Imagine1
Imagine1
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- Imagine1
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@GrimReaperJr1232 said:
The problem is this.
BBQ happens very naturally; the killer doing their objective.
WGLF requires someone to go on a hook, which means the killer does their objective (which you obviously want to prevent). After the hook, you're competing with your other teammates to get the unhook... if you even CAN unhook, because the killer may be camping and/or be a Bubba, Huntress, or so on.
That is right, I think more opportunities for getting tokens should be introduced.
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@anarchy753 said:
BBQ and Chili is an elegantly designed perk as its aim is to disincentivise camping and tunneling. You gain much more of a reward by going for new survivors rather than focusing on someone you've hooked, and you are helped to not camp by being shown where you should go, but only far from the hook. It may be a better perk because of how it's simpler to use, but in general it makes the game better for both teams.
WGLF is always going to be worse, because outside of just tying it to basically every score event, there's always going to be competition for the events that give stacks. Like BBQ, it incentivises play which makes the game more enjoyable for other players; saving them safely and protecting them.
Personally I hope both BP bonuses are baked into the base game with the upcoming perk reworks, but as it stands they both do the job they're intended for. WGLF could have no requirements and survivors still wouldn't run it because it isn't a free health state.
I do not have a problem with BBq as a perk, since the role of the killer in a trial is harder than that of survivors. What I do have a problem with is that BBq and Chili awards the killer with bonus bloodpoints for just playing the game, albeit without the tunneling aspect (which is good), meanwhile though you have WGLF, with which survivors don't get awarded bonus bloodpoints for even using the perk's passive (which BBq does).
Attaching tokens to anything gen related would be counter-productive since gen rushing is a thing and staying as far away from it as possible is, atleast in my opinion, healthy for the game (though I quite honestly don't understand why players in-need of bloodpoints have to stick to a certain playstyle while players with more bloodpoints/perks than they can count can choose what to play). So the only solution I can think of is just rewarding more things to incentivise non-gen rush playstyles like: staying in a killer's terror radius/staying in chase with a killer for a minute awards a token, picking up a survivor from the downed state awards a token. I do hope my point is a bit clearer now.
I do share your hopes for the upcoming perk rework.