Comments
-
but what about negative terror radius builds that break monitor abuse, or Myers. There's an awkwardness to teaching people this method because there's no good way to judge your own terror radius all the time. Plus if someone just brings you to the hook in a chase they stall hook too.
-
The Only inherent problem in this is that certain killers don't have to care about that range nearly as much as others (huntress/demigorgon vs trapper/pig)
-
The reason the hooks are the way they are is to speed up games anyways, my method would slow the game down slightly depending on how you tweak the percentage losses from hooks and the total time till death.
-
But I already kinda addressed it, and honestly the more I thought about it, if you would tie the bleed out timer to sacrifice timer and made adjustments to the total time the problem is more of playtesting to find the right amount of time.
-
Well im still playing around the specifics cause I'm trying to keep in mind both sides of the debate. It'd be a balance of how much percentage is lost for each hook, self-pull, deliverance, or other mechanic such as if we include combining the dying state to the sacrifice timer. That is to say I get why they have the…
-
Well in theory its simple. They have a meter mechanic, which is effectively a timer, so instead of skipping stages between hooks we could have a reduction to the meter (time till you die) instead of just switching phases (hanging > struggle > Dead)
-
Oh and let me follow up with, I'm not implying struggle state being removed either, just in case I made it sound like I did, it would actually give camaraderie viability to add (effective) meter back essentially.
-
It's actually a lot simpler to balance this out with hooks that no one suggests. Instead of doing the usual "rule of three", you could just change hooks to a meter burn mechanic so when someone gets ripped off for bloodpoints/grief/naivity instead of going to straight struggle it burns a percentage of the meter instead.…