Survivors ablitily to take a multitude of hits

Now, I know there are going to be strong opinions both ways (hopefully) let's stay constructive and civil.
Should there be a maximum amount of times a survivor can be hit and healed?After which the broken status is applied.
There have been games where it's just not in the cards to chase and down a survivor. Like if they are trying to bait you away from a gen or a hooked team mate. I can usually get the initial hit in but then it's back to the gen to scare off who's working on it, usually landing the hit just to have them start the bait game. Mean while the other bloke has healed and is coming back with the same plan in mind.
Edit: example-If it takes 6 unhealed attacks to kill a survivor, assuming they only heal After being rescued, and say they became broken after the 10th hit, I don't think it would be that much extra pressure on them. And by the time you've taken 10 hits, the game is probably pretty close to over or some hard core tunneling is going down.
Comments
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No.
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No, just practice, you'll get better. Killer main here BTW
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Not being able to heal is just a death sentence against stealth killers.
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yeah......no
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Im going to also have to say no.
Theres perks in the game for killers to already slow down survivor healing. And tracking perks for the killers to find injured survivors (but a headset does just as well with hearing the grunts etc). Perks for killeds to regress gens that your trying tk keep survivors off of.
Some games arent going to go your way as a killer, but theres definitely already alot of tools that we have to deal with survivors healing specifically.
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No, i don't think that's a nice idea.
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They could make a perk for this, but it would have to be something high like 6/5/4 injuries, and tie it to a Hex totem.
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I don't see why. Healing already takes so long as it is
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That seems sensible. Like I said, I don't think it should be a low number, but I think there should be a cap to how many times you can heal to full health. Even if it was just a perk
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I think it'll lead to Survivors just not wanting to deal with that limit, so they'll genrush harder.
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This is one of those "Sounds good on paper" ideas.
I really think it wouldn't work in practice though
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If it takes 6 unhealed attacks to kill a survivor, assuming they only heal After being rescued, and say they became broken after the 10th hit, I don't think it would be that much extra pressure on them. And by the time you've taken 10 hits, the game is probably pretty close to over or some hard core tunneling is going down.
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I just think there should be a limit, nothing that would become a regular problem for most players. Just stopping the ability to infinitly reach full health. Like after the 10th hit or something.
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Hmm I see what you are saying... I suppose there is only so much guaze you can tape to yourself before you are falling apart.
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Oh you have a high limit in mind.
That didn't seem like it in the main post.
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That's my exact thought, like how many times can you just get bandaged up. It doesn't happen often but this aspect has been expolied in some of my games before.
Like if I get a solid 3 gen and am constantly chasing survivors off the gens and getting a quick hit in, but must break chase to keep the pressure on gens because they're on them like flies to poo.
They just run off and heal and come back to swap out. Chasing one down would certianly let the last gen fall as they are just baiting me away.
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Ya, nothing that would be exploitable by killers, just a cap. Anything that can be done infinitly can lead to exploitation
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You got a really good point there. Like what is the Killer supposed to do then?
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Exactly. It just gets silly. I'm not one to just give up but that's what I felt like doing, this same dance can happen at the gates too.
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The worst feeling for me is downing that first guy and 2-3 gens pop.
But yeah man, I understand exactly what you mean now.
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That is a by far more common and very deflating moment as well. That "well let's make the best of this then" feeling really takes the wind out of the sails. Some times they don't turn out to be the worst.
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People will tell you to "apply Pressure"... sure as Ghost Face on a corn map. I'll just slather that pressure all over.
I remember one that I kept playing (I never DC unless I see some bugs or insanity) as Ghost Face in that exact map. I did my best, but all the gens popped so fast I legit went and opened the Gate, went in and stalked around the little wall in there. They all seemed freaked out that a Ghostface was just staring at them, so they gave me time to stalk them all, then I just started swinging. I didn't manage to down them all, cause every Killer is a neat freak and I didn't run STBFL for once, but It was a uplifting moment at least.
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don't like this idea.
Could work as a perk but the existence of healing is a very important tool for both sides. Having it eventually run out would ripple effect into causing other aspects of the game to suffer, even if the mechanic doesn't come into play directly.
More to the point however it nerfs Survivor tools that aren't in need of a nerf, causing them to be even further reliant on the extremely strong tools they DO have leading to a meta even more stale than it already is.
Killers do need buffs, but this one isn't going to solve anything.
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Ah yes, thats one of my favorite responses. Sometimes the survivors just out pressure a stealth killer. I found that would happen with wraith, it's like no terror radius gives no one anything to be afraid of.
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I mean, you know who I main and I still can't get that pressure going some times.
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Well at least you explain yourself. I don't think that it would affect nearly enough people for it to pressure the meta or even really affect anyone's play style.
Not being sarcastic, but how many times do you get hit in a game, typically?
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No kidding, its a shame. Suck a good base for a killer, with such squandered potential.
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I really hope they give them more than just an add-on tweak and help Legion. You can be looped in FF.
A Trapper with 3 stacks of PWYF goes faster than Legion in FF.
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quite a few due to having an altruistic playstyle.
I usually get healed 3-5 times (and have a build which ensures this doesn't waste nearly as much time as it normally does) plus the 2 after each unhook.
So I'd estimate 8-11 total hits in a reasonable game. And of course on the extreme but less common ends it can be 0 if we get out super fast and the Killer just never chases me or something silly like 18 if the game drags on for awhile.
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That's pretty rough, no wonder they get such a bad rap. A rework along the lines of your 6 page outline would be a game changer.
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Well it looks like this would affect someone like you as a base game mechanic. A perk though could be a decent compromise.
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Oh yeah as a perk it's fine.
The idea of "I have trouble with this specific situation so I should make a build to make it easier" is distinct from "I have trouble with this specific situation so it should always be completely overhauled at all times no matter what".
That way by having this mechanic you are giving something up. Specifically a perk slot.
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That's not counting in the DS every time my power ends, the add-ons that want you to double tap someone to apply a condition for 60 seconds, the add-on that TREMENDOUSLY reduces the stun by 0.6 seconds, honestly all the add-ons are trash so lets move on, The "can get stunned out of FF even as you hit someone with it", the lack of being able to see scratch marks OR blood in FF, the fact if you m1 someone you lose 50% of your power... oh and if you miss once cause auto aim or something eat a stun and lose your power...
oh or the fact that Deep Wounds is a joke of a condition that is almost never threatening (you will get more "Game Over" score events then DW downs)
I am glad you like my thread though.
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No. If you stack too many cards against survivors, there will be less people who play survivor. Nobody wants that. Keep up the Chase and use perks to slow progress. Even at a high number, there are players who take on the role of being the distraction and this would hinder those who do. Maybe a hex perk could do it but there would have to be some reasonable perimeters.
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What would the perk look like then. If it, say becomes a hex perk, it would have to be a fair amount stronger then 10 hits.
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of course not. It'd probably be more like 3 hits and resetting on a hook
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Hex: heavy hitter
This perk requires 3 tokens to activate. Each successful strike landed gains a token and a hook/mori spends 3. While this perk is active, injured survivors suffer from the broken status effect until the tokens are spent or totem is cleansed
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Yeah sounds good.
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I'd run it and i HATE hexes.
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Im the same, call me crazy but I'll pretty much only ever run lulaby (if I am going to run a hex) as I love stressing out survivours. I rarely get the 5 for the full effect and sometimes not even one token before it falls.
I too would be willing to risk running something like this. I don't want it to be a hex perk but if it makes it fair enough to be accepted I would live with it
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Yeah, same. Hex i use the most is DH
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If probably use that one too, as I understand it's fairly powerful, but I haven't sunk time into the hag yet (if that is who it belongs to) to unlock it. I would eventually like to run an all hex build once I get them all unlocked
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I'd do ruin+DH+ Haunted ground+ lullaby (Or Thrill)
just for giggles
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Yes indeed for giggles. I'd try lulaby, Devour, thrill, and haunted with my Boi the demo and portal my totems. Looks like the hag is getting some play time cause that build sounds fairly fun.
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A bit of a buff to regression would be welcome for sure. And I do run tracking perks, one of my default builds is sloppy, blood hound, and predator as I've found that being able to track and stay on survivors helps my game a lot.
Also, I don't think that if a broken status was applied after 10 hits, it would allow the killer to capitalize on a defensive game, that would require 40 hits to apply it to a team, but this thought seems to be what majority of responders think so this is a compromise.
Hex: heavy hitter
This perk requires 3 tokens to activate. Each successful strike landed gains a token and a hook/mori spends 3. While this perk is active, injured survivors suffer from the broken status effect until the tokens are spent or totem is cleansed
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Terrible idea.
Remember when killers were complaining about healing, so they nerfed healing across the board.
Then survivors started genrushing. And killers are 1000% unhappier now than when survivors were just healing.
Be careful what you wish for.
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I wasn't a fan of the old healing and I like the nurfs it got. Sometimes the gen rush can get out of hand but I play towards it anyways, assuming most if not all the gens will get done, this doesn't bother me very much at all.
What does bother me however is a survivor being able to heal indefinitely, regardless of the amount of damage taken throughout the match. Heck, I'd even be happy if healing speed regressed with each health state healed or something along the lines or if there was a perk i could run to aid in this.
Long story short anything that could happen infinitly can be abused. How do you think this idea could turn into a "be careful what you wish for situation"? more DC's?
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I mean, don't be offended if i take everything you say with a grain of salt. You seem very heavily survivor biased.
Survivors were genrushing even before the healing "nerf" and healing with med kits just got buffed. This whole thread is a suggestion based on what he sees. Is it going in the game? Prolly not if we are gonna be real, but there's not reason to just come in here and say it's a terrible idea with no real reasons. Please, if you disagree, give more reasons. Maybe then I would even agree with you.
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Right, I expect people to not agree, and realistically I don't expect to see this actually to become a part of the game, unless people everywhere started demanding it be implemented, which would be awesome but highly unlikely.
I just enjoy this game and it's uniqueness with how it is 100% player driven and how to a degree the devs will check in to see what's hot and what's not. I like getting conversations going that have constructive dialog over issues or potential improvements.
Granted I play killer 95% of the time so most if not everything I have to say is from that side of the fence, but I am aware that a balance must be kept and give and take is involved. Like you said, if some well formed rebuttals were produced, I may even change my mind seeing as I'm relatively oblivious to the game to game dealing of survivors.
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