Power: Killer Incentive

NMCKE
NMCKE Member Posts: 8,243
Prologue

So, I made a thread a while ago that many players didn't like at all, and with the feedback I got from that thread, I made a different idea to reward killers for leaving the hook.

Keep in mind that values are subject to change later to fit the balance of the game! :)


Power

Hanging survivors gives you a sense of dominance, which fuels your ability to sacrifice survivors.


Power is a status effect that appears to the right side of your screen, and its highest tier is tier 3. The rate you gain power is dependent on your distance to the hook, namely, you get more power the further away you are from the hook.

Note: You can still get power while camping, but the amount you get is so minuscule that you minus well get no power at all from it.


You lose power when there are no survivors hooked, and each tier is lost in the course of 60 seconds. Therefore, if you was at power III, it will take you 180 seconds to lose all of your power.

Power progress is indicated by a circular meter around the status effect icon, just like Madness.


Power I

Generators you regress while at power I regress at 150% than the normal regression speed.

After power I regression stops, this generator causes survivors to suffer from Ruin Skill Checks for 60 seconds.


Power II

Generators you regress while at power II regress at 200% than the normal regression speed.

After power II regression stops, this generator causes survivors to suffer from Ruin Skill Checks for 90 seconds.


Power III

Generators you regress while at power III regress at 200% than the normal regression speed.

After power III regression stops, this generator causes survivors to suffer from Ruin Skill Checks for 120 seconds.


Epilogue

If this was to come into the game, the killer could benefit a lot more from this than they would from camping. You can regress generators faster, and hinder the survivors' ability to repair them afterwards. Hopefully, this is the thing that can help killers combat the current gen-blitzkrieg meta! :)

Comments

  • ArecBalrin
    ArecBalrin Member Posts: 636

    It would mean Pop Goes The Weasel would become excessively-strong, unless it was nerfed. That's the obvious bit.

    Ruin would lose marginal utility, but not enough to make up for the fact that overall it can be equipped to hinder gen progress until the first person gets hooked and from then on Ruin will practically be in effect all-game.

    How are survivors supposed to respond to this? They could rediscover the playstyles they've ignored for two and a half years, in order to not get in chases and not get hooked to begin with, but there is a perverse incentive to let anyone who is downed before the first gen is finished to die on the hook: they are feeders for the killer and can't carry their own dead-weight.

    I personally feel the devs bottled on implementing reasons for survivors to turn on each other and it's something they should have done more forcefully about a year ago. It would have been an important step in closing the gap between solo and SWF. Now though, there is more demand for survivors to be given means of co-operating. The only ones who will engage in mechanics that nudge them towards betraying others is 2-3 person SWF, when they single-out people not in their group.

  • NMCKE
    NMCKE Member Posts: 8,243

    Survivors can respond by not letting the hooked survivor stay hooked for too long, which is quite easy since the killer has to travel to a generator in order to get any use from this effect.

    You can also loop the killer or stealth it out until you know the killer doesn't have anymore power. Tap regressing generators to start the Ruin part, so you don't have to deal with it later. Of course numbers can be tweaked, but you should get the basic idea! :)

  • ArecBalrin
    ArecBalrin Member Posts: 636

    Okay, now I'm getting it but my concerns have become worse. This starts to resemble features that are coercive towards killers and which many killers resent, such as the changes to DS which is said to be 'anti-tunnelling' but is really 'anti-killer-doing-their-job-effectively'.

    The killer is still left with the catch-22 decision to stay or leave a hook as is currently, except now the choice they are left with is to either chase the first survivor they see or start a generator regressing. They risk losing one or the other by picking either.

  • Awakey
    Awakey Member Posts: 3,145

    I like it, however PGTW would need to be adjusted to compensate.

  • undeadmauler
    undeadmauler Member Posts: 78

    Another reward for not camping thread even tho camping is a viable strategy and is countered by doing gens or bt or dstirke how strange

  • DocOctober
    DocOctober Member Posts: 2,230

    Sounds like Bloodlust with extra steps, but interesting.

  • NMCKE
    NMCKE Member Posts: 8,243

    I would rather get rewarded for not camping, then to get punished for camping - At least that's what most if the community thinks is the best choice.

  • undeadmauler
    undeadmauler Member Posts: 78

    That makes no sense. You get rewarded already by map pressure and control of the game if you camp you only get rewarded when people are too altruistic. You're suggestions are just handholding for bad plays

  • ArecBalrin
    ArecBalrin Member Posts: 636

    This makes it sound worse. Bloodlust needs removing from the game so the devs can't use it to pretend they addressed pallet-looping.

  • NMCKE
    NMCKE Member Posts: 8,243

    Actually it's rewarding killers for good plays, which encourages them to go out for some new blood! :)


    Camping is annoying, but necessary in the game. We want to reduce as much camping as possible while still giving killers the option to camp when the situation is right (I.E. Exit Gates Opened, Survivors Near Hook)

  • undeadmauler
    undeadmauler Member Posts: 78

    This change is literally a win/lose. Killers will get a massive buff and survivors who will already be pressured to save and will get nerfed and forced into a loss with just one hook. Itll make ruin obselite and it's just another huge power curve for no reason other than people arnt using the counterplays given to them. You just want more free strength with 0 downsides.

  • NMCKE
    NMCKE Member Posts: 8,243

    Actually, Bloodlust is a compensation mechanic for killers who happen to get bad map RNG. It's not supposed to stop looping, it's supposed to stop any nonsense survivors can do when they hit the map lottery (I.E. Lumpkin Lane)

  • NMCKE
    NMCKE Member Posts: 8,243

    If the killer wants that power, they will need to distance themselves from the hooked survivor, and even then, they won't always have this amount of power. They will lose it over time when there is no survivors hooked. Also, the downsides are rather small, you can tap the generator and power through Ruin like most survivors do nowadays.

  • undeadmauler
    undeadmauler Member Posts: 78

    You're not seeing the point, this would be a huge power curve for no trade off. You camp cool free kill, dont camp cool free perk slots. There is no trade off for the play you're just getting rewarded either way.

  • undeadmauler
    undeadmauler Member Posts: 78

    The fact killers already gain pressure and map control from one hook is the reward for not camping. You gain more pressure and snowball this is literally an easier step to snowballing

  • NMCKE
    NMCKE Member Posts: 8,243

    Not really, I can get many hooks and downs just to be gen-blitzkrieg'd because survivors are that efficient with generators. Overall, it's not as bad as you think, we don't even know how it could play out yet. Maybe it needs a nerf? Maybe it needs a buff? Maybe it's perfect? We don't know for sure yet.

  • undeadmauler
    undeadmauler Member Posts: 78

    Or maybe you didnt apply pressure right and they powered through gens cause you were making small misplays that added up, giving another snowball power buff is just lazy imagine if you said the same thing for survivors giving them free power for doing their objective. The community would turn on its head.

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    I would assume that PGTW would still simply take off the 25% but the normal regression afterwards would be the part that gets the "Power" effect added to it.

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600

    I once suggested this when I was new too. And part of me still thinks it's a good idea.

    But as always, it got shot down as a viable counter to camping already exists.

  • NMCKE
    NMCKE Member Posts: 8,243

    I'm not saying you aren't allowed to camp, there's a time and place for camping. However, I feel like you should get rewarded for knowing when NOT to camp.

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600

    I'm going to go ahead and repeat something I've said before in another one of your threads

    Part of your problem is like many new players, you want to punish bad(or in this case, encourage) play by codifying something that does nothing to discourage the bad play from the survivors.

    Frankly, I don't think enough is done to discourage hook farming. Why is it 1000 points for the unhook and 500 for the safe unhook, shouldn't that be the other way around?

    I think we should be doing more to encourage survivors to be smart with their unhooks.

  • Maelstrom10
    Maelstrom10 Member Posts: 1,922

    Generator regression effect? A+ idea.

    Ruin effect on top of that? Idm that but the fact that it would last for a possible 120s is too much. Expecially in a 3 gen/4 gen situation.

    My solution? Tie it to the power level, on any tapped gen, and have unhooked survivors directly decrease power level meaning if all survivors become unhooked the killer loses power completely. Possibly instead of ruin have it be a lullaby effect instead if you were to go with the 120s independent of the killer.

    Also pairs with pgtw excessively well. That being said it's not a bad idea. I just feel that 120s of garunteed ruin, and increased regression ontop of the possible regression from pgtw would be insanely overpowered in any form of 3 gen strat and even make long distance 3 gen strats possible. An overcharge style effect could also solve this where power gives an overcharge skillcheck for every survivor hooked in the last ex amount of time (ie if the killer hooks 3 people you get 3 overcharge skillchecks on a tapped gen even if one or more of those survivors are unhooked)

  • NMCKE
    NMCKE Member Posts: 8,243

    Actually the game can tell why you're camping because it doesn't punish you when there are survivors near the hook. The other reasons why you would camp isn't really a valid reason, but hey, suit yourself. 🤷‍♂️


    Also, why do you keep assuming I hate camping? I camp as well, but I only do it only when it benefits me as the killer. Yes, even as a Nurse main, I will camp if you give me enough of a reason to camp (I.E. Survivors Near The Hook, Gates Opened, and so on).

  • Damarus
    Damarus Member Posts: 600
    edited August 2019

    It could work quite well, as long as survivors get a similar effect to give them the chance of being hit more than just twice after having been tunneled and a long immunity for having been camped. Of course, as others have already mentioned, PGTW would be too much with it. And I find the Ruin + gen regression combo to be a bit over the top. I think the max gen regression rate should be 150%, not 200%. Maybe something like 115/125/150.

  • Divinitye9
    Divinitye9 Member Posts: 392

    The flip side is that survivors will immediately get a buff called Survivor Incentive.

    Teabagging and flashlight clicking has a 50/75/100% chance to remove all killer blood points and cause them to uninstall their games.

  • Madjura
    Madjura Member Posts: 2,454
    edited August 2019

    So the best thing the Devs can do for camping is...nothing. It already punishes itself by allow 3 Survivors to nearly open the Exit Gates in the time it takes to hook camp 1 Survivor.

    The best thing they can do is to rework the awful rank system and add rank rewards, among other things. Camping gets you less pips, if there was an actual reason to care about rank then people would naturally camp less

  • Horus
    Horus Member Posts: 850

    Heck no bloodlust is needed to stop survs from using near infinites loops and besides blood lust is situational at best thanks to chases getting broken every 10 seconds

  • ArecBalrin
    ArecBalrin Member Posts: 636

    Well this is new. When it was introduced, the dev-stream was talking about it helping pallet-looping, but the devs didn't know what pallet-looping was. Despite killers feedback making this very clear, they actually kept nerfing Bloodlust during its PTB for being 'too strong against pallet-looping'. Again, their 'pallet-looping' and actual pallet-looping were two different things.

  • ArecBalrin
    ArecBalrin Member Posts: 636

    It doesn't do a thing against infinites or the 'pallet-loops' it was supposedly meant for. The flaws in it were also obvious during its PTB, but weren't fixed because it was never meant to have any real effect on the game beyond the devs being seen to be doing something.

  • Horus
    Horus Member Posts: 850
  • Tru3Lemon
    Tru3Lemon Member Posts: 1,358

    I kinda like the idea but what if this idea be ruin since ruin its kinda useless cuz survivor can hit the skillchecks

  • CoffengMin
    CoffengMin Member Posts: 862

    i dont like it tbh i really dont need the killer to have built in ruin

  • NMCKE
    NMCKE Member Posts: 8,243

    Originally, I had the generator become harder to repair by slowing down your repair speed for 60/90/120 seconds. However, we all know how boring it is to M1 a generator forever. Therefore, if you can hit greats, the Ruin effect won't keep you at that generator any longer than normal.

  • NMCKE
    NMCKE Member Posts: 8,243

    You know survivors don't have to get off of generators when someone is hooked, they can keep repairing the generator until the hooked survivor is about to progress to the next phase. Also, this doesn't make snowball potential any better because you have to go to a generator in order to get these effects - it doesn't help you take down more survivors.

  • undeadmauler
    undeadmauler Member Posts: 78

    No it totally doesnt give you more snow ball at all by making it so you have built in PTGW and ruin /s. Dude you're idea is quite literally "give killers 2 free perk slots for doing nothing"

  • fcc2014
    fcc2014 Member Posts: 4,388

    @NMCKE This feels like more carrot and stick for killers not to camp. While i don't like or agree with camping it is a game mechanic and viable strategy in some scenarios.

    If BHVR wanted to remove camping completely they could but it doesn't appear to be a priority.

  • NMCKE
    NMCKE Member Posts: 8,243

    Maybe it does sound a little crazy I'll admit, but it's for the health of the game. I mean, look, you see many people get turned off by many things in this game such as gen-rush, tunneling, camping, insta-heals, and so on; I can list many more things if you want me to.


    Sure, my idea isn't perfect, nothing is perfect, but I feel like this would make the game more enjoyable. Survivors and killers have their own problems, I feel like it would in our best interest to make both sides enjoyable. Survivors don't want to get camped a lot, which is understandable because it does prevent you from doing anything. However, at the end of the day, we should be encouraging the killer to go out there and find some new blood, ya know?


    I also understand there are times where you're supposed to camp, that's fine. My idea is supposed to stop unnecessary camping, and encourage a more interactive game. :)


    The idea can always be changed later to fit the balance of the game. Since you do seem to have a problem with my idea, which is completely fine, do you have any suggestions to make it better? I can't do anything with, "Bad idea, bad thread" ya know?

  • martin27
    martin27 Member Posts: 696

    This doesn't address the survivor problem of farming, not equipping the right perks or blindly running in which has made camping so profitable. That is where the focus should be.

  • undeadmauler
    undeadmauler Member Posts: 78

    Personally as I survivor I wouldn't enjoy being punished even further for a rando getting hooked. It would feel like I'm being punished for literally 0 reason all because the power role did their job so I have to deal with extra bs rather than just already given map pressure and having to save them. This change would be 100% unfair and unjust. Maybe give the killer haste for a few seconds after leaving a hooked survivor within a certain period of time