suggestion: corrupt intervention and deadlock + reassurance and kinship basekit
the perks mentioned above should not be a choice to not get either gen rushed in 4 minutes after 2 chases as killer or camped to death as survivor and get 2k bloodpoints as your score. if implemented as basekit they might need some tweaks in numbers or give the actual perks the tweaked numbers if not completely reworked into different perks.
the game needs to be pushed towards interactive gameplay and not just standing on a hook or a sit on a gen, rush your objective and leave. you should be rewarded for interacting with the other players, not punished if you don't have time to catch up as killer, or if your only part in the game is to be on hook for 2 minutes early in the game because you just had an unfortunate chase and the killer know it's rewarding to just camp the hook.
reward interaction for both sides, not laziness, please.
Comments
Reassurance should be buffed, and it should give altruism BP to the Hooked person, so that people get more time to plan the freeing from Basement Bubba.
reward interaction for both sides, not laziness, please.
But all your suggestions ARE not interactions, its just passive effects that take place once conditions are met.
If Camping/ Tunneling is gonna happen then bHVR needs to add proper counter play for survivors rather than asking them to go do gens. I would suggest something where a Survivor who goes for the rescue vs a face camper can do something that ofc is dangerous but resets the Killer's Power is successful and allowing survivors to do better than a trade based on skill and luck.
Those base slow downs push for the killer to be able to find the other survivors and not waste time just standing still, same as the survivors will be forced to also not advance their objective if they decide to just sit on the same gen. Everybody would have to move in order for the game to actually progress smoothly. Maybe also since gen speed was tweaked last year and might be tweaked again, something that I've never seen suggesting is making the hook stages longer with these suggested changes so in this time killers will be pushed to go find other survivors (also 4 minutes on the floor bleeding out is dumb and too rewarding, if not just take a look at how common it happens.)
It feels that sometimes perks are a band-aid for complains from the community (reassurance for camping, deadlock for gen-rushing, etc), instead of actual fun gimmicky perks, or that at least require some sort of interaction with the enemy side.
Perks are only meant to sway the game a lil from side to side I think, they are not meant to be the solution.
Which is why I hope bHVR will revisit Camping and Tunneling and consider if adding some gameplay around it would improve the mood of survivors, when these things happen.
Yes, we are agreeing on that since the beginning and it's what I said: perks feel like a band-aid and should not be nothing like that. Base-kit mechanics should be what allows you to actually play the game and doesn't prevent you from doing so. In no way anybody should think it's healthy and good for a player to finish the game with 3k bloodpoints and there was no chance to do anything about it.