Injured State Should Have a Action Penalty
Yes, you heard that correctly my fog travelers. I feel like injured state should have more of a punishment while not being so overwhelming to the survivor.
Injured survivors who have been hooked before will suffer a increased action penalty:
Number values are rounded to the nearest whole number!
Injured, Fresh Survivor
10% Action Penalty
Generator Repair Time with Penalty:
89 Seconds
Healing Time with Penalty:
18 Seconds
Injured, Been Hooked Once
15% Action Penalty
Generator Repair Time with Penalty:
94 Seconds
Healing Time with Penalty:
19 Seconds
Injured, Been Hooked Twice
20% Action Penalty
Generator Repair Time with Penalty:
100 Seconds
Healing Time with Penalty:
20 Seconds
This mechanic will encourage killers to NOT camp and tunnel since they now get rewarded for going after other survivors.
This now gives the survivor a incentive for staying injured but is now a risk and reward perk.
THIS IS NOT HAPPENING: You perform at your best when you are under extreme stress. When injured, great skill check success zones and good skill check success zones are increased by 30%. Everytime you're hooked, great skill check success zones and good skill check success zones are increased by 6/8/10%.
Same reasoning with Resilience, gives you a incentive for being injured but is now a risk and reward perk.
Injured State
Upon being injured, suffer a 10% action penalty to all actions until healed.Injured survivors who have been hooked before will suffer a increased action penalty:
Number values are rounded to the nearest whole number!
Injured, Fresh Survivor
10% Action Penalty
Generator Repair Time with Penalty:
89 Seconds
Healing Time with Penalty:
18 Seconds
Injured, Been Hooked Once
15% Action Penalty
Generator Repair Time with Penalty:
94 Seconds
Healing Time with Penalty:
19 Seconds
Injured, Been Hooked Twice
20% Action Penalty
Generator Repair Time with Penalty:
100 Seconds
Healing Time with Penalty:
20 Seconds
Compensation
Three survivors can now heal a single survivor simultaneously instead of only two survivors.This mechanic will encourage killers to NOT camp and tunnel since they now get rewarded for going after other survivors.
Perk Changes
RESILIENCE: You are are motivated in dire situations. When injured, grants immunity to injury penalties and increases your action speed for all actions by 6/9/12%.This now gives the survivor a incentive for staying injured but is now a risk and reward perk.
THIS IS NOT HAPPENING: You perform at your best when you are under extreme stress. When injured, great skill check success zones and good skill check success zones are increased by 30%. Everytime you're hooked, great skill check success zones and good skill check success zones are increased by 6/8/10%.
Same reasoning with Resilience, gives you a incentive for being injured but is now a risk and reward perk.
Comments
Oh ok , nothing interesting here.
My only question is how would this work with No Mither? Would the penalties be reduced or removed whenever you run the perk or would they stay where they are now?
This is actually a super neat idea.
And yeah, there's that healing penalty. It's not bad at all-
It only affects YOUR healing speed, same as YOUR gen speed, meaning when you heal others or use self care.
Not when others are healing you, unless they're injured too.
10/10 love this wish devs would do something like thiss
Come on.
Survivors have been hit with a pretty bad Self Heal nerf already, it'll add insult to injury to assume killers won't camp when the majority who do will continue ON TOP of another survivor nerf.
I'm for it, but what do we get in return for their nerf?
To play Devil's Advocate here, what benefit would this bring to the table? (Not trying to knock the idea or anything.)
For instance, wouldn't this just encourage survivors to run self-care more? And wouldn't survivors risking running around injured be beneficial to killers, making it easy to down them?
And on that line of thought, isn't it already pretty practical to injure people and force them to heal between all of the healing speed/mangling perks available?
While I can see the benefit of leaving a previously hooked survivor alive and going for another one (since their actions are slowed, and they are less effective), it would still end up being stronger to take them out of the game entirely, as that's basically like a 100% action speed penalty.
I'm all ears, but I do think that things should stay as simple as possible unless there's a very good reason to change them. There's already plenty of little details to be concerned with as a new player, and I feel like this change would be another layer of confusion on top of that.
Don't bother with this low quality bait.
>
My thoughts exactly.
Now, back on topic: @Peanits
I understand your valid points and you're completely right but my goal with this change is to give killers a reward for spreading the damage. Currently, it's more efficient to eliminate someone from the game as fast as possible (As you mentioned in your quote) rather than spreading the damage. If we could make spreading the damage more stronger for the killer, then we would see more fun games for both sides. As for learning the mechanic, new players would catch on pretty easily since "the closer you are to getting sacrificed, the more of a speed penalty you'll receive." This could be in the tip information and would make sense to understand since it's basically common sense. Overall, there's great arguments for both sides but I'd say, this is me being as fair as possible, this change is needed since the developers don't want to add a secondary objective in the game mode we have. If I recall correctly, they wanted to add secondary objectives to a different game mode in the far future. Knowing this, we will need reasonable alternatives in the current game mode to help out with the generators and fun aspect of the game, for both sides. Thank you for your reasoning and debate points, bravo!
Yes, but only if No Mither ignores these penalties.
But it woukd give the killer incentive to spread spread the love around, and give survivors a reason to use something other than SC/DS/AD/exhaustion perk.
Can we stop pretending ANY change to this game will "prevent people tunnelling and camping". You guys need to stop trying to pile buffs in where you can as a "benefit" for survivors.
As someone rightly said, there's someone literally camping if they get replies to threads (lets not pretend tht isn't how he's playing anyway). Since this "emblem penalty" killers suffer for being too close to the hook I've NEVER been camped so hard in my life in matches.
When survivors start to repair gens being injured just to pop adrenaline, I know its time to derank again
@Nickenzie Considering that being injured and hooked is in the physiology of the game for a survivor (as for the killer it is to chase and hook their victims), a progressive penalty would be tantamount to a death sentence.
I could look with benevolent critical spirit that the injury causes a 10% penalty on the actions of repair, sabotage, cleansing, searching (not on vaults or movement), but considering that being injured is almost inevitable and already produces bleeding and moans of pain, the compensations must be strong, since you force the survivors to use a perk for a basic mechanics:
RESILIENCE: Immunity to penalty and speed increase of 10/15/20%
NO MITHER: You start the game in good health, you cannot be cured if hurt, do not bleed, do not cry and the penalty is halved.
THIS IS NOT HAPPENING: You perform at your best when you are under extreme stress. When injured, great skill check success zones are increased by 100% and good skill check success zones are reduced by 33% (the total success zone should remain the same, but with a bigger great area and a smaller good one).
@Peanits Could it be a well balanced change, according to your point of view?
No. Learn to play.
This ^. Killers won't stop camping, unless they are harshly penalized.
As someone already said, being injured, leaving trails of blood, moaning in pain and having to heal are already penalties. Moreover, there is Thanatophobia, which already does what you are proposing.
I'm all for a way to encourage not tunnelling and camping and at the same time make games longer. However, I do not think making survivors hold M1 even longer should be the way though. A survivor game is already a M1 simulator with some chasing and rescuing as a sideplot. It gets really boring.
I'm going to take this one at a time....
1: They run self care more: Good, self care has a 50% heal penalty. If they are healing, they aren't doing generators. That means the game lasts longer then 4 minutes This is a VERY GOOD THING for killers.
2: Forcing them to heal: Yes, that's the point.
3: Tunneling: You don't always have a chance to tunnel, also, tunneling is complained about heavily by survivors. It's also silly to use this as a reason. "Hey we don't need to fix DS, you can just tunnel them"
" hey we don't need to fix tunneling, you can just tunnel... oh.."
4: As a new player, I thought being injured gave you a penalty. At first I thought it was to speed, cause that would make sense (but would be op) the OP's idea might have to heavy of numbers, but it makes sense. Many games have penalties for injury, so it's not a hard concept to wrap your brain around.
I do hope they stop taking points away from killers for survivors healing also. Seems silly to me. If I am making them heal, I'm buying myself time to hunt.
Big NO NO
I'd just prefer a speed penalty while injured, many wouldn't like more generator time. (And since they got the devs to cancel a proper Self Care nerf, their complaints would work.)
Or make the injured Survivor get slower if they run, decreasing the speed continuously if they keep running.
But they can regain their speed if they don't move.
Walk speed wouldn't lower or raise the movement speed.
This doesn't even make sense. There's plenty of things that could use nerfing in the game. But this is just pointless. If anything survivors should be benefited for staying injured and not healing. It's putting them at a disadvantage.
I'll try my best to tell you my reasoning and justification for this. Basically in the game in patch 2.3.3, it's more efficient to eliminate a survivor ASAP instead of spreading the damage. Since the killer is weak at spreading the damage, why not bring that up to par by these injured penalties? It's more fun to the survivor, the killer doesn't feel pressured to let a injured survivor go free, and it slightly helps out with the generator situation.
For the perk changes, survivors barely have any risk and reward perks such as Deliverance so why not have more of them? Once a survivor gets properly balanced, they will be desperate to increase their strength by using heavy risk and reward perks that can extremely benefit the killer more than the survivor.
What do you mean all action? Even vault and dropping pallet? If it means that its a big nono
Increase the generator time.. I think its a dumb idea, already right now you almost fall asleep doing those things (I watch YouTube while repairing) increase that would be way too boring
The compensation so now three people can heal isn't a compensation at all. Not even close, its just dumb since in the first place be spread out I the most optimal way and even if not you would be too rarely close together or know where others are. It just doesn't work
The perk buffs are kinda okay even if the numbers might be too high. Just a bad idea overall I think. Already stand behind a thing for more than a minute is boring, I'd rather have another obj than hold a button longer
You have to be hooked twice and be injured to suffer the 18 second healing penalty, if you're healthy, this won't affect you.
"What do you mean all action? Even vault and dropping pallet? If it means that its a big nono"
No, I would've said all interaction speed and action speed if so and it would contradict my thread if so.
"Increase the generator time.. I think its a dumb idea, already right now you almost fall asleep doing those things (I watch YouTube while repairing) increase that would be way too boring"
Again, the increased generator times only affect you if you are injured, not healthy. You will have to deal with it or we can use @Boss + @Well_Placed_HexTotem idea because when the developers read the Q&A about generator parts and gas cans... This is their response. "That's a interesting idea, what do you think?" "That would be great mechanic for a different game mode in the future!" So, they like the idea of a secondary objective but they don't wanna add it to the current game mode or else they would've said that in the Q&Q. My idea is alternative, yes it's not good but what else can we do if they don't wanna add secondary objectives?
"The compensation so now three people can heal isn't a compensation at all. Not even close, its just dumb since in the first place be spread out I the most optimal way and even if not you would be too rarely close together or know where others are. It just doesn't work"
You don't like the idea of three survivors being able to heal one survivor because it rarely happens? Who cares, it's just there just in case it happens, think if it as a QoL buff for survivors.
"The perk buffs are kinda okay even if the numbers might be too high. Just a bad idea overall I think. Already stand behind a thing for more than a minute is boring, I'd rather have another obj than hold a button longer"
The perk buffs gives survivors more of a risk and reward play style which we need more of since killers are getting stronger by the second. Your last sentence about a secondary objective is already answered in my third response to you, the developers aren't interested in adding them in this game mode but in a different future game mode.
If that got into the game, I would go full killer main.
Personally, i wouldn't mind if survivors got like a 10% or 15% decreased repair speed while injured. Would probably nice. However that's all I would change. No increased penalties for getting hooked, especially since finshing gens gets harder and harder the further the game progresses since there are less gens a killer has to protect. And definitely no healing speed decrease in my opinion. The healing speed increase we got last patch was already enough.
Personally i just want them to finally buff Thanatophobia. I want to use that perk so bad instead of Hex Ruin, since it actually rewards killers a bit for not tunneling and camping, but right now it just seems quite useless with it's extremely low values.
When they finally run into a 1k game with 5 gens done and 3 escapes, they may learn. But until people stop giving free points due to being overly altruistic, its gonna happen.
Stupid survivors cause stupid killers. Easy bait means easy work.