Baseline mechanics to combat toxic play
Basically make toxic behavior less viable with baseline system mechanics instead of relying on perks to counter toxicity. Since the Killer typically determines the pacing of toxicity the majority of the time it's easy to target some toxic Killer strategies to start with. But not to let this fundamental idea be restricted to only targeting toxic Killer strats.
Anti-Camp ideas: (To clarify this is when Killer isn't in chase while staying close to hooked survivor. Durations stated are tentative.)
• Slower hook phase progression when Killer is near hooked survivor while not in chase. (Only when able survivors are still in game)
• Killer Aura reveal to all survivors when hook camping over ~10 seconds.
• Action speed buffs to all survivors when hook camping over ~16 seconds. Lasts a minimum of ~10 seconds.
Anti-Tunnel ideas: (Survival buffs to recently unhooked survivors.)
• Invulnerability for ~1 second after character control is returned after getting unhooked.
• 125% run and vault speed for ~8 seconds. Also canceled by Altruistic actions or acquiring full heath state.
Comments
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Yeah no. They tried things similar to your anti-camping ideas, and those were exploited by survivors in the ptb to make bullying much worse. The anti-tunnel ideas would similarly reward unsafe unhooks and hookswarming.
A good anti-camp perk is BBQ&C, it gives incentive to leave the hook.
A bad
anti-camp perk is Insidious, it's just literally made for camping most of the time.A good anti-tunnel perk is Make Your Choice, it gives incentive to prioritize the unhooker.
A bad anti-tunnel perk is DS, it gives incentive to slugging on the killer side and hookrushes on the survivor side.
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Hey. How about you explain how the specific ideas are exploitable? And be constructive?
Also MYC isn't an anti-tunnel perk, at least not a "good" one in the best of cases. It's a proxy camp perk. But that's off-topic.
Post edited by Kitsone on0