Sabo/wiggle changes (survivor and killer)
A while ago toolboxes got buffed and recently breakout. While it made sabotaging a lot better, there are still perks and elements that need some polishing to be viable.
Boil over
- Remove getting wiggle progress after falling and landing with the killer.
- Hitting a great wiggle skill checks grants 1% wiggle progress. (New)
Note: Boil over is only good in situations where it can be abused and it lead to nerfing sabotaging as a whole by introducing so many new hooks. Now it is barely useful, because most or all abusable spots are fixed.
Breakout
- Increase range to 6 (was 5)meters.
Saboteur
- Reduce sabotage time to 2 (was 2.3) seconds.
- The cooldown only starts after successfully sabotaging a hook.
- The aura of hooks gets shown when someone is downed or carried by the killer. (Was only when carried).
Leader
- Increase the percentage to 35-50 (was 25)%.
Desperate Measures
- Dead survivors count for stacks.
- Increased its effect to 16 (was 14)%.
- Added sabotaging speed to its effects.
Sabotaging a hook in general
- The aura of sabotaged hooks remains shown to the killer for 10 seconds, after they got sabotaged. When the hook got sabotaged you also see it with the aura. (new)
Toolboxes
- Sabotaging consumes 4 (was 6) charges.
- Alexes toolbox has 20-24 (was 18) charges.
- All toolboxes with 16 charges get 20 charges.
- New addon, that shows you the aura of hooks inside of a 32 meter radius to your location.
- Yellow toolbox: Hooks need 20 seconds longer to respawn. (New)
Dying light
- The obsession gets affected by the negative effects as well.
Thanatophobia
- Gain 4% of its effects for each injured survivor. (Was 2% per injured person + 12 % when all four are injured).
Note: That way it can be used on more killers than legion and plague.
Scourge hook: Hangman’s trick (mini rework)
- While carrying a Survivor, see the aura of any survivor within 9 (was 0) meter of a normal hook and within 14m of a scrounge hook. This effect persists for 4 seconds after hooking the survivor (new).
- When a survivor starts to sabotage a hook, they scream and become exposed for 30 seconds. (new)
Note: If survivors try to sabo you can go for them or down them with the exposed and they get interrupted by the scream. The aura reading will also be a lot more helpful and less situational than it currently is.
Comments
I don't think sabotage needs more buffs, because it's already an extremely poorly done mechanic and very frustrating to deal with. It basically has no counterplay if used correctly, the killer will have to drop the survivor and will no longer be able to pick him up because of the wiggle buff that the survivors have received a while back, where if the killer drops the survivor the wiggle fills by 25%, so basically he is immune.
No.
My aim wasn‘t to buffs already good perks/items. Most of these changes are aimed directly at perks that aren‘t really good (leader, hangman’s, thana, dying light, toolboxes with 16 charges, yellow toolbox, saboteur, boil over, desperate measures).
Breakout you could argue about being already good, but I don‘t find it very useful, especially when going for safes means throwing the game most of the time. Buffing alexes toolbox and reducing the charges consumed by sabotaging might not be needed, however I‘d like these changes.
The aura remaining shown after it got sabataged will only trick you if you don‘t pay attention, which seems fair to me.
I don’t think sabotaging is a poorly designed mechanic. The killer can relatively easy counter it by running to a different hook. Most of time there are 3-5 hooks in range either way and those buffs change nothing about the situations where you are unable to hook already.
Do you want to elaborate or just downvote without any constructive feedback?
Boil over - I can understand. The amount of trolls used to constantly run upstairs to not be hooked again and again, because of the extra wiggle from a fall and no other route to a hook in time, i used to just leave slugged and say NOPE, you stay there then. Im glad they added some hooks upstairs to help with that.
Leader - No way. Might as well not have Hex totems if you find your with a SWF. They would all have one person with it i bet lol. Everything would be insanely fast. Can you imagine a SWF with that power of Sabo and healing? Holy…….
Sabotage stuff - No way. Carrying a survivor i get plenty of people sabo as it is, nevermind making it easier. I get maybe your balancing for solo? but its awful if its a good team as it is, nevermind a full SWF would be terrible!!! All of them run those perks lol.
Thatnophobia - Making it better so other killers want to pick it and it nerfs it a little for the usual Plague/Legion picks without the +12% extra. That ones fair tbh.
OK Let's go slugging meta.
Leader: I mainly want the other people to heal me faster in soloq. The sabo part of it isn‘t that useful, but I added it for completeness. It is also very unlikely that you are near another survivor when they cleanse a totem and it’s not worth running across whole map or staying near them for a bit of faster cleansing speed. 25% is far too weak and doesn’t make a difference.
The saboteur buff wouldn‘t even do much. It will still sabo very slowly. The cooldown reduction/going on cooldown after the sabo action instead of the start is more a quality of live change and the aura change would make it worth considering it.
Yes, I‘m balancing for soloq and these changes are almost all (except Alexes toolbox change) for bad items/perks and relatively minor. Non of these perks are really worth running at the moment. In swf these changes don‘t even change anything, because swf can already make themself unhookable if they want to.
Like the last time toolboxes got changed, where nothing like that happened? These changes aren‘t even significant and mainly aimed at bad perks/items - not the good ones.
My feedback is that your idea is stupid and you should feel bad for posting it.
I'll look at these bit by bit, but I'm of the opinion none of these changes would be very healthy for the game whatsoever.