A simple short-term fix for the current meta

Let's examine the current issues on each side. On survivor side, survivors have to deal with killers hard camping a 3-gen with quadruple slowdown perks and half committing to chases in an attempt to win a battle of attrition; when a down inevitably happens, they get hooked and camped in the 3-gen, and either traded or tunneled to death. Killers have to deal with gens flying very early on in the game and often losing 3 gens after first chase.

The issue currently unfolds in the following way: mathematically, survivors are simply too efficient even in near-perfect conditions against most killers. Three different survivors on three different gens on game start are a massive amount of pressure on a killer. Committing to a chase with any of these survivors, assuming they don't run you into one of their teammates, will result in one hook for three gens. This is already a losing battle for most killers. At this stage, the killer's only resort is to defend any 3-gens they have, and get one person out of the game ASAP. This leads us to camping and tunneling with quadruple slowdown. The current meta is a band-aid on both ends, where survivors will try to brute force one of the 3-gens or break them early on, and killer will pressure them for as long as possible while trying to secure a kill early on.

This issue affects the early game the most. The early game is simply far too heavily favored towards survivors, which then leads killers to have to play in a very competitive (and boring) way during the mid and late game to hope to secure a win.

My solution is very simple: on the killer side, make Corrupt Intervention basekit, with the actual perk granting one extra gen blocked. How does this resolve the issue on the killer side? The match starts with a temporary 4-gen (or 3-gen with the perk) which makes it much more difficult for survivors to pressure different gens simultaneously. Killers can then set up early pressure on these gens, as well as start burning through survivor resources to set themselves up for a win in the mid-game (pallets, items, health states). Survivors have the alternative of trying to wait out the Corrupt timer, which gives the killer the time to break any breakable walls and commit to any chases they can while controlling their gens.

On the survivor side, the above change will incentivize killers to tunnel and camp even more as they now have more pressure early on, on top of having to deal with the slog of stacked slowdown perks. The first step is to disincentivize tunneling and camping. The hook timer is slowed down by 50% whenever the killer is within 24 meters (some more killer powers would have to be adjusted to disincentivize camping even further; namely Bubba, Billy, Knight, and a few others). Decisive Strike is now basekit. Perk DS gives you DS off every unhook (meaning first and second unhook). Eruption is changed to affect 12% of the CURRENT progress of generators, causes the survivors to scream, and nothing else. Pain Resonance is changed to affect 20% of the CURRENT progress of the highest generator. Call of Brine+Overcharge no longer stacks. Overcharge loses the skill check entirely, or gains a 60 second cooldown to use. Ruin is buffed to 150% regression.

The above changes will at least shake up the meta enough that the early game won't be EXTREMELY survivor sided, and disincentivizes killers from relying on the same old strats of camping 3-gens and tunneling/camping for a win. At least, until a more substantial solution can be implemented.

Comments

  • look at all the tools survivors have that make tunneling/camping painful when executed correctly. reassurance is actually amazing. flashlight saves, sabotaging hooks, body blocking, basekit BT, not mentioning numerous other perks that give survivors an edge during the unhook (or even hooking) phase.

    killers too have their own perks that can help them secure hooks, more easily tunnel, camp etc. (hell, bubba was designed for it).

    the issue, i think, is actually map design. look at how big some maps are, and how many killers have no mobility to actually pressure gens on these larger maps. so they proxy camp because it's literally the only thing they can do without throwing the game.

    maybe there should be more perks that can regress/block gens while the killer is far away. like [the first time you hook a survivor blocks the furthest 3 gens for 30 seconds]. or [downing a survivor blocks any generator that's being worked on by 2 or more survivors for 30 seconds].

    either that, or they just need to redesign some of the maps or give killers a substantial haste buff once they're 32m away from the hook that persists so long as they don't enter chase.

    regardless, i think camping/tunneling is fine. survivors have plenty of tools to deal with it as is (the problem is that, like all things, there are bad survivors, and bad survivor teams especially in solo queue that literally don't know how to play the game - and there are a few killers that are exceptionally good at camping/tunneling but how do you stop bubba from camping without breaking the game for everyone else, you can't)