ChunkyHedgehog
ChunkyHedgehog
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For real, it is very frustrating. The introduction of a base-kit final survivor mori has, predictably, increased the frequency of games where killers will simply leave you on the ground for ages.
In the last two weeks, I've experienced more games where the killer just waits for the bleeding timer to be nearly complete to then mori than I have in 6 years - it is a lose-lose situation for the survivor, and without the option to DC else you face a matchmaking penalty, you are forced to stop playing the game. It is essentially a mechanic that rewards not playing - sure, you cannot do much whilst bleeding as the last survivor, but with the forced wait, it delays you getting into another match.
As another poster mentioned, you can just look at your phone or go get a drink of water - what if you're a streamer, or your phone is dead, or you're not hungry nor thirsty. In a streamer's case, depending on viewership they could engage with their chat - but if they have low viewership or an inactive chat, they are left with their hands tied. It is counter productive to introduce a mechanic that incentivises elongating a finished game.
Another poster mentioned that 4k slugging existed prior to this mechanic and although they are partially correct, the main problem with this new mechanic is that it has increased the prevalence of gameplay that is objectively boring, where the survivor is downed and waiting for the second survivor to die on hook so that the killer can mori them. Before, if they had no mori offering, they were forced to pick up and hook - sure, they could wait and leave the survivor on the ground, but they ran the risk of the survivor wriggling out, which is supported by perks that enhance the survivor's capacity to do so, like Boil Over, Power Struggle, Flip Flop etc.
A good solution to this which preserves the direction the developers seem to be taking could be a decreased bleedout timer for the last survivor. For example, if there are two survivors left with one on hook in their second stage and the other in dying state, the dying state survivor should bleedout quicker. Currently, the total duration is 4 minutes, meaning if they have not been downed yet, the killer is free to force them to wait 3 minutes 59 seconds before they mori. If the duration decreased to somewhere in the range of 30 seconds (with perks related to healing in the dying state adjusted to support this), the core issue, which I believe is the wait, is substantially decreased.
I may be missing something so I welcome any feedback, but as of now the main points of contention I see with this are:
+ Last survivor has less opportunity to get hatch if in dying state (perhaps being within 5 metres of hatch could grant an extra few seconds in line with the Entity feeding off of hope, which also gives the Killer more time to kill them?);
+ Requires rework to survivor perks related to dying state (although I think these could be adopted to just have an "if you are the last survivor, (insert new clause)" section
Or maybe we should keep it and accept that toxicity is as much a part of the game as tunnelling Meg.