Avatar

LunarBerserkers

LunarBerserkers

About

Username
LunarBerserkers
Joined
Visits
7
Last Active

Comments

  • While I had my own ideas for game balance, this one seems fairly solid. I like the idea of survivors having to do actual work to win a match, and I love the idea of the killer having actual agency in how the match progresses. My only question is for trap focused killers. Would this form of the game not drag Trapper and Hag up the tier list? How would we keep the game interesting when the killer has one place that the survivors essentially MUST go to?

  • No, I don't know why the damn thing posted like a Notepad document.

  • Honestly, in many cases the Killer doesn't seem to have other options. When survivors orbit your hooks, and you know they're doing it, they've created a target rich environment. Even when that isn't the case, the survivors all tend to be monumentally bad manners about even the most narrow escape, and the endless taunting and tea bagging can only end in so many ways. Half the time when a survivor gets camped, it's because they were acting like a douche to begin with, in my experience.

    Well, okay, maybe more like 40% of the time. There are other variables, of course; killers who just want points, players who literally don't know anything else to do, game maps that are so small that leaving the hook for even a second guarantees a freed survivor, etc. Honestly, when I'm playing killer myself, I end up trying to play nice, but it feels like almost all of my games have some extremely BM Claudette who taunts at me, acts like an ass, and then gets mad at me in post when I punish her for acting up by making damn sure she stays on her hook. When I'm playing survivor, I still see this, but to a somewhat lesser extent.

    In the end, I don't think that camping is a fun strategy to play against, but I see far too many situations arise where the killer has almost no choice but to make sure their sacrifice stays on the hook. It may not be fun to play against, but the issue won't be fixed by trying to punish frustrated or belligerent killers. The only proper solution to camping I can think of would involve an increased risk for the saviors. Make de-hooking someone take longer, for example. Or getting downed all the way to dying state if you get whacked while trying to pull someone down. In that environment, orbiting a hook becomes less attractive to survivors, who might start actually going for objectives and trying to escape, rather than constantly saving one another and taunting the killer.