9.2 Patch Workshop

Trying to make a patch rework that (ideally) has less problems compared to the previous iteration of the 9.2 changes. I'm looking for critique more than anything here, as this is a workshop. I don't want to add to the floods of suggestions without getting some opposing views.

Me and my perspective of the game:

I play 60% killer, 40% survivor, and I don't tunnel or camp (at least not intentionally). People still accuse me of doing those things in the post game chat, but I digress. That all said, the patch that was coming out had too many exploits, and I'm glad it's being delayed.

My principles of design for these reworks:

  1. It can never be more advantageous for a teammate to be dead than alive. (Otherwise we risk a meta where killers aren't trying to kill, and survivors let teammates die.)
  2. Reworks, buffs, nerfs to base kit mechanics can disproportionately effect different killers, and that's okay/inevitable, but we should try to mitigate this. (For example: If Shape isn't supposed to slug, he should have his Evil Incarnate drain paused while carrying survivors so he's not punished for not slugging.)
  3. Changes should try and be simple in description, and relatively easy for new players to wrap there heads around. (This will be the hardest part of this all.)
  4. Stalling tactics have to be limited. It's okay that gens can be kicked to buy time, and pallets can be dropped to slow the killer, but they can't be used infinitely.

Reworks:

Ant-tunnel Rewards:

Problems: High mobility killers gain a lot more from this than low mobility, weaker killers. Also, the base kit pop goes the weasel might incentivize anti-camping, but the gen kick might be right next to a hooked survivor, or on the other side of the map.

Solution: Instead of base kit pop, after a 5 second delay, for 10 seconds, if the killer is 16 meters+ away from the hook, gen repairs are 5% slower, and after that the same thing happens if you're at least 24 meters away for 10 seconds.

-Additionally, the base kit BBQ should effect killers depending on high or low mobility. High mobility (Nurse, Blight, and even Wraith) should have a 40 meter minimum, while medium to low mobility killers (Trapper, Huntress, Pig) should have it reduce to 32 meters, and last 6 seconds instead of 4.

Pros: Low mobility/high mobility killers benefit more equally, guaranteed anti-camping incentive, effects a lot of survivors working on multiple gens more than a single survivor working on one generator (in other words, helps a little more in games where the killer hasn't tunneled, because more survivors are on gens, and less in a game where 2 survivors are left and one is working on a gen.)

Cons: This is complicated, so if somebody can think up a simpler rendition I'm all ears.

Will be adding more to this post as time goes on.

Anti-tunnel punishments:

Problems: Survivors found ways to exploit this, such as taking prot hits, attempting to go for pallet/sabo/flash saves when the killer tried to go for someone else, and making very risky decisions such as disarming killer traps almost right in there face.

Solution: I'm not going to allow hefty punishments, but I am going to create turn around/comeback mechanics similar to 2v8 modes. For starters:

  1. When a survivor dies by any means, the remaining survivors gain 5% repair speed increase, and if it's before 3 gens are finished, the repair bonus is raised to 8% till three generators remains. It's not about punishing the killer for tunneling, it's about giving survivors a slightly better chance at recovering from a losing game.
  2. When a survivor dies: base gen regression goes from 25% to 15%, so gen kicking isn't removed, but it is weakened a bit, which helps mitigate the fact that not enough people are available to stop the gen regression. This will also impact perks that use gen regression (ruin, Call of Brine, Overcharge).

Pros: Less exploitable, and survivors won't want to risk dying as much. It's also a lot simpler, as there was no indication for new players that tunneling survivors would be punished so much (the 25% repair boost/gen blocking), and you had to read the PTB notes to have any assumption you would even be punished.

Cons: Obviously way less effective at stopping tunneling, but it also might seem to new players that letting teammates die is advantageous. IT'S NOT, even the 25% repair boost Behavior initially was pushing for wasn't, but new players might here of it, and assume it is.

Anti-slugging:

Problems: Slugging is used for excessive, or flat out mean purposes, but it's also a form of counterplay to avoid sabos/pallet/flashy saves, and anti-hooking perks (flip-flop/boil over/breakout). So the rendition of ant-slugging the devs presented was easily exploited for that.

Solution:

Unbreaking Circles: There are three unbreaking circles on the map, big circles with mystic runes drawn on them. They are placed next to Grip Hooks, which are special hooks that can't be broken. If you have been in the dying state for 50 seconds the unbreaking circles will begin to glow. After recovering as much as possible from the dying state, and after being on an unbreaking circle for 10 seconds, you can pick yourself up from the dying state. However, touching an unbreaking circle inflicts 10 seconds of the Death's Grip status effect. If a killer picks you up while you have this status effect, you cannot wiggle out, be pallet/flash saved, and decisive strike won't work. Basically, if you go here, your taking a huge gamble that the killer will not go for you, but if it works out you can pull yourself up from a losing game.

Pros: Risk reward, can help recover from losing games, and doesn't create lose lose scenerios for the killers where slugging is mandatory.

Cons: GOD DAMN THIS IS COMPLICATED! Also, it probably can be exploited by survivors, I just don't know how yet.wwww

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