Eliminate Camping, Tunneling, and toxic farming by reworking the way hooks work
Introduce a respawn system. Player on the hook immediately dies. Their second state is a second life.
Allow players to change 1 or 2 perks, when they select their new survivor(like loadouts). Player respawns as far away from killer or gen.
Comments
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At first I was expecting bait, but this sounds pretty good.
Obviously alot more would have to go into it, like do they spawn back injured or uninjured?
Alot of perks would have to be reworked, and the basement would become pointless (for killer) but they were the only negatives I found.
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I think dbd is too deep into it to go back now, but I love this idea.
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There would be too much additional work that would go into implementing this system and adjusting everything else to suit it.
Maybe they'll do this for DbD2.
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This is a really neat and innovative idea! Would definitely be awesome to see in DBD2!
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Am i the only one that thinks this idea is horrible?
Yes, it would eliminate all those things, but also any saves. You would either be on a gen or in a chase, because on the hook you die, and there is no need to rescue someone.
Thats basicly half the game taken away.
And what does the killer get to compensate that pressure he can´t build up because everyone not in a chase can simply keep to his gen?
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Has to be said that's a good counter argument.
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They could do last year style saves lol
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Tf no that's hella dumb they better not do this #########
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No, thats really not a good idea, would make survivor gameplay way too strong.
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What I don't see anybody mentioning is, what would the killer get as compensation for the survivors getting to switch their loadouts in between lives? If the survivors got to adjust mid game to what the killer did, it seems like toward the end of the game the killer would just end up being at a severe disadvantage, because everybody would run Resilience against Legion and Plague, and stuff like that.
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This might work out for a new game mode of some sort, but not the current one for reasons others have already mentioned.
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This is a cool idea.
I agree with @Huff, I don't think you should get to adjust your loadout mid-match. That is a completely separate benefit and doesn't need to be tied to a mechanism that fixes hook camping. You brought the build you brought.
The spawn point being completely random seems a little sketchy. It might provide more balance if there was a couple "graveyards" or respawn points on each map and which one you're taken to is random. Maybe with a mechanism in place that you won't get teleported to the nearest respawn point, if you happen to get hooked next to one. This way the killer knows where you CAN go, just not exactly where you're going.
You would obviously have to respawn injured, and it seems like you should have to have some teammate interaction in order to heal after respawn, even if it was only for a time. For example: for the first 60 seconds after respawning, a player can only be healed by another survivor. Being able to self-care or med kit when it is 100% safe because you know the killer is far away isn't very risky. Having to locate someone else would be at least a little more of a challenge. If you're the last survivor standing, it is what it is for 60 seconds. Be stealthy.
And yes, this would be a big undertaking to develop, but a cool idea non-the-less. 👍️
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While I agree your changes would fix many issues the community has with the game, it would also change the game so much that it would be a functionally different game in many regards. Personally, the hook is a great tool to create tension. When I first started playing, the idea of having to run to an area that the killer has a much higher chance of patrolling was exhilierating, and it still is from time to time. It also creates an interesting interplay between your primary objective (gens) and balancing party health. Focus too much on either area and you lose - that balance is a big part of what makes DBD interesting to me as a survivor.
So yeah, I feel there has to be a better solution than this, even though I agree it's clever.
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Real question. Why would any killer have fun playing that way ?
I get that you don't wanna be camped... I do
But without anyone needing to help you its a really solo game of gen or chase
And for the killer there's no pressure or build up to stop escapes... they loose most games as it is
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For the sake of argument you could make it so that another survivor who is still alive in the trial, would have to let the killed survivor back in via some means, pressing some button or throwing a lever or whatever.
Post edited by ZoneDymo on0 -
I'm only going to point out that it'll eliminate Borrowed Time and DS.
I'm only pointing this out. That's a +.
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BT would need a total overhaul, but technically DS could just function as it does normally, but after respawn.
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Kind of want this but SWF groups still have a huge advantage. But a few perks would need a rework like DS, BT that are there to help against camping, tunneling.
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This would also stop people from being able to suicide on hook. Just sayin.
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Isnt that going the same direction as the respawn(/recycle) system in deathgarden. Which i remember was one of the reasons of the game's demise.
Also, it removes any kind of reason for survivors to NOT genrush.
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no,that would obviously be just another survivor advantage,yeah hook someone,dies,and spawns again at a random location,suure,survivors dont even have to go for the save anymore which makes it even worse,this ideea would ruin the game for me.
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