Discussion on Tunneling and Camping
So what I gather is that some people are saying that Tunneling at 5 Gens is bad right... And I agree with that
And other people are saying that Gens shouldn't be done within the first minute of the match... I also agree with that
With that being said I just have to ask what can be done to make it better
Like:
1) Reverting the Gen change and increasing base Gen regression... cause that would (hopefully) tone down on the regression perks being used and allow Kicking Gens to be more beneficial and that would (hopefully) tone down on the Camping (I know that isn't what being discussed) and Tunneling
2) Changing Deep Wounds to be shorter on Killer inflected (Feral Frenzy or Deathslinger's first shot and reel in hit) and longer on Survivor inflected (BT or "bottled time" -sorry I can't remember the name of the addon-) maybe that would change up how the game is played... IMO
3) changing the Gen regression perks to be different enough to not be OP (going off of the base Gen regression change)... to be more actively gained rather then passive... minus Ruin (gotta have at least one passive perk... right???)
Comments
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The healthiest way to reduce it is the way that takes the most work. Reduce big map sizes, adjust tile spawn logic, and that will inherently make chases shorter, and in turn, gens feel less fast. Gen slowdown is just a bandaid for poor map design. The gen increase to 90s and other similar changes are also bandaids.
Furthermore, reducing the need to use those strategies reduces the frequency of their usage. If a killer can do fine without camping/tunneling, then it will happen less commonly. The people that do it regardless will always do it no matter how difficult you make it. Basically, not tunneling/camping needs to be as rewarding or more rewarding than using those strategies.
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I agree with that... Maps do need adjustments in every way possible
But reducing the size and changing the logic on loops is a problem the algorithm can't handle... so I'd say making those adjustments are needed before making the maps smaller
Which is why I said increasing base Gen regression is one way of doing it... until they figure something out
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Tunneling is fundamentally part of the game and is the objective of the killer. Even the matchmaking system incentivizes it. The game then provides survivors with ways to mitigate tunneling, mostly through perks which is not ideal
Camping isn't fundamentally part of the game, but it is the only way to win if the survivors are competent and you're not playing something like Nurse. As long as that is the case, killers will camp, and survivors will feed the strategy because they want bloodpoints and interaction.
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You can't say that one thing is apart of the game and the other is not....
Plus at this point it's to the point that players aren't going to play one side or the other
It's time for a much bigger change then what we got... cause we all know that BHVR is capable of doing it
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Longer gen times made camping more viable. It's great reassurance is getting added to discourage camping but a little sad that it's a perk people may or may not carry and it's really only useful against killers who actually camp.
It'll be like bringing unbreakable because you got slugged a few times and then ever killer you face after adding it immediately picks you up.
Used to work out that if someone camped you could hyperfocus on gens and get three out.
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I agree... so what I'm saying is to revert that Gen change and put in an increase to base Gen regression... give Killers a bigger benefit to spending time to kick Gens
Some perks are just band-aids for an infected wound... and it's going to burst at some point... so why not take the time to fix it properly
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make tunneling rewarding for the survivor and there will be less complaints about it.
like 5000 bonus bp when you get downed 30 sec after unhook. that would be 10k for the person who got tunneled out.
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I get it BP is a factor... but how about thinking of ways of changing the game... rather then making it more rewarding
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Generator flow is the one element that the killer can not control. The more time the killer buys with their perks, the more time they have to chase and down survivors. It's not fun seeing a killer run brine, pr, jolt and oppression but as long as it works well killers will do these things. I personally like using corrupt, overcharge, stbfl and bamboozle. 1 perk to prevent things from getting out of hand quickly, 1 perk to regress gens, 1 momentum perk to enhance my lethality and 1 helpful utility perk that shuts loops down easier. Some people may say that I use a balanced build where salty survivors are gonna complain just because of corrupt intervention. As a killer I feel like what I should do is slow the game down, build momentum and down survivors as quickly as I can and that is why I love this build so much.
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There was a belief by BHVR before that if gen speeds were increased and killers could shorten chases, killers would not run Gen slowdown-heavy builds. What we saw in reality was that killers ran Gen-heavy builds despite the increase in Gen times & decrease in chase times. I don’t believe buffing Gen regression perks again (even if you revert the +10 second Gen repair time) will stop killers from running gen slowdown or regression perks. And it’s time we stop pretending that it will.
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there are some things that could be done in my opinion.
Tunneling: If the Killer decides to tunnel, he really should be in a tunnel with the surv then, meaning, no more notifications for the killer, no failed skilcheck warnngs, no tinkerer warning, no nothing, just the kille rand the surv in their tunnel. after 1,5 - 2 min the outher sight of the killer blurrs, becaus he is so focused on the surv... thats what a tunnel is, so if killers decide to enter it, thats the price they have to pay. starting a "tunnelng event" could be like this huntress thing.. where the red stain wanishes after some time of chase.
Camping: Similar to tunneling. The killer is so focused at the hooked surv that his outer sight blurrs and there are no noise notifications anymore, so the killer CAN camp but has to pay a price for it.
Gen rush: If more than one surv making a gen the bonus decreses over time, lets say 2 servs, every 10 sec -5% bonus, 3 survs every 7 sec -10% bonus, 4 survs every 5 sec -15% bonus. Something like that.
And for both: Angry Entity: If both Killer AND Surv staying in 5m of the open or closed hatch, after some time the entity gets angry and kills the surv after some ammount of time and the killer gets a heavy malus of emblem points (maybe he cant have irdescent, only silver as maximum, something like that)
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And increasing base Gen regression... and changing the regression perks... not buffing nor nerfing those perks (I'm starting to think that buffs and nerfs are just words that we as gamers can up with to help explain things)
I'm just asking for ideas To change the game rather it be perk changes or base game changes
Also using a heavy Gen regression builds are a thing cause the Base Gen regression is a moot point... so if we can change that it will help out narrowing down general builds and start getting Killer specific builds
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Again increasing the base Gen regression would change the game... I think in a way that would help with everything
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I do like those changes... it would be fun to try out
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