Please keep the unhooked protections at 15 seconds until the endgame

MoZo
MoZo Member Posts: 963

I understand 100% that 15 seconds of endurance in the endgame was way to good and allowed for escapes that realistically shouldn’t be happening. but during the early and mid game, the 15 seconds was perfectly fine. it allowed you to get to a safer area on the map if you’re getting hard tunneled off hook and helped tremendously with killers that tried to body block you until the basekit endurance ran out - especially in the basement. now with the 10 seconds coming back, we’re gonna have those same situations again where the killer can just body block you and count to 10 and unless you have DS or OTR, you’re getting put back on that hook you JUST got off of.

i know that Elusive will finally be apart of the unhook protections but even then, a 33% nerf to the duration with a slight compensation of Elusive doesn’t outway the tunnel potential that’s about to be brought back.

what are YOUR thoughts on the unhook protections being revered back to 10 seconds with the addition of Elusive?

Comments

  • 100PercentBPMain
    100PercentBPMain Member Posts: 4,053

    I was one of the few who used BT/Babysitter I had some real clutch moments but I've felt useless in that regard since basekit endurance is 15 I'm fine with endgame protection being nerfed

  • dangersmymidd1ename
    dangersmymidd1ename Member Posts: 296
    edited July 23

    10 seconds is more challenging for survivors, but still doable (but maybe not from basement). It also of course helps killers a lot because they can hook closer to the gate. With Elusive I think it will help the average survivor not get hard tunnelled, and the killer determined to tunnel will find them if they try a bit harder.

    Post edited by dangersmymidd1ename on
  • Rogue11
    Rogue11 Member Posts: 2,282

    Sprint Burst is suddenly a problem after 10 years but tunneling is not..

  • MoZo
    MoZo Member Posts: 963

    I hope you’re right. maybe i’m not giving Elusive enough credit as an anti-tunnel mechanism. time will tell if this will be a good decision or a mistake.

  • BruceCampbell
    BruceCampbell Member Posts: 55

    As far as I understood is 15s of BT PLUS Elusive (which is pretty damn ridiculous) and then just 10s of BT after the gens are done.
    Seriously. 15s of Elusive. I can deal with a killer tunneling me most of the time. Playing survivor is becoming more dumb with every patch to the point I barely have fun.

  • dangersmymidd1ename
    dangersmymidd1ename Member Posts: 296

    Yeah but the average survivor has a hard time, and it's too easy for killers to tunnel off hook. So at least this way they are more likely to go after the unhooker.

  • Rogue11
    Rogue11 Member Posts: 2,282

    Its been kind of wild seeing 6 second survivor queues even at 10pm. I guess they no longer care about the experience if they can just lean on play while you wait to make up for no one wanting to play survivor?

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 396

    The queues still being what they are means that ain't working.

  • coldflame
    coldflame Member Posts: 311

    surv players dig their own graves on this by consistently abusing every anti tunnel option that gets added, 15s+ elusive would be used hyperaggressively

  • sp1nu_
    sp1nu_ Member Posts: 64
    edited July 23

    My issue stems from them thinking Elusive will magically make the survivor go "Poof!". If a killer wants to tunnel, they will make sure they see the unhook and target them until they are dead. 10 second endurance timer is going to feel like we're going back to the stone-age… so brace for impact, lol.

    10 second timer in End Game would have been fine for me. I hate how much people overreact about the Elusive status effect. It's really not all that. It's one of those things that is only really decent against newer players compared to the likes of people who know what they're doing. 10 seconds of it too? Boy, oh boy.

    I'm excited for the perk shake up though.

  • BruceCampbell
    BruceCampbell Member Posts: 55
    edited July 23

    There's three issues:

    1-There are instances where the killer have to eliminate a surv ASAP and people bringing Hyperfocus+Stakeout more and more (which is a way of winning without skill or thinking involved) is making these instances happen much more.
    2-Survivors are becoming worse/dumb/less skilled with every patch. Sure solo q is bad, but it's because of the lack of info which is something that can be fixed. The amount of handheld is making them become bad and bad. I keep seeing my teammates doing the worst and/or dumb decisions time and time again because they are becoming worse.
    3-All these handheld in the hands of good survs make the game extremely broken. These are designed with bad survs in mind, not good ones.

  • Doctor_Xenomorph
    Doctor_Xenomorph Member Posts: 111

    ehh- timezones can factor in a lot. What 10pm is for some folks, for others its right when they get on. Plus - lets just be perfectly honest - a good portion of the playerbase plays this game past 3 AM.

  • ArcT
    ArcT Member, Alpha Surveyor Posts: 396

    Has there been a single update in the last three years to actually improve the survivor experience? Even abandon is meant more to mitigate toxic pissbabies and get the survivors back into queues faster because they're starved as #########. They just keep tweaking off-hook BT and nerfing the ######### out of anti-tunnel and anti-slug perks while killers shriek hysterically that those existing at all is oppressing them.

  • Brimp
    Brimp Member Posts: 3,801

    Game state changes and an already very powerful perk becomes too powerful. If we still had ruindying, old CoB overcharge sure. But the current state of killer and survivor perks, maps, basekit changes and pallet density is currently too much for a lot of killers to handle if the survivors have enough knowledge to hold M1 on gens when they see a teammate is being chased on the hud. All I really want is an earning condition because frankly running faster than the killer for 3 seconds is inherently very powerful even if it's usually once per chase (kill vigil).

  • Archangel2O
    Archangel2O Member Posts: 500

    Personally I think that the Anti-Camp and Anti-Tunnel mechanisms should be buffed around basement specifically. The Anti-Camp radius is too small to be effective in basement, and 10s of Elusive is useless coming out of basement when half of it is used to get out.

  • ChucksterMainin
    ChucksterMainin Member Posts: 141

    I honestly think they should just remove any kind of protection in End Game. It should be an All or Nothing Gamble and then maybe we can see more people running BT or other End Game perks that i rarely see these days

  • NeverSolus
    NeverSolus Member Posts: 364

    Then don't get hooked in the worst place in the game to get hooked? I mean no disrespect, but the off-hook protections should be less effective there. The basement is supposed to be scary, supposed to be a place to desperately want to not get hooked in.

  • Royval
    Royval Member Posts: 1,476

    I agree with you most of the community would not play the game 2020 downward. Survivor skill ceiling was so much higher.

  • Abbzy
    Abbzy Member Posts: 3,980
    edited July 23

    15 seconds of endurence were doable but Idk what sick mind let it be a thing once last gen is done, endgame shouldnt be so handholding and with 15 seconds of endurence plus haste made so escapes super easy it should be so it should have been 10 seconds in endgame.

  • Abbzy
    Abbzy Member Posts: 3,980

    Tbh seme endurence without a haste would be ok like 10 seconds so unhooked guy has more of a chance but 15 seconds with haste which totaly screwed 4,4 killers that cant catch up like spirit can or now blight was totaly overdone.

    Theres reason why dome very strong antihook perks like ds dont work at endgame but devs kinda forgeting many things.

  • Archangel2O
    Archangel2O Member Posts: 500

    Ah yes, when on a small map with basement smack in the middle and the killer uses the extremely popular agitation (sometimes specifically for basement) i just need to never go down in the middle 80% of the map! And even without that, of course! I forgot that it's the survivor's fault for getting hooked in a particular place because I forgot the survivor's choose where the killer hooks them! Especially when the survivor is solo queue and would have no way of knowing which location the basement is! Silly me, simple mistake

  • NeverSolus
    NeverSolus Member Posts: 364

    Reel in the sarcasm there, Archie. Agitation is common enough, sure, but so are Deliverance and Wicked if you want to nit-pick perk examples. Look I'm not trying to start a fight but if you are playing survivor and don't know where the basement is two minutes into a match then you're still asking for trouble. If you get dragged down from that far away due to agitation you're probably facing basement trapper in which case the elusive and endurance ain't gonna help you anyway. Heck, you should be glad they have agitation, they can't be running 4 slow downs if they have it.

    The basement is supposed to be a place you don't want to get hooked. That's why there are killer perks that make it even more dangerous. If you get dragged down there, that sucks, but that's the game. Some maps are more favorable to killer, some are more favorable to survivor, and that's by design.

    To re-iterate: The basement is supposed to be a bad place to get hooked. Why would they implement a basekit nerfing to it, when it's meant to be the worst place to get hooked? Your argument kind of proves the intention of the basement is being executed upon. It is supposed to be a worse place to get hooked. Implementing special rules to circumvent that would be circumventing the point of the basement.


  • Archangel2O
    Archangel2O Member Posts: 500

    Even with the changes I suggested it would still be a worse place to be hooked than normal, especially for the rescuer. Playing around the basement is so strong it can win you an entire game, especially against solo queue survivors. Agitation helps you get the player to the basement, but playing around the basement and camping the hell out of it can be done by any killer at any time even without it. Over time in a game, survivors will start running out of resources and at some point someone is going to have to take a chase somewhere in the vicinity of the basement. If they get downed, it doesn't even have to be that close and the killer can still make it. If you're saying everyone should just run Deliverance that would be a painful experience for killers, and that's like saying in old DBD if you don't want to get hit off hook you should all be running BT: it makes zero sense.

    As it is, the basekit mechanics are sometimes so weak they don't even work against certain killers. Bubba can still go straight through the unhook protections, Deathslinger can shoot you in the basement, break the chain through the wall to get rid of endurance, and then double tap you on the stairs. Now Jason can just teleport right on top of basement. The basement can be strong, but if killers are already able to practically sit on top of it with no fear of the Anti-Camp meter or the unhook protections that were added to combat that exact thing, why would we want Anti-Camp or Anti-Tunnel to be less effective in the basement?