Idea for anti 3-gen mechanic + incentive for new hooks and split of these
So since the great perk overhaul from last year the gen kicking strategy has become the most common one to see even after the nerfs to Overcharge and COB and most of the games turn into a hit and run and kicking gens simulator and make the match the longer it can take until the server shuts down or the survivors just decide to give up (most common in solo Q since it's a strategy that can make people feel exhausted without any sort of communication and coordination + RNGs of the maps for gen spawns). I know there was said that there is an update coming regarding this strategy but I wanted to give my idea just in case it could help out in some way.
How about adding the mechanic of killers being able to kick gens up to 3 times by default, and it would refresh or stack on top once they get a hook? Make the regression from kicks bigger (even adding extra for fresh/first hooks to incentivise not tunneling out and/or camping, so it would be like a little POP base kit), but can't exceed a certain amount of kicks. It would be like vaults blocking for survivors after vaulting it 3 times, the gens would block for the killer only. It would have to be tested how to find the sweet spot in the numbers, but I think this could really solve the biggest complain right now of having +30 minutes matches were killers just play with themselves in a pre-set 3 gen since the beginning of the match + it would add the incentive to not tunnel as much, without the killer getting punished if he decides to do so, but they would lose the base kit incentive to go for fresh hooks (the extra regression from the first kick after the gen).
Numbers from the gen kicking perks could also be looked at, and Deja Vu's since the last buff it got was more like a band-aid fix to the infinite 3 genning games.
Thoughts?
Comments
-
bHVR has been working on such a feature the entire spring, any system is already decided that is for sure.
But incentive for new hooks is a good idea, its been suggested many times. But bHVR has not said anything on it asfar I know.
1 -
Yes I know that it's been said for months that they're working on it alongside the anti-camping one, but it might come after the later one. I hope maybe some of these ideas help to develop the update in case they're still in early development and/or testing their original idea, or maybe also consider something from what I suggested here!
0 -
All I want to say is that you guys, with all these basekit and anti- things, are just leading to another huge killers buffs that you won't endure.
3 gening was a problem while gen kick meta, now it's not. SM is a problem now, everything else has a fair counterplay if u r not first day in this game.
2 -
Not entirely true, having a system in the back that prevents 3gen playstyles from developing is a pretty good idea.
No need to constantly tinker with each Killer to make them sure they cant 3Gen, its a relief to bHVR and players.
and it this new system shows Killers being weak then they can be buffed accordingly, even tho bHVR is slooow at that.
2 -
It’s not only a SM issue, but it’s strongly tied to her. Other hit and run killers can get obnoxious to go up against and make the game unnecessarily long, for solo Q especially since the coordination and communication is almost non-existent and can’t be achieved. The root of the issue is the RNG of the gens and how they spawn on certain maps, and how these are designed, but they already said they are looking into it. Why not solve the problem from the source so history won’t repeat itself with future killers? My idea is a incentive for chases and interaction between both sides + also an incentive against tunneling and camping for more active gameplay that will progress the trial.
0 -
3-gen is also highly map issue....
There are maps where I really don't need SM to hold 3-gen against most teams. It's possible with many other killers.
1 -
3gening isnt an issue. The issue lies whit in those few killers that can do it way to effectievly.
1 -
3 gen needs to stay until maps are tonned down.
4 -
Then 3 genning it's the issue, because it will keep making future killers make the problem big again. It's easier to just solve the problem from its source.
0 -
Strongly disagree. Both are an issue and both need to be solved, but it's not a competition between both problems to see which is worse. Both need to be solved and addressed.
1 -
How about adding the mechanic where survivors can leave gens up to 3 times by default, and it refreshes if they get into a chase with a killer? That would stop survivors from excessively pre leaving generators, and excessively hiding, which is a major part of the 3 gen problem.
If the killer is going to be forced into interacting with survivors, then survivors should be forced into interacting with the killer.
3 -
Chases can't start if the killer decides to go AFK and not even move and if those survivors had no more stacks or however you want to call it to touch gens again from your idea, the game would be held hostage because the game would not be able to progress because of the impediment from survivors to touch the gens. Such a bad idea in my opinion, I am sorry.
1 -
Then make it reset on chases, or being within 4 meters of the killer. The specifics can be changed, as long as the general concept of “survivors also get punished for refusing to interact with their opponents” is intact.
0 -
I believe this would push more people to run “””””bully””””” builds since they’ll have to interact with the killer and will do it that way, and as much as I don’t mind them when I play killer, a lot of people will be whining. Still a bad idea imo.
0 -
Telling people that the 3 generator problem is 100% the fault of killers, and 100% of the solution should be a killer nerf, is really super wrong.
5 -
It's not a nerf, it's a change. That's why I commented on incentives for hooks, more regression by default on the kicks to make up for the restricted amount of times they can kick gens between hooks, etc. If you want to see it as a nerf, I think you're looking at it through the wrong glass. It's all about smoother gameplay.
0 -
Think of my suggestion as a change, and it's not a nerf. Think of it as smoother gameplay. It's encouraging survivors to interact with the killer, to make up for the restricted amount of times they can leave a generator between chases. If you see it as a nerf, then I think you're looking at it through the wrong glass.
2 -
Hes not wrong though, long matches are more often than not fault of the survivors for playing extremely safe.
As soon as survivors hear the TR they scramble into hiding or to the other side of the map, whats the killer supposed to do when he sees a progressed gen and no survivor? Just let it stay as is? Spend 5 minutes combing trough the desert in hopes of finding the immersed claudette?
I'd rather they shorten the maximum game time to 30 minutes or anything lower to discourage hyper safe survivor gameplay than punish killer for doing his job.
Post edited by EQWashu on1 -
Strongly disagree with you. Most long matches are pre-set by killers sitting down in one singular area where gens are holding hands and refuse to leave said area. My idea will only punish them since their buildl, usage of power and strategy relies on just sitting there and if anything hitting once with sloppy butcher, not the rest of killers.
0 -
you can disagree all you want, but you're still fundamentally wrong.
you're 4 survivors to 3 gens, if you stick to them instead of playing ultra safe you'll break the 3 gen very quickly.
The killers job is to prevent the survivors from escaping, regressing the gens is one way to acheive that, the killer cannot be in 3 places at once, chasing 4 survivors simultaneously, stop being afraid of the TR or being hooked and just stick the M1 on the gen.
0 -
I'm looking forward to a video of you doing that against the strongest 3gen RNGs currently in the game that happen more often that not, the suitable perks to hold it properly, and a SM that loves her space bar. Hope you post it soon so we can all watch it and learn from you! (In soloQ btw)
0 -
I think that 3 gen tactics are fair for those who take 3-4 boxes with tools in a match
1 -
Which most people don't and those who do it is just in case they have to face this kind of playstyle (and because they believe medkits are not worth it as much as they were before, and they'd rather just hump gens.) Repairs from toolboxes need to be tuned down, and so does the strategy of kicking gens 50 times in 2 minutes.
0