Both second chance perks and gen slowdown perks should be gone
These are kinds of perks which purpose is to plainly prolong the opponent's objective. They all make the game frustrating and unfun for the opposite side. This is the reason why they are always in meta, and why every change in them always creates huge unrest in the community. It's hard to defend gens against SWFs, but it would be bearable if those SWFs didn't have 15 health states due to all the second chance perks. Two hits = one down, with this formula a decent killers would be able to create enough pressure to defend gens without slowdown. Fair 80 seconds per gen without slowdowns and regressions - with this survivors wouldn't need to run the godmode build to prolong chases forever, while their teammates grind through 4 slowdowns. And both sides wouldn't be so frustrated to play the game as they are now: killers won't have to see their hits be discarded, and survivors won't have to sleep on eternal gen repairing simulator with never ending gauges and regression. Just stop making perks which mess with objectives, and rework the old ones, and the game will be much better for both sides. What do you think?
Comments
This I very much disagree with. Gen slowdown perks allow killers to apply more pressure, and therefore switch between survivors, going for hooks and not just kills. Meanwhile second chance perks like OTR or DS help survivors with tunneling and camping killers.
If we had none of that, most matches would probably just play out with the killer tunneling the first survivor out of the game and then the match becoming a 3 vs 1.
Killers who equip 4 slowdown perks rarely go for hook spread. Those people usually go for a win and tunnel as much as they can afford. Besides, camping and tunneling is a separate issue in the game's design, it shouldn't be band-aided with perks.
That's how it is now anyway. Those who want to tunnel still do so, even if you eat a DS, you still get ez win if you commit to the tunnel, especially if your power allows you to catch up quickly. So it doesn't even stop tunneling, it only adds frustration to cases where SWFs just abuse it baiting the killer to be stunned by it. The same goes for body-blocking under endurance: survivors force you to hit them even if you try not to tunnel as hard as you can, so you have to swallow BT/OTR in these cases anyway. In essence, these perks don't stop actual tunnelers and punish those who try not to tunnel.
That's really not how it is. People have negativity bias, but tunneling is relatively infrequent.
https://youtu.be/HI7FFpVpgRY?si=ptsfynW_2UwqN8oPHis experience is congruent with mine and most people's if they'd let themselves admit it. The more agency you rob killer players of the more you force them into doing one thing. I'll tell you a hard truth: most killer players don't want to tunnel. They feel forced into it when the game feels desperate. It's not fun to chase the same person all match.