone, the person on hook is injured, therefore decreasing interaction speed, and when the person dies, you lose the ability to get stacks to slow the game down which what his 10% debuff in the video.
Sadly the change does not discourage killers for Tunneling and Camping. The reason why killers Tunnel is because every survivor holds a % of interaction power that killers seek to remove to slow the game down and ultimately win the game. Collectively, a survivor team holds 400% interaction power. If a killer Eliminates a single survivor, He decreases the game speed by 100% or 1/4. That's 25% slower game than previously and the objective of the game is to kill all 4 survivors, so the faster you can get them to 1 hook, the better your game with killer will be as you will have more time on the clock to hunt other survivors. From analytical stand point, Tunneling is essentially the most efficient mechanism for killer to win a game in shortest possible time frame. Ironically, the game strategy flips on last two people alive, since hatch mechanic requires the killer to Slug in order to kill last 2 survivors which might explain why some killer mains hate trap door mechanic.
As for camping, Most of the time, Killers camp because the exit gates are open and the game is over. The other reason for camping is protecting a hook because they think a survivor is nearby, since opportunity cost of staying at a hook can sometimes be lower than the amount of generators done by the survivors again going back to slowing the game down.
The idea that a killer is going to hook everyone at an equal rate is illogical way for a killer to win a game. It's like saying survivors should limited their repairs to 1 person for the killer to have a longer game.
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If people are going to camp and tunnel they will. Some people just don't like to get involved with chases or put much effort in. If they do something that makes camping difficult there will be as much crying as there is for the DS changes.
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Autodidact is a counter to slow healing perks.
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I used to support these kind of ideas with all my heart but nope, I can't anymore.
It is not going to change anything. Killers will go for that fat tunnel and remove one guy from the game as early as possible. After that, they will try to hook people to give them that action debuff.
There you go, 4 generators to complete with 1 man down and as the trial goes, survivors get more and more action penalty. Add in perks like dying light and thana, congratulations, you can't repair generators at that point.
We don't need this solution. What we need is to put an end to camping and tunneling and along with it, add secondary objectives to prevent gen rush. I don't know how they can do it but in order to make the game more fun for everybody, they have to.
Devs shouldn't try to deter camping and tunneling with positive rewards like BBQ because it doesn't work. Secondary objectives should not be optional like totems, they should directly be tied to the generators and you have to complete them if you want to power exit gates.
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