Basekit Unbreakable will most likely not impact matches too harshly.
I've seen people freaking out about this, but as an experienced killer main I can promise you this change isn't going to lead to a free win for survivors. You will have to play differently, that is true. But 45 seconds is a LOT of down-time and most of the time you aren't going to want to slug for that long.
This has only killed long term slugging for things such as a 4k. It only really removes the ability to drag the match out for longer than it has to be. Plus, mori's will actually be a base kit feature which is nice. I think a lot of people overlook the amount of pressure this puts on the survivors as well. If you aren't careful the match can end in literal seconds.
But you're also rarely going to be able to get a 4 man slug. Even with Oni. You probably can with Nurse but lets be real, it's Nurse.
If anything this punishes greed on BOTH sides. If the killer tries to go for the insta 4k, but ends up taking too long with the last survivor. Or the survivors get too greedy for lets say a gen, it has an impact. And I think this is good. It means you actually take a risk when slugging in certain scenarios that would be safe at the moment.
If anything, I don't think Unbreakable should allow you to pick yourself up in 22 seconds with unlimited use. Because slugging does have its purposes. Maybe it has diminishing returns with every pick up? Anyways, the main counter for this is going to be not to slug a bunch and be smart about when you do.
If you do slug to get another down, hurry up back to the first guy if you can and hook him. That's what you should be doing right now anyways. Slugging has always been a way to juggle survivors and really this update doesn't change that fundamental. It only allows survivors to put pressure on the killer to make a move.
You can say that currently the pressure survivors have in this situation is letting a team mate pick up the survivor, robbing the killer of a hook. But as I said 45 seconds of someone doing absolutely nothing is a huge time loss. They could leave the slug there to finish a gen, but then the killer can go to that gen and potentially down that person as well. Leading to another slug or hook, and now we're back where we started.
"But what if they have an anti-slug build?"
That's easy. Don't slug them. Now they have no perks. There isn't always a tell for this, and I think that is something that should be fixed eventually. But there are ways to tell if they do by their behavior. Like if they're a little too eager to take a punch to the face while injured, they probably have unbreakable and expect you to leave them on the ground. Survivors will constantly give away what perks they have, you just have to pay attention to the signs of said perk.
These updates are encouraging killers to be more aggressive and constantly on the move. That is good. It leads to actual gameplay instead of "me stand in front of hook and now u die :)". It means people are actually playing and interacting with each other. We need more of this. So even if this update seems uncertain and odd for the future, I'm ready for it.
Comments
Multi-level maps have smaller individual levels so they don't necessarily take longer to navigate on average than flat maps. The Game for instance is actually very quick to patrol because it has easy to access stairs and dropdowns across the level.
That 8 second switch time does hurt them though, no doubt.
The Game, yes. RPD? Midwich? The Main House on the corn maps? There are quite a lot of instances that already are rough for the Twins and will be far rougher when a 22s self-raise comes into effect.
The new RPDs are actually not that hard to get around now since they got rid of all the dead end rooms. Midwich is maybe the longest to get from the lower floor to the upper, although if you take a moment to break the walls to open the ramps in the corners it is a lot better.