My slution to camping and hook rushes

Whenever a surivor is hooked there is a 20s window where the survivor has the camrardery effect and can not be saved there will be entitey blockers around them on the ground

Then added camrardery to allow saveing before that 20s window and extended the timer like normal if the killer is close to the hook

These changes will punish campers give more value out of perks like make your choice and devour

While denying hook rushes

Thoughts

Comments

  • Sometimes immediately unhooking before the killer reacts is the best strategy to rescue without trading. It probably doesnt work well against a killer who knows this and with a good team i dont need it, but in solo que its sometimes the one chance i have.

  • I feel like there'd be a few problems. For starters, it essentially extends survivors hookstates by 40 seconds, and only compensates the killer by... letting survivors continue to work on gens, instead of pulling them off gens to go for the save. That means if you've got a gen at 25% (20 seconds), you can easily finish the generator, then go for the save (40 seconds + assuming you're 90 meters away, 22 seconds to get there. They'd still have roughly 18 seconds left on their hookstate). Survivors would be more efficient, and are more heavily rewarded by this than killers are.

    It's an interesting idea, though.

  • @onemind said:

    Whenever a surivor is hooked there is a 20s window where the survivor has the camrardery effect and can not be saved there will be entitey blockers around them on the ground

    Then added camrardery to allow saveing before that 20s window and extended the timer like normal if the killer is close to the hook

    These changes will punish campers give more value out of perks like make your choice and devour

    While denying hook rushes

    Thoughts

    Yes I like this

  • @KingFrost said:

    I feel like there'd be a few problems. For starters, it essentially extends survivors hookstates by 40 seconds, and only compensates the killer by... letting survivors continue to work on gens, instead of pulling them off gens to go for the save. That means if you've got a gen at 25% (20 seconds), you can easily finish the generator, then go for the save (40 seconds + assuming you're 90 meters away, 22 seconds to get there. They'd still have roughly 18 seconds left on their hookstate). Survivors would be more efficient, and are more heavily rewarded by this than killers are.

    It's an interesting idea, though.

    Counter point tho you hook one and find another now there is one surivor on a gen and the surivor cant be saved instantly with a trade. Forcing another to get the save and if they are solo they both might get off the gen

    Now if you have ruin that is 2 or all gens with regression on it

  • A real solution is to increase gen times and make the entity transport the survivor somewhere random when put on a hook.

    This is actual work so will never happen.

  • I don’t agree with this.

    Sometimes hook rushing is a strategy against killers whom you have already established that they like to camp. Especially those with an Insta down.

    Example: Survivor gets hooked, you can sneak behind the killer and as their back is turned you unhook with BT.

    With your proposed change that would no longer work and would instead give the killer more control over when unhooks happen.

  • No, because neither is a problem.

    'Hook rushing' is a misplay, and people should be punished for bad plays. Not have the game hold their hand & prevent it. (Which, if you think about it, is a Killer nerf; the Survivors can no longer mess up with a hook rush, so the Killer gets less downs)

    'Camping' is a valid tactic to remove one Survivor from the game. Which is the Killer's goal. Why can no one understand that the KILLER'S goal is TO KILL YOU. Not to ask you if it's okay if he hooks you, but he will totally still let you go later.