6.6 percent per gen remaining max to 33% per survivor,
2.2 per hook state
No hooks: 6.6% increase per remaining generator.
1 hook: 4.4% increase per remaining generator.
2 hooks: 2.2% increase per remaining generator.
If they DC between their second and death hook, assume it's a rage-quit, but they've been around in the game long enough, no buff.
Not hard for a system to track basic numbers.
It's harder than you think and you need to keep in mind that you're also placing a very dangerous balance breaker in the hands of players who aren't always playing fair.
The game(and no game) can distinguish between baby rage and bad net.This has been stated multiple times by staff on the forums and so now you have a situation where you're A) Giving out passive buffs with little input to the side receiving them. B) Have the potential to be either absolutely useless or absolute balance breaking. C) Incentivizing people to strategize around DCing which we are trying to get folks to stop doing.
Both killers and survivors have a history of exploiting mechanics in unhealthy ways, but survivors have the unique distinction of finding the most interesting ways to exploit the game by simply deciding not to play.
As for the full sacrifice idea. That's something that the devs mentioned in a stream way back. They said something about hookable husks that would let killers get full credit for people who DC, but that like many features never materialized and exists in the nebulous zone of maybe one day they'll finally make it happen.
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Comments
And if people dc just before they are about to die, rest of the team gets a buff for no reason whatsoever.
Then we'll complicate the math, eh?
5 gens, 3 hook states
6.6 percent per gen remaining max to 33% per survivor,
2.2 per hook state
No hooks: 6.6% increase per remaining generator.
1 hook: 4.4% increase per remaining generator.
2 hooks: 2.2% increase per remaining generator.
If they DC between their second and death hook, assume it's a rage-quit, but they've been around in the game long enough, no buff.
Not hard for a system to track basic numbers.
It's harder than you think and you need to keep in mind that you're also placing a very dangerous balance breaker in the hands of players who aren't always playing fair.
The game(and no game) can distinguish between baby rage and bad net.This has been stated multiple times by staff on the forums and so now you have a situation where you're A) Giving out passive buffs with little input to the side receiving them. B) Have the potential to be either absolutely useless or absolute balance breaking. C) Incentivizing people to strategize around DCing which we are trying to get folks to stop doing.
Both killers and survivors have a history of exploiting mechanics in unhealthy ways, but survivors have the unique distinction of finding the most interesting ways to exploit the game by simply deciding not to play.
As for the full sacrifice idea. That's something that the devs mentioned in a stream way back. They said something about hookable husks that would let killers get full credit for people who DC, but that like many features never materialized and exists in the nebulous zone of maybe one day they'll finally make it happen.