My suggestions to buff multiple hooks / nerf camping and tunneling

I see a couple of ideas here to just straight up nerfing camping and tunneling to oblivion and giving not to killer in return, so here is my suggestions:

Hook incentives buff:

  • When you hook a survivor for the first time, you gain 1,25% haste boost and 5% of pallet breaking, vaulting speed, stun reduction until someone gets sacrificed/killed
  • For each hook you do, every survivor will suffer from a 4% speed efficiency on everything (cleasing, blessing, repairing, healing), hooking the same survivor twice before hooking someone else will make you lose all of the bonus; Sacrificing/Killing someone will make you lose all of the bonus

Camping Nerf:

Based on the number of gens remaining, standing next to a hook for 8 seconds in a 24 meters radius will make the hook timer go slower and survivor will get a repair speed bonus ( Deactivated in Endgame )

  • 5 gens: 75% slower sacrificing speed; every other survivor gains a 10% bonus repair speed
  • 4 gens: 60% slower sacrificing speed; every other survivor gains a 5% bonus repair speed
  • 3 gens: 45% slower sacrificing speed
  • 2 gens: 30% slower sacrificng speed
  • 1 gen: 15% slower sacrificing speed

Tunneling nerf:

First of all, I really think the Endurance you get when unhooked should be like Mettle of Man: It dont gives you the Deep Wound timer, but instead you just tank a hit normally

Furthermore, I would make that if the killer starts chasing a survivor that leaved the hook in 40 seconds after getting unhooked, them and the rest of Teammates gain a buff

  • If a killer starts chasing a survivor 40 seconds after he gets unhooked, the survivor will gain a 5% haste and all other survivors will get a 10% repair speed. The survivor being tunneled need to be injured to this happen
  • If a killer starts chasing a survivor that is on his Second hook stage while there are survivor with 0 hooks, the survivor being tunneled will have a basekit DS ( Deactivated in End Game )

Of course, come perks will need to get either nerfed or reworked, so the effects wont be so opressive, like:

  • Reassurance
  • Pentimento
  • Thanatophobia

And of course, review the safety of some maps. You can't expect a killer to not tunnel or camp in a map bigger than Australia and having more than 20 pallets, such as:

  • The Game
  • Decimated Borgo
  • Garden of Joy
  • Fractured Cowshed
  • Badham Preschool

Thats all, thanks for reading and comment your suggestions

Comments

  • @StickySlasher30 said:

    I see a couple of ideas here to just straight up nerfing camping and tunneling to oblivion and giving not to killer in return, so here is my suggestions:

    Hook incentives buff:

    • When you hook a survivor for the first time, you gain 1,25% haste boost and 5% of pallet breaking, vaulting speed, stun reduction until someone gets sacrificed/killed
    • For each hook you do, every survivor will suffer from a 4% speed efficiency on everything (cleasing, blessing, repairing, healing), hooking the same survivor twice before hooking someone else will make you lose all of the bonus; Sacrificing/Killing someone will make you lose all of the bonus

    Camping Nerf:

    Based on the number of gens remaining, standing next to a hook for 8 seconds in a 24 meters radius will make the hook timer go slower and survivor will get a repair speed bonus ( Deactivated in Endgame )

    • 5 gens: 75% slower sacrificing speed; every other survivor gains a 10% bonus repair speed
    • 4 gens: 60% slower sacrificing speed; every other survivor gains a 5% bonus repair speed
    • 3 gens: 45% slower sacrificing speed
    • 2 gens: 30% slower sacrificng speed
    • 1 gen: 15% slower sacrificing speed

    Tunneling nerf:

    First of all, I really think the Endurance you get when unhooked should be like Mettle of Man: It dont gives you the Deep Wound timer, but instead you just tank a hit normally

    Furthermore, I would make that if the killer starts chasing a survivor that leaved the hook in 40 seconds after getting unhooked, them and the rest of Teammates gain a buff

    • If a killer starts chasing a survivor 40 seconds after he gets unhooked, the survivor will gain a 5% haste and all other survivors will get a 10% repair speed. The survivor being tunneled need to be injured to this happen
    • If a killer starts chasing a survivor that is on his Second hook stage while there are survivor with 0 hooks, the survivor being tunneled will have a basekit DS ( Deactivated in End Game )

    Of course, come perks will need to get either nerfed or reworked, so the effects wont be so opressive, like:

    • Reassurance
    • Pentimento
    • Thanatophobia

    And of course, review the safety of some maps. You can't expect a killer to not tunnel or camp in a map bigger than Australia and having more than 20 pallets, such as:

    • The Game
    • Decimated Borgo
    • Garden of Joy
    • Fractured Cowshed
    • Badham Preschool

    Thats all, thanks for reading and comment your suggestions

    Honestly I don't like these ideas.

    It's too... complex.

    It feels like it would mess up the balance of the game in weird ways.

    Also I find the current built-in endurance from hook to be problematic, survivors use it as an extra health state to body block for their heatlhy buddies that rescued then cry foul play when they get "tunneled"... maybe don't waste it like that?? Buffing it would exacerbate that issue.

    I think right now, the biggest issue actually are the maps. Chases are brain dead and it keeps getting worst for killers.

    Without fun maps to chase on... killers are going to play lame and win games.