Gen repair slowdowns core mechanic idea and no tunneling incentive (no perk based)
I always thought why a survivor require 3 hooks to be killed and can get fully healed whithout any downsides for being pierced by that hook 2 times before death. Are they mutants that can regenerate?
Hooking people needs an incentive and we have gens that gets done too fast, so we have the perfect couple to balance the game a bit.
Give survivors that gets hooked a permanets debuff to any action speed, healing/repair/vaulting... Yes you hear right vaulting too, you are injured so you shoudn't vault a windows/pallet like nothing hurts you.
With an increment of the % reduced after the second hook.. The % of action reduced, by choice of the devs. We already have status effects in the game so it shouldn't be too hard to implement this.
I think it's a nice idea to slow gen repairs a bit, give an incentive for killers to hook everyone instead of tunneling or camping, and to balance the game even more by reducing survivors "inmunity threshold" (with this term im referring to the time it takes approx, for a killer to down an injured survivor taking into account all perks that increment survivors chase time for example:DH,DS, and map aids for example:pallets,windows)
Let me know what you guys think and if you like the idea.
See you in the fog..
EXAMPLE:
I think the % reduced can get a decent number taking into account that you must be hooked to get the effect and its individual for every survivor.
For example:
Hooked one time gives a 12,5% repair/healing/vaulting speed reduction to that survivor
Hooked two times gives a 25% repair/healing/vaulting speed reduction to that survivor
It would be like this..
Gens:
You get hooked one time: 12,5% speed reduction, gens will need 10 additional seconds taking into account the default repair time 80sec
You get hooked two times: 25% speed reduction, gens will need 20 additional seconds.
Healing:
You get hooked one time: 12,5% speed reduction, healing one health state needs 2 additional seconds.
You get hooked two times: 25% speed reduction, healing one health state needs 4 additional seconds.
Vaulting:
You get hooked one time 12,5% vault speed reduction:
Fast vault: It will take 0,0625 additional seconds to vault. Default being 0,5 (half a second) 0,5sec+0,0625 = 0,5625 seconds in total wich is imperceptible.
Medium vault: It will take 0,1125 additional seconds to vault. Default being 0,9 (almost a second) 0,9+0,1125 = 1,0125 seconds in total, slighty noticeable.
You get hooked two times 25% vault speed reduction:
Fast Vault: It will take 0,125 additional seconds to vault. Default being 0,5 (half a second) 0,5sec+0,125 = 0,625 seconds in total wich is slighty noticeable.
Medium Vault: It will take 0,225 additional second to vault. Default being 0,9 (almost a second) 0,9+0,225 = 1,125 seconds in total, wich is slighty noticeable.
Conclusion:
It may look too much but actually it isnt' and this example shows it well that a 12,5% and a 25% reduction to repair/healing/vaulting speed after getting hooked isn't a gamebreaking thing at all. And the most noticeable part in added seconds is the gen repair time only.
This is only an example anyway that can get tweaked, but it would be interesting to see something like this in the core mechanics.
Comments
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I always thought why a survivor require 3 hooks to be killed and can get fully healed whithout any downsides for being pierced by that hook 2 times before death. Are they mutants that can regenerate?
They are wandering in a realm where they can get killed multiples times in a day and still go back to the Campfire, what did you expect ?
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Well its not like they cannot feel pain or fear because they do. So apart from being a balance suggestion, it would fit well that the hook could apply an annoyance to them.
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I'm pretty sure they aren't afraid anymore, if this was you daily life you wouldn't too.
As for getting creative idea on how to balance the game, it's nice, don't get me wrong but it's more than likely that it won't happen, small tweaks from here and there would be sufficient enough.
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Yep, despair is probably what a survivor would feel after many trials for being trapped there forever..
And back to the topic, it may not fix every flaw the game has but it can be an start. Its up to the devs to hear our suggetions.
I personally, im not playing the game very often lately, because im not liking the course is taking. It promotes too much toxic playing from both sides, and a game in my opinion should be fun and not stressful. But that may be just me, its true too that after 1600 hours of the same one can get bored or tired.
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I mean, if the numbers are too short, it won't really prevent tunneling, on the other end if they are too high, that's a straight up way to buff killer OVERALL, where they already can be too powerful chasewise ; especially since latency is an issue at the current time, you're forced to predrop pallets as a survivor otherwise the killer could be hitting you before getting stunned at a quote on quote perfect timing ; and you would still be utterly screwed by the size of certain maps.
That's nonetheless an interesting view on how to balance the game, but it's risky. And devs have already shown us that they dislike taking risks ( Just look at MoM [deserved] nerf, or maybe it was called a massacre back then when protection hits were broken and the perks they added to the game with that last chapter release )
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I think the % reduced can get a decent number taking into account that you must be hooked to get the effect and its individual for every survivor.
For example:
Hooked one time gives a 12,5% repair/healing/vaulting speed reduction to that survivor
Hooked two times gives a 25% repair/healing/vaulting speed reduction to that survivor
It would be like this..
Gens:
You get hooked one time: 12,5% speed reduction, gens will need 10 additional seconds taking into account the default repair time 80sec
You get hooked two times: 25% speed reduction, gens will need 20 additional seconds.
Healing:
You get hooked one time: 12,5% speed reduction, healing one health state needs 2 additional seconds.
You get hooked two times: 25% speed reduction, healing one health state needs 4 additional seconds.
Vaulting:
You get hooked one time 12,5% vault speed reduction:
Fast vault: It will take 0,0625 additional seconds to vault. Default being 0,5 (half a second) 0,5sec+0,0625 = 0,5625 seconds in total wich is imperceptible.
Medium vault: It will take 0,1125 additional seconds to vault. Default being 0,9 (almost a second) 0,9+0,1125 = 1,0125 seconds in total, slighty noticeable.
You get hooked two times 25% vault speed reduction:
Fast Vault: It will take 0,125 additional seconds to vault. Default being 0,5 (half a second) 0,5sec+0,125 = 0,625 seconds in total wich is slighty noticeable.
Medium Vault: It will take 0,225 additional second to vault. Default being 0,9 (almost a second) 0,9+0,225 = 1,125 seconds in total, wich is slighty noticeable.
Conclusion:
It may look too much but actually it isnt' and this example shows it well that a 12,5% and a 25% reduction to repair/healing/vaulting speed after getting hooked isn't a gamebreaking thing at all. And the most noticeable part in added seconds is the gen repair time only.
This is only an example anyway that can get tweaked, but it would be interesting to see something like this in the core mechanics.
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I'm kinda puzzled.
While gen speed looks alright for early to mid game, it sounds overly strong when killers are hitting late game, the part of the match where they already are the strongest ( Less generators to pressure, less pallets on the map, higher chances of people being on death hook ). Late game builds would become even stronger too.
Now for the healing debuff, would this be from being healed, healing another teammate or both ? Not even that, perks like Sloppy Butcher, Nurse's Calling, Thanatophobia, Coulrophobia would become exponantially stronger and the first two really don't need to be impowered.
And last but not least, the vaulting speed part. While the opposite mechanic exists in the form of a combo of TWO perks to make you vault faster, this is kinda messy to begin with. The game is not coded in a way that allows such fast actions to be cutted short easily. Essentially, what it does is removing some frame off the animation. Take apart those two perks, and the result is even less accurate and doesn't provide you that much speed, people on Youtube already made some testing around it.
Now admitting that BHVR would put some work around it and banalize those numbers to make them accurately fit the description ... You might also have to forget about input delay but that's another topic. Let's talk about killers' lunge, keep in mind that by the exact time your unaltered fastvault travels over an object, the killer's hurtbox can close a gap of rougly 3 meters. Basically, when a survivor is on death hook, unless he fastvaults windows, every lunge towards them will become a guaranteed hit, simply because since vaults minirework, you keep your momentum after a fastvault but not after medium ones, so you end up just by the end of the window after a medium vault where you get to a safer distance after a fast one. Not only that, but some safe pallets would all of the sudden become unsafe for the sole purpose of being on death hook.
On a gamesense note, I do not see how it would prevent tunneling, since after each hook you basically become an easier target.
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Well i think the part of not encourage tunneling is clear when you look at the reduction speed of gens. If you try to hook as many survivors as posible, instead of hard tunneling one or two, the team will gradually reduce their effectivenes. So the killer will get an incentive for hooking others instead of following you all the time. Therefore this mechanic will promote fair play.
About the healing reduction, it can be taken away from the idea like the reduced vaulting speed, but i think is more interesting this way, as it adds a bit more balance and realism/inmersion to the game.
We don't know how it would turn out if the idea is given a chance by the devs, maybe killers will still tunnel survivors and take advantage of the slower vaults, but they will lose the opportunity to apply more pressure if they still do that. But i definitely think that something like this should be tested in a ptb to see how it works, and from there tweak things.
With the numbers i gave the more affected vault is the medium one no doubt, but here you can think two things, one: that doing fast vaults will be more rewarding, and two: that some loops will be shortened when you do medium vaults, and when talking about that i don't think is something bad, there are loops that you can make the killer follow you up to 3 times or 4 if hes not skilled.
And lets not forget that we are talking about a status effect here that only applies when you get hooked up to 2 tiers, 12,5% for the first time and 25% for the second in the example. So if not something that will take effect everytime or will be there as an annoyance like old ruin.
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Unfortunately I don't think that would work, It could be fine as a tool to discourage tunneling, but wouldnt work as slowdown. Slowdown is needed early game, not late game
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