Hooked Survivors should cause mapwide slowdown

gatsby
gatsby Member Posts: 2,533
edited August 2022 in Feedback and Suggestions

I think there should be a base game mechanic where each hook gives +5% slowdown that stacks until the end of the match.

This would incentivize Killers prioritizing hooks and reward them for trying to hook as many people as possible. Less slugging and less camping because Killers are rewarded for their progress.

If the Killer hooks everyone twice (eight hooks), that would equate to 40% slowdown without anyone even killed yet. Sounds like an easy way to get Killers to play “nice” to me.

Thoughts?

Post edited by EQWashu on

Comments

  • Maverick_74F
    Maverick_74F Member Posts: 159

    Maybe not 5% maybe like 2% if they are going to so this but I doubt they will. Killers aren't really rewarded any pressure with a hook and you usually lose 1 or 2 gens after the first chase no matter how quick it was so they need to add some incentive to not tunnel

  • OldIronKing
    OldIronKing Member Posts: 67

    Five percent would likely be way too much. You would also have to lower total gen time to make up for it. This would cause games where the killer loses three generators 10 seconds into their first chase. As well as games where the killer gets some quick hooks and snowballs to the point where survivors can't do anything.

  • D2night
    D2night Member Posts: 224

    More like - That sounds like an easy way for killers to win every match. A 40% slowdown? That’s 2x thanataphobia lmao. Let alone actually running thanataphobia on top of that? Or any slowdown perk for that matter. No thanks, they shouldn’t get any slowdown for hooks. At all. Plus that only buffs camping. Hook 1 or 2 people and now the gens take 10%+ longer lol

  • GoshJosh
    GoshJosh Member Posts: 4,992
    edited August 2022

    Terrible idea. Killers already get pressure from hooking a survivor. Dying Light takes a perk slot, and only awards 3% for non-obsession hooks (and is lost if the obsession dies). Don’t get why you think it’d be ok to just throw in a permanent 5% slowdown per hook as a basekit feature. The game already gets harder for survivors as the match progresses, through loss of pallets and teammates, and less areas for the killer to patrol as generators are fully repaired.

    Why do you think Thana was nerfed? It awarded a killer too strongly just for doing their job. It’s a killer’s job to hook survivors. Are survivors going to get a permanent haste effect for every generator they fully repair?

    Killers will already be having a huge incentive not to camp coming right up.. it’s called Reassurance. Slugging is a fine tactic, just needs a way to be sped up when survivors have lost so that they don’t have to sit there for no reason up to four minutes.

    Edit: corrected DL’s values.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    Your probably going to have to nerf killer slowdowns to compensate

    Also wouldn't this also buff tunneling

  • gatsby
    gatsby Member Posts: 2,533

    I got this idea because I feel like Reassurance will be too strong so the Killers should have a base game mechanic that makes them not want to camp anyway.

  • botany_nerd
    botany_nerd Member Posts: 123

    how about no?

  • GoshJosh
    GoshJosh Member Posts: 4,992

    Reassurance will be incentive enough to not camp. That’s the whole point of the perk, if the killer wants more than possibly just one kill by hanging around a hook.

  • gatsby
    gatsby Member Posts: 2,533

    The game is harder, but everyone gets to play for longer without worried about being camped and the Killer goes for more chases. Seems worth it to me.

    Gen rush steamrolls and bulling Killers with SWF coordination aren’t as fun as people think they’d be. They get boring fast.

  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    I think stacking 4 slowdowns is enough

  • gatsby
    gatsby Member Posts: 2,533

    You misunderstand. I think Reassurance nerfing camping will make Killer too weak by denying early kills for pressure.

    So to counter the massive incoming nerf there needs to be a buff to hooking more Survivors and spreading pressure.

  • Ayodam
    Ayodam Member Posts: 2,870

    Ok killer mains can just switch it up and play survivor. That should help balance the loss of survivor mains. /s

  • D2night
    D2night Member Posts: 224

    Lol. Reassurance is not a strong perk. It counters camping and that’s it. Camping is not a fun for the person being camped and deserves a counter. This perk will only be strong against camping. If you don’t camp, reassurance will not be a problem to you at all

  • Ghoste
    Ghoste Member Posts: 2,135

    Dying Light exists. Just use that.

  • TatsuiChiyo
    TatsuiChiyo Member Posts: 700

    Same issue with pausing hook timers if Killers are to close, this would incentive actual face camping. Throw on Thana and Deadlock, and what Killer would ever leave the hook.

  • gatsby
    gatsby Member Posts: 2,533

    The perk allows “drive by” usage. So if you’re being chased and the team needs more time to pop their gens before getting the save you can work a quick stop near the hook to pause the timer for 30 seconds before leaving again. Seems pretty strong

  • Tsela
    Tsela Member Posts: 524

    No need. The game is already slowing down once you hook someone because they need to save him instead of working on something productive meantime

  • D2night
    D2night Member Posts: 224

    Most of the time somebody will go to save when the see the hook timer is getting really low. This “drive by” where it actually saves the person from dying before the hook timer would have expired would not be a regular occurrence at all. There’s a hook timer pausing perk called kinship and look how many people use that.. it’s not going to be as strong or used as often as you think it is

  • Objectively_speaking
    Objectively_speaking Member Posts: 507

    It does not deny pressure. It Incentivizes spreading hooks and has no affect if you chose to slug or go after the new survivor <Who proced reassurance>. It does punish proxy camping and forcing hook stages it does not punish tunneling <Let them unhook then down them>, it does not punish hooking <Survivors will still die after getting hooked three times>. All it does is shift focus towards tunneling.

  • NekoGamerX
    NekoGamerX Member Posts: 5,277

    are both side really try to get the other side to quit? is the main goal to this game is to kill it?

  • RaSavage42
    RaSavage42 Member Posts: 5,546

    If they reverted the 10 extra charges on Gens

    And they could just buff Dying Light... so doing that could work

  • VideoGameMage
    VideoGameMage Member Posts: 358

    5% per hook state would be a bit much no? Especially when combined with slowdown (because we all know killers would still run quad slowdown) perks. They nerfed thana into uselessness because it became problematic on just two killers, can you image the potential slowdown perk nerfs they would have to do if killers on a whole got thana just for hooking survivors?

  • Ghoste
    Ghoste Member Posts: 2,135

    You would think so. A lot of people play with the sole intention of ruining the fun for others. Stuff like face-camping is so common.

  • malloymk
    malloymk Member Posts: 1,553

    You're missing the mark. A killer that is doing well and hooking multiple people don't need a slow down. The killers that only have a couple of hooks aren't going to get much of a benefit from the slowdown. It's just another way to make strong killers stronger, and the strong killers are plenty strong enough.

  • MrDardon
    MrDardon Member Posts: 3,939

    In a world where slowdown Perks didn't exist, maybe.

    If you have 2 people alive and 10 hooks, that'd be 50 % slowdown. All it does is making a possible 2 man escape if there is 1 gen left into an unwinnable match for those 2 Survivors.

    Maybe it could work if all Survivors are alive and then deactivate as soon as one Survivor is dead.

  • Seraphor
    Seraphor Member Posts: 9,236

    Better option would be a perk that causes slowdown for each unique survivor hooked.

    Then again, Gift of Pain pretty much does this.

  • CookieBaws
    CookieBaws Member Posts: 619

    Too harsh, maybe a hook action would force a moderate skillcheck?

  • bm33
    bm33 Member Posts: 8,164

    A survivor on a hook already causes a slowdown because it's one survivor not working on gens.

  • feechima
    feechima Member Posts: 906

    I think this would actually incentivize camping. Besides the percentages being too strong, you can expect a survivor to come near to attempt a hook save. You make them trade hooks without ever having to chase or locate other survivors and you still get pressure to the gens being done. If you tunnel someone out of the game with two hooks you now have slower gens plus only three players.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,318
    edited August 2022

    this already a perk. its called dying light. instead of 5%, its 3% and one of survivor is immune effects & gains free 33% healing speed increase and unhooking speed. Nobody uses it.

    Thanotophobia was 5.5% per injure globally on entire team up to 22%. just got changed few weeks ago. unlikely for them ever put these type of effects in the game.