Should there be a reward for killing someone on hook?
Since the anti camping update and this stupid Halloween event do you guys think there should be something for rewarding the killer for killing someone on hook.
I think that if someone dies on hook, then that area around the hook up to how many meters becomes a dead zone for the survivors. All windows and pallets in that area will become unusable for the remander of the match. It will be like the entity rewarding the killer for killing someone on its hook. Kinda like the early version of this game where once a gen gets complete that map starts to clear out and you used to see lines as the world is falling apart.
Literally the killer side is laughable right now cause of all the chances that the survivors get. Adrenaline, background player, balanced landing, boil over, boons, borrowed time on top of the new anti camping, breakout, corrective action, dead hard, decisive strike, desperate measures, guardian, friendly competition, head on, hope, left behind, lithe, made for this, mettle of man, no one left behind, overcome, overzealous, prove thyself, reassurance is now useless, saboteur, smash hit, sole survivor, soul guard, sprint burst, unbreakable, visionary, wake up, we'll make it, we're gonna live forever.
Now keep in mind there are 4 survivors that require 2-3 hit depending on how they build and need to be hooked 3 times, on top of that they can bring items that can help boost their perks. The killer is just one person with one built in unchangeable special ability and only 4 situational perks that can also be cleansed if they are a hex which glows for whatever reason.
I think BHVR should do something for the killers by either having the area around the hook that the player died on become a dead zone throughout the entire match and the killer DOES NOT NEED A PERK FOR THIS TO ACTIVATE IT SHOULD BE BASE GAME LIKE HOW THE ANTI CAMPING IS, or BHVR should make hex totems look dull as well to give the survivors a second adjective, cause with this anti face camp they can gen rush all they want and not have to make a choice at all anymore.
What's your guys' opinion about this.
Answers
-
Killing the survivor is the reward. Anything more would just encourage tunneling.
If anything, killers should be rewarded more for spreading hooks rather than getting someone out of the game straight away.
18 -
People still tunnel regardless of the reward, it's stupid that survivors get all these perks divided among 4 of them and most survivors take 3 hits now cause of these perks just to get them to dying. I think there should be something like when the game first came out that the map clears up as more gens get done and there are still 3-4 survivors. If there are 2 then the map won't clear up. I've played five games straight where the survivors took three hits cause of bs perks and only got 1 and barely two kills cause of the op jungle gyms coming back with their perks. I tried running an exhaustion/ anti gen build, but the perks that were decent were hexs that they just can cleanse. BHVR should look at why killers face camped in the first place instead of making a huge survivor buff. The reason why killers face camp originally is so the survivors can either make a choice of gen rushing or being altruistic, but now that they added the anti BS thing the survivors can just focus on gens without having to make game chsnging choices. At least make hex totems look dull so it punishes survivors for not cleansing. NOED was supposed to be like thst but ONCE AGAIN the survivors needed their hand held and now NOED shows it's ora cause survivors were either gen rushing and then being way too altruistic at the end and would never open the gates.
The killer has way more to do than survivor. You see 2 survivors working on a gen you chase them and kick it only to have another survivor just tap it and it instantly stops the regression. You get fed up on that happening so let's try running hex ruin. It goes for a minute or two but then a survivor sees that totem cause it flows and now you're back to kicking the gen that they can just tap to stop the regression. Okay let's try pop goes the weasel. You chase a survivor for maximum of a minute and a gen goes by without hooking him cause of all the survivor speed buff and 3 hit perks. You leave chase to find another survivor who then leads you towards a dead gen zone or a jungle gym that goes window pallet window in a square, you leave him at one hit or if you're lucky downed and then hooked to finally get pop, you come across two gens with the same progress and you have to make up your mind on which one to kick. Kick the one near the hook and you're "pRoXy CaMpInG" kick the other that is further and then the one by hook gets done. They unhook the person only for them to either have a borrowed time mechanic or be fully healed. You continue to do the same chase sequence and end the game with 1 person dead or none. Okay so you try jolt, it just does 8% regression damage max then slowly regresses. Pathetic.
There should be something, a skill check that pops up so survivors can't just tap and run.
0 -
If you don't feel like hooking is rewarded enough, then just slug em all.
0 -
The reward for killing someone on hook is that they're dead
11 -
you know, survivors have to want to play this game too.
6 -
.. the reward is that there's one less survivor in the game? A reward so powerful that it's precisely why tunneling is effective?
8 -
Are you just naming random perks? I don't think it is a good idea to make a part of the map useless with this hook feature...
Boilover really is not that strong, balanced landing did not get changed in years, so why is it problematic now? Boons are mostly not really strong, people barely even use them. Corrective Action is a horrible perk that nobody uses, why exactly is it a problem? Friendly competetion is god awfull, it saves you a maximum of like 6 seconds or so... This perk is complete garbage xD Head on also didn't get changed, maybe even at all, and it is probably the weakest exhaustion perk.. Left behind only activates when you already one, so where is the issue here? Sure we can debate about hatch being a stupid mechanic, but that perk is mostly useless... Lithe is the same for years now... I have not seen anybody use no one left behind in like ever, in more than 2500 hours... Sure its effect is ok, but it only activates when the gates are powered... Overzealous is not really the good, the additional speed it gives you is basically negated by the time it takes to cleanse a totem. Decisive strike gets barely used, because the 3 seconds is not really much, considering it starts ticking down before you can even move. Prove thyself saves you like 4.5 seconds on a gen or something ridiculously low like that... Smash hit is definitely on the weaker half of exhaustion perks. Souls survivor is similar to left behind whereas it does not help you at all in winning, only lets a single person escape through hatch, which is irrelevant anyway. Visionary is ok but nothing more. Soul guard is practically irrelevant because nobody uses hexes right now and the endurance effect is on other perks but better. Wake up saves you only a few seconds and might help in a gate standoff after hatch is closed but thats it... We will make it is really decent but barely anyone uses it. And we're gonna live forever is ok but same, nobody uses it...
I don't really see what is supposed to be problematic about all those perks? Sure a few of them are really strong, MFT is problematic for sure, but basically all the other ones are ok, the ones i mentioned before in particulary don't get used or are just bad perks/not as good as others... So I don't really see your point... What do all those perks even have in common?
Just don't facecamp someone and they still need to get the unhook, what's your problem exactly? Also yes secondary objective sounds great... Finally something else than holding m1 on a generator for 5 mins...
5 -
This. Healthy and non frustrating gameplay should be encouraged and rewarded heavily instead of things like tunneling.
7 -
As long as tunneling is in the game unpunished, no killers should not get regarded any further. Everyone keeps saying how “if you give the killers X or if you nerf the survivors Y it’ll stop tunneling.” When it’s been shown repeatedly that it doesn’t matter what you give killers, they’re gonna tunnel anyway because it’s a free, no skill, no effort way to win. All you’re doing is making it easier and easier for them to tunnel.
If they punish tunneling and make it ineffective and stop rewarding points, pips and ranking for it then I’d be all in to give killers other buffs and help.
1 -
The Killer is already winning when they start to actually kill Survivors. Why do you want even more reward at this point?
5