The Hooked Dilemma - Or 'Why Solo Queue Is Obnoxious Sometimes'.
So, you load in, start work on a gen and the killer almost immediately finds you with LP. You do your best, but eventually go down, get hooked - and either soft camped or facecamped.
You know that there's no realistic way to unhook you safely, because the killer is bodyblocking the gate on RPD and the long way around is trap central.
The right move for your team is to let you dangle and eventually die, while they finish the gens.
But...here's the problem.
There is no reason for you, in solo queue, to hang around. You get a very small amount of BP for struggling, and no grade points whatsoever - meaning you depip, win or lose. Whether your team escapes or gets 4k'd, there is zero benefit to you. In fact, it would probably be better (for you) to just suicide and get to the next game faster.
But that means a nearly automatic loss for the other 3 survivors.
It's basically a lose/lose scenario - either you waste your time for the sake of 3 strangers, or you get out of the game ASAP and cross your fingers for a better one next game.
Why not treat being on the hook a bit like you do being in chase - where you get credit for stuff the other survivors accomplish while you stick it out?
Would probably boost the solo queue escape rate overnight.
EDIT: As others have suggested, a better and more elegant solution is just to completely remove non-deliverance self unhooks completely (on top of what I suggested). Rework relevant perks and quitting will be a lot less common.
Comments
That would be a good idea, though I don't think it's gonna make people who give up on hook stay for much longer. At least it'd be less of a pain for those who stick around.
Absolutely agree. I've suggested many times previously for this very thing.
When you're either in a chase or on a hook which is being camped, you should gain 'Distraction points' in the Objective and Altruism categories for other survivors who complete gens or recover health states respectively. Maybe at about 50% conversion.
This would mean that any objective progress made while you are 'distracting' the killer via chase or being camped, you get some credit for, because you're buying time.
Chase points themselves might need to be reduced slightly, alternatively survivors who evade the killer entirely could get a bonus for successfully evading capture to balance it out.
This is a good idea, simple and effective. It will upset only facecampers who will get mad that the survivor they camped gets more points than them for the whole match. This suggestion has been proposed many times already and I can't think of any drawback. So my guess is BHVR will implement it, by year 2035.
Better yet, as others have suggested - remove Kobes, and rework the relevant perks.