A Solution for Tunneling
Instead of each survivor having 2 hook states and then a third hook to kill htem. Survivors instead have 3 shared "team hook states" and then after those are gone each survivor gets 1 personal hook state, then the following hook state will kill them.
Right now, if you tunnel one survivor, you can get a kill in 3 hook states at which point you have basically won if the other 3 survivors didn't blow through gens in that time. Under my proposed system the first 3 hooks of the match are totally indiscriminate of the actual individual your are hooking and you can only gain value from "tunnelling" someone AFTER the first 3 hook states of the match. This means the fastest possible kill is now 5 hooks instead of 3, and it does not require you to chase only 1 individual to achieve
But on the flip side of that, the survivor team gets 1 less combined hook state over all in this system. In the current system. You can hook every survivor twice, getting a total 8 hooks, without getting ANY kills. This will often give the survivors enough time to win the game easily if they are even remotely taking the game seriously. In this new system one less hook state means you are always getting at least your first kill at your 8th hook state. If the 7th hook state didn't kill anyone, it means everyone is on death hook. The 6th hook state will either kill someone or leave it so their team with 3 people death hook. The 5th hook state will either kill someone or make it so 2 people on the team are on death hook. 4th hook state always puts an individual on death hook.
Under this system choosing to tunnel can be a game winning mid or late game decision, but at that point you have to deal with the usual things survivors do to avoid this like body blocking, DS, BT, and hiding.
However early game tunnelling is pretty much completly useless. The only reason you might want to do so is to exploit a weak link in the team.
Comments
No
No. I don’t want to automatically die later in a match on my second hook because other survivors managed to get hooked earlier on.
Not accounted for either is what happens if a survivor is left on hook until the struggle phase and/or what would normally be death. As those technically don’t count as hooks.
I would rather versions of BT and DS be made base kit before anything like this.
Being left on hook progresses hook states, failed kobe eats your personal hook state not team hook states.
So if the killer tries to camp you to death on first hook, they are going to be sitting at your hook for 4 minutes, as the initial hook of couse consumes a hook state and you lose another hook state every minute after that.
No, built in Borrowed Time, what the developers have been discussing, is the way to go. Right now, it feels like you have to run Borrowed Time or the second a killer decides to face-camp you or tunnel-you-from-hook-till dead, you lose. There's no counter play to either of those strategies without first owning the perk, then equiping the perk. (Or Decisive Strike)