Critical logic flaw with BHVR's decision on SH:PR

Considering the token limitation on PR, there is something that was missed on maintaining the decision to keep tokens in. In the current system, killers can be entirely penalized for hooking survivors and get zero use out of PR tokens.

Ignoring the fact that scourge hooks are already heavily RNG if you're able to get to them, and ignoring the fact that survivors have a literal perk to counter them (identify them and free sabotages), and that any survivor with a toolbox can sabotage them, even if ALL the stars align and the killer can STILL manage to get to a scourge hook, you can still get absolutely no value of it.

If survivors are hammering out a gen, because face it, that's what everyone is doing with gen rushing these days, if they manage to finish a gen before you hook a survivor on a scourge hook, then that scourge hook activates for the next in line gen which very well could be under 25%...heck it could literally be at 0%. That's the killer losing a token out of a max of 4 permanently for the rest of the entire match for 0% value. This essentially PENALIZES killers for hooking survivors...because if they dare hook a survivor once a gen has been completed, there's a solid chance your token does nothing whatsoever or at least severely reduced effectiveness. This has literally cause a scenario where you can be DISCOURGED from going through with a hook because you want to save those precious 4 tokens. I don't think we should be designing killer perks in a way that it penalizes them for using them...especially penalizing the killer for literally doing their objective - hooking survivors.

Additionally, survivors can keep a hook far away from the 3 gen at high repair progress to "eat" all PR uses (it's a strategy my group uses when a killer uses PR currently - that way every scourge hook proc "eats" an unimportant generator leaving 3 gen progress untouched).

Considering how bad PR is now in its reliability (RNG of scourge hook locations, survivors can identify scourge hooks with a perk and freely sabo them, toolbox sabotaging, bodyblocking, etc...), if we're only getting 4 uses per match (WHICH VERY WELL COULD GIVE 0% PER TOKEN), the scourge hook requirement should be eliminated entirely and simply be any hook. Either that, or a token should not get used up if the full 25% isn't gained.

Also, Deadman's Switch needs to be reviewed, again. It was originally nerfed due to its combo with PR, but considering how terrible PR is now, it's no longer a strong combo. Deadman's Switch should be reverted back to it's previous duration.

Comments

  • What they could also do is make it so PR blocks the Gen it hits for however many charges it doesn't eat.

    So a 0% gen would block for 22.5 seconds. A Gen at 10% would lose the 10% then block for 13.5s.

  • Yeah pr is worthless now

  • @FFirebrandd said:

    What they could also do is make it so PR blocks the Gen it hits for however many charges it doesn't eat.

    So a 0% gen would block for 22.5 seconds. A Gen at 10% would lose the 10% then block for 13.5s.

    I think this would be a great idea.