AFK Crow System Improvement Suggestion

Now Besides what people say i think u did a good job so far with the new afk crow system but didn't consider every scenario here are my suggested improvements without changing it entirely or at all

  • Survivors are considered AFK when not interacting within the last 10 seconds.

This could be extended to 20 or 30 seconds, or kept the same.

  • While AFK, Survivors accrue AFK points, during which crows gradually begin spawning above the Survivor, beginning with 1 and capping at 3.
  • AFK points increase more slowly while moving or while in proximity to the Killer.

Keeping the AFK points increasing slowly while moving makes sense, but they should stop increasing when in proximity to the Killer. This would allow small stealth gameplay moments when people are hiding to avoid the Killer, killer powers, or perks. It would also help when survivors are forced off generators because killers are guarding them in the endgame around a 3-gen situation, or when there are only 2 survivors left trying to complete gens while both already have 2 hook states.

  • After 90 seconds, the Survivor reaches 3 crows and Loud Noises trigger at regular intervals.
  • Additionally, the Survivor loses collision with other players for 10 seconds.
  • Completing interactions removes AFK points.

Completing any interaction should remove AFK points, not just skill checks. For example: opening a chest, being in a chase with the killer, cleansing a totem, interacting with a killer’s third objective, or simply spending time actively working on a generator or healing and unhooking. It shouldn’t be based only on how many skill checks you hit while doing a generator or healing a survivor. Examples of situations where this system shouldn’t take effect would also include things like hiding in a locker or slow vaulting etc.

  • Crows are removed as AFK points decrease.
  • This system is disabled when the Hatch spawns or when End Game Collapse is triggered by any means.

Another condition I think should be added is disabling the AFK crow system when only 2 survivors are left. When killers are going for a 4K, the last two survivors are often forced to play more selfishly to survive, or they have to take the slug or hook bait of a downed or hooked survivor and risk letting the killer secure the 4K. Sometimes the last two survivors try to finish the last gen or gens while the killer is guarding or checking them frequently, which forces one survivor to take chase or both to rely on stealth.

Yes, one survivor could try the main chase playstyle and distract the killer for time, but what if that person doesn’t last long in chase, or the killer doesn’t commit to the chase bait and goes right back to the generator? In those situations, both survivors may rely on stealth—hiding briefly and then returning to the generator when the killer is out of proximity.

These changes would help add some stealth back into the game because the crow system interferes with stealth gameplay in specific 2 survivor scenarios, which happens often when there are only two survivors left and the odds of escaping are already slim these suggested changes would allow small stealth gameplay where you are still forced to interact to keep the crows away unless there are 2 survivors left. Right now the crow system basically nerfs stealth to the point where there aren’t many scenarios left where it is useful.

My Outro

Anyway, these are my suggested improvements to the crow AFK system. Hopefully someone at Behavior reads it. I don’t usually like to complain or post what I think.

No credit needed—steal the idea and say you came up with it if you want. I truly don’t care. I just want to see the crow system balanced out.

Tagged: Survivors

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