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New Mechanic: Unstoppable

Unstoppable

A Killer condition. A Killer under this effect cannot be dissuaded from their goal. They instantly recover from stun effects and if a pallet is dropped on them it shatters immediately.

Mechanically this would be a charge-based condition, meaning once whatever perk or feature generates this perk has charged up, it would absorb a single stun/pallet effect, and then be discharged and need to be charged again. The poster for this would obviously be Spirit Fury, which requires the Killer to break 4/3/2 pallets to be fully charged. If this were a baked-in condition, however, it would permit other perks to generate the effect under different conditions, encouraging a variety of gameplay options including the potential ability to absorb a Decisive Strike if the use was timed.

Comments

  • Justalittlepeeck
    Justalittlepeeck Member Posts: 1,101

    I'd rather want an ability to kick a survivor off your way without getting long cd animation

  • Frontdoor6
    Frontdoor6 Member Posts: 609

    I had a perk idea called Unstoppable, with similar effects

    When you hook 2 survivors, the perk will activate. When active, the next time you are stunned by a pallet or d-strike, you absorb and ignore it. The perk will have a cool down before it can be reactivated

  • Calchexxiss
    Calchexxiss Member Posts: 43

    The main difference here, is that rather than a perk, this is a mechanic. I wouldn't want a perk that does that because it runs the risk of becoming either a non-used perk or a perk that's part of the meta. If you introduce a new Mechanic on the other hand, you can have, say, four or five different perks that grant the Unstoppable state, much like how multiple Killers can inflict Deep Wounds. The different measures of gaining Unstoppable then encourages different styles of play.