What if you couldn't hook a survivor until about 45% bleedout?
Maybe not by default but a perk/add-on maybe? This would give survivors a better chance early game.
Comments
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You want the killer to have to slug every survivor on the ground for over 2 minutes before they can be hooked. You're just going to create a meta of killers running slugging builds and that's not going to be very fun for anyone.
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It's just a thought, maybe it could be a survivor perk and it only effects those who equip it
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Just no.
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Or maybe a boon totem effect so it only works when you're in range
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That's how you end up with every game turning into a four man slugfest. It wouldn't give you any better of a chance, it would just turn you into crawling bait the killer uses to down everyone else early. Or people just decide to let you bleed all the way out and keep in mind that bleedout isn't a fast process. It's like 4 mins so to get down to 45% that's almost 3mins where the killer can't pick you up and hook you.
So, it isn't really helping you, but it is just hurting the killer because downing people early turns into a waiting game.
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I've never seen an idea crafted so perfectly to make nearly every killer bleed you out just out of spite.
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Survivors are already at their strongest in the early game. The killer gets stronger as the game goes on, not the other way around.
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At that point might as well run Knock Out and Terminus every match. Bad idea.
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Reading all these comments, guys act like you can't be healed in dying state... Or that all survivors run the same perks. I even said what if it was a boon totem then it wouldn't be abused but no one here sees that. But yeah, you guys get all the likes even when you got it wrong. Wow.
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Sorry but its just not a healthy idea. This is a HUGE effect, because suddenly if you pair this with Exponential, or other dying-state perks, and suddenly you are banned from hooking. This will lead to killers always bringing Totem-Stompem perk every match on the offchance of this diabolical combo.
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The idea sucks. In any form. Period. For the reasons everyone has already said.
If you're going to whine when nobody likes your ideas and gives you feedback as to why, then stop posting them, as you obviously can't handle constructive criticism without taking it personally.
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I'm sorry that no one likes your idea but there's a very good reason people don't like your idea. It's just...not a very good idea. You swung and missed, no shame in that but lashing out at everyone else for not understanding your "great" idea is not the way.
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Really? You guys going to play that card?
Yeah, my bad for thinking we could have a discussion instead of a flame war. Where's the block button
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Really bad idea.
As others have said, Killer is the weakest in the early game and becomes stronger during the game, because the Killer is able to build up pressure by forcing Survivors into altruistic actions. This is why the first Gen(s) are usually the fastest and the last Gen is probably slower than the 4 Gens before it.
So making the Killer weaker in the early game does not really make sense.
Furthermore, it would be very boring for the Survivor. I dont want to lie around for almost 2 minutes before I get picked up. And I want to unhook people, because this grants way more BPs than healing someone from the ground.
And last but not least - many Perks which can be useful in the early game will be useless. E.g. every Hook-Perk or Perks like Thrilling Tremors. Healthy Perks. E.g. my Billy-Build includes BBQ and Lethal Pursuer, when I cannot hook the Survivor, both Perks are pointless.
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While some people might be over the top in their criticism, it is a bad idea.
Problems:
Survivor runs it, so killer leaves and goes to another survivor. If the killer downs that survivor and they also have the same perk, killer goes looking for another survivor. Sure, maybe someone comes to heal you, but you create a high chance that the killer just ends up with multiple survivors slugged.
On the other hand, let's say the team is good enough loopers that no one is getting downed before that first survivor is up. This creates a massive slowdown for the killer with every survivor basically getting a 4th hook state.
Third problem is that it is just what flashlight bully squads would want, they now have more time to get in position for flashlight saves/sabos.
Fourth problem is how it would work with perks like unbreakable/no mither.
Fifth problem is whether it works against cage of atonement/wesker's charge grab.
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Early game is important for both side. 1sec of chase is 3sec of Gen for Killers. But if a survivor down early and Killer decides to tunnel/camp, its a lost for Survivors.
Thing is early game Survivors have better advantage. Pallet, items, 4 players.
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If you don't want to lay around for 2 minutes you wouldn't equip the perk.
You would only be unable to hook the survivor who has this perk, you could hook another survivor instead.
Regarding your first point, it's a matter of opinion that killers are weakest early game. I see many times where killers slug before 1 gen is done regardless, so this hypothetical perk would not stop that anyway.
If it's a totem, it could be snuffed or there could be a different condition for it to enable/disable.
There are so many factors about this that everyone seems to ignore, probably because they are killer/survivor sided. I play both equally so I have no agenda here. I just notice that a survivor can be hooked within the first minute sometimes and nobody saves them. And when I play killer, I don't like hooking a survivor within the first minute, I usually leave one on the ground and pressure a gen. But it seems like some players are sweaty for the hooks and the bleed out mechanic doesn't even come into play.
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"I just notice that a Survivor can be hooked and nobody saves them".
That's on the team and nothing to do with the Killer unless it's a face camper. There have been so many times I have been on the hook and my "team" are either crouch walking in the middle of nowhere or just doing nothing while another teammate is being chased by the Killer.
There is no way to spin that would make this perk idea a good idea.
This perk would make the survivor a bully god. They would body block the Killer knowing until they reach the set point they can't get hooked.
As Survivor it will be a Perk like No Mither....no one will WANT to help a person with it because it's just a sabotage to the team.
Bleedout also was never to be used past a way to prevent the Killer from holding the Survivors hostage.
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Why though ?
If anything, early game is when killers need a little bit of help. There's 3 survivors on gen (hopefully) when the rest of the game there will be only 1 or 2 at a time.
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It's not a matter of opinion. It's just a fact. The killer has no hooks, downs or any kind of pressure yet. There are 7 gens and survivors can work on any they want to. He can't keep track of all of them like he can when there is only 1 or 2 left. By late game he can monitor his gens. He should have someone on death hook. People injured, out of position. Also less resources on the map.
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This would give survivors a better chance early game.
- What about all the pallets you have in the beginning? Isnt that enough for you?
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It really seems that this discussion has attracted nothing but killer mains who don't want their game made harder for them.
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Sorry but your idea is just bad and throwing a tantrum at people for saying so isn't going to change that.
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A tantrum. Funny. It's not a bad idea at all and I don't need validation to know that. I also know some other things but I'll keep that to myself.
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Both killers and survivors would hate this. This appeals to nobody.
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Out of curiosity, what would this solve? It delays the first hook, but a slugged survivor still needs to be picked up and can be camped. As a survivor main, I dont want the pace of the match to be a train wreck of mandatory slugging.
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2 votes up for posting opinion with no facts. Well done.
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I'm not sure if you're asking me a genuine question or if it's rhetorical, but I'll give you the benefit of the doubt. The idea was to solve the problem of sweaty killers hooking a survivor(s) instantly at the start of a match. I thought that was obvious? As I already stated, it could be a boon totem that you need to be in its range... There's so many different angles you could look at this but everyone seems to think it must result in what you say mandatory sluggings etc, think out of the box. It was an idea, that can be extrapolated not just shut down and taken to the extreme.45% was just a number I threw out there, it could be 60 or whatever. All you negative Nancy's don't bring anything constructive to the discussion and that is really what is sad.
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Hooking survivors is the killer's main way to push their objective forward. I'm not sure why you deem this an issue.
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The discussion isn't about me. Leave me out of this. It is an issue. Like I said previously, if a grippy killer insists on instantly carrying every survivor to hooks and nobody is saboing or saving for example, bleed out mechanic doesn't come into play in that scenario. Please do not expect me to reply to the same questions repeatedly just because you don't have the will or capacity to read posts or even (god forbid) see another viewpoint other than popular opinions.
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You are the only offering a suggestion based on a problem you perceive. No one else has agreed with this being a problem.
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Fact 1. No one enjoys being slugged, especially for a prolonged period of time.
Fact 2. Being alive longer doesn't equal having fun in the game, if it did people would just tap gens and hide in lockers in basement. Maybe it technically leaves you alive longer as a survivor but people already intentionally die or DC if they get hurt early. Waiting for the bleed timer, then to be hooked, then to be saved would take longer than eating the DC penalty.
Fact 3. This goes directly against killers goal of hooking survivors.
Fact 4. This would encourage more slugging focused gameplay which no one wants. That's a big reason twins aren't popular to most people on either side.
Fact 5. Final survivor would just be left bleeding out until 45%.
Sorry, but this is all around a bad idea and no one wants this. Who would run a perk that forces the killer to slug them for a long time?
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This is YOUR opinion. How can you speak for everyone when you say noone wants this. You keep ignoring the boon totem and changing % idea in your hypothesis therefore it's very obvious you just like shutting things down and telling people their ideas suck.
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Well it seems like no one else agrees. If you aren't open to what others have to say on here it probably wasn't worth posting the idea. Anyways, see ya around
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