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If you wiggled off the hook you'd immediately go back on.
If the last one was hooked while not all survivors were dead (e.g. the second last one was close to death on hook), he then (and only then!) gets the full struggling time.
I understand the counter-point of a killer having to wait ages for last player to die though.
1. Delay the game where you will just be spamming Space bar
2. Have the Killer face camp you (why leave anyway since there isn't anyway else) while you try to unhook.
Overall : It's a good game mechanic
Thanks for answers everyone.
I understand it would waste the killers time, but I still personally don't like it. I've seen people get hooked right next to hatches, and if they had Deliverance?
If I got a 4-man I wouldn't mind waiting for the last person to get some struggling points.
(it's just 2 minutes tho)
Now add that up for every game you play every time you 4k and have to wait and watch them struggle.
5 games becomes 10 minutes.
30 games becomes an hour wasted.
Go ahead and auto give the last survivor extra bp if they ever wanted to, just don't waste time
Например, у него есть перк Освобождение + Осколок! Это даст выжившему второй шанс сбежать и найти люк.
PS: Я на стороне маньяков, выжившие должны нервничать, но эта ситуация несправедлива, у выжившего должен быть шанс, у него есть и есть перк
yeah sorry i don't really speak vodka
Which is weird, given they apparently don't hold the same opinion in regards to super close-range camping which is essentially the same thing, but just requires moderation which they likely think is too much effort to track (which is understandable given the size of the playerbase and figuring out reliable tracking metrics to even gauge potential punishments with).
It sucks though because struggling on the hook accounts for a some of the meagre points that a survivor can get. Just did two generators in a match with a huntress who basement camped and ate everyone who attempted a rescue (I was lucky enough to see her at a distance, dunno if she had the stationary stealth perk). Two generators and a chase got me less than 5000 with the birthday cake offering, whereas if I'm a killer and fail to sacrifice anybody I can often have the second highest BP yields, and would have had far more fun.
It all boils down to the issues of designing PvP with uneven teams and differing team abilities. Shame the last survivor doesn't get given some little margin of BP in exchange for their denied unhooks and struggle, but oh well. There are far more glaring and annoying design hiccups to deal with ahead of this, heh.