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Penalty ideas for camping/tunneling
I'm still pretty new having only around 20 or 30 hours so far and I've encountered many campers and tunnelers in such a short time. So, here's some ideas that I think could work great to let the killer play properly so everyone can enjoy the game fairly. I'm sure there will be some perk interference here, but if the devs take their time to adjust them I'm sure it could work out decently or they could change it to their liking. Either way some sort of penalty should take place.
(I'm also not saying that all of these effects need to happen at once)
Ideas for tunneling:
-After unhooking a survivor, the survivor who was previously on the hook will NOT be put in the dying state after hit right away. Instead they get the deep wounds effect and a short haste duration. If the survivor is hit again, they will be put in the dying state of course.
-The unhooked survivor will not leave scratch marks for a short duration. Either that, or their scratch marks will dissipate faster for short duration.
-The unhooked survivor gets a short speed boost, or they both get a speed boost.
-When the survivor that is being tunneled is hooked for the second time, they have a considerably great increase in luck and more of a chance to get off the hook.
-When the killer is carrying the tunneled survivor, the survivor's "wiggle" meter will speed up considerably.
-And the last idea I could scrap up, possibly reduce the bloodpoints earned from the killer if the game recognizes that they are targeting one player and ONLY that player.
Now, Ideas to deal with campers:
-If the killer is standing for more than 30 seconds to a full minute within a very short vicinity of the hooked survivor, their speed will slowdown overtime until they are clear of the hooked survivor or until the survivor is rescued. Only then will the speed build back up to what it previously was.
-If the killer is standing within a short vicinity of the hooked survivor, certain abilities will be disabled or not as effective. I guess it really depends on the killer. For instance, leatherface and hillbilly have a good camping ability with their chainsaws.
-If the killer is within a very short vicinity of the hooked survivor, their weapon cooldown is slightly longer. Not sure how much that would help, but it's something in mind.
-The hook that was previously used on a survivor will be disabled for 30 seconds to a minute. The more the hook is used in such a short time, the longer the cooldown.
-Carried survivors who just recently got off a hook will gain an increase in speed for the "wiggle" meter.
-Now the last idea I have in mind that would probably never happen nor do I even know if it's fair, but if the killer is standing within the vicinity of the hooked survivor, a blind effect will slowly start to take place until they are out of the vicinity. They would literally have to be in your face for this to apply.
These are just some ideas I've had in mind that could possibly help balance out the gameplay so the odds are not always in the killers favor. Unless the killer is completely new and has no idea what is going on. These ideas would also encourage new players not to adapt to the "strategy" of camping or tunneling.
Play the game fairly, and we can all enjoy it more.
Comments
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Punishing the killer for playing efficiently will not work. If you want killers to play in a different way, then make it worth their while.
The idea of applying debuffs to the killer for being in the vicinity of the hooked survivor in particular was already tried, and before you say the debuffs were different, the issue is the "proximity to the hook" bit, not the debuffs themselves.
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Well, I had no idea they tried the "vicinity of the hook" thing already. Although I will disagree that it's an efficient way to play killer. If that's how the game is, then the only enjoyment any could receive from DBD is actually playing the killer themselves. I haven't been playing long enough to experience the buffs or debuffs anyone has received. As of right now, all I know for sure is that survivor takes a considerable more amount of skill than playing killer does. And normally, a new player chooses survivor. But I guess that's personal preference.
I know something needs to take place for these actions because I know Behavior would like everyone to have a great experience. None of my ideas have to apply. Especially since I'm still considered a "newbie" and I'm still learning about the game itself and its community. I hope they could come up with a way to deal with these issues in a balanced way because I can see how difficult it would be.
New killers should learn that the key to winning the game is to keep the stress balanced between all four survivors and not just the one. BUT on the brightside, I guess survivors do have more time to repair gens while the killer is busy wasting time on one person.
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I gotta agree with Orion here this wouldn’t work.
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