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How about an incentive for killers to hook new survivors by buffing kick per survivor hooked?

NekoTorvic
NekoTorvic Member Posts: 778
edited April 2021 in Feedback and Suggestions

I've been thinking about this for a bit.

Tunneling and camping are valid strategies and all, but it's very unfortunate for the survivors who get tunneled out of the game. Most of the time it's very annoying for them.

I don't think punishing killers would be the right approach, and I don't think the point system is the way to go either. At least, from experience, I don't care if I leave a match with 15k points or less, I only care if I kill 3 or more survivors... So I believe we need a tangible gameplay incentive to encourage desired behaviours.

So how about this: For every new survivor a killer hooks, their kicks do 1% damage to generators when they kick them? So after hooking all 4 survivors kicking a generator does 4% progress damage and it starts regressing the gen at default speed. You can even make it like Thanatophobia, where if a survivor dies the killer now does 3% gen kick damage instead of 4% and so on.

I think this does a couple of things:

  1. It makes it so that a killer has a pretty big incentive to hook multiple survivors throughout the match. And the killer will be able to determine within specific matches whether or not it's worth chasing a survivor that has not been hooked for the extra damage to generators. It's a risk vs reward mechanic that a killer will have to weigh during a match.
  2. It provides an extra layer of strategy to survivors as well. One of the things survivors will do if they're organized is they'll take hook states for each other to prevent a kill. Now they will have to think about it, because every new survivor that sacrifices a hook state will also give the killer a powerup that can be significant. Certain survivors can also just try and avoid being hooked by the killer as much as possible to avoid giving them that extra % damage to gen progress.
  3. It rewards killers for doing well at outplaying each individual survivor, so it incentivizes them to play well.
  4. It deals with gen tapping, since a survivor will not be able to just tap a gen to stop regression without exposing the gen to be kicked by the killer and thus have it's progressed reduced by a percentage.
  5. It gives more purpose to default gen kicking but only if the killer is doing well.

I think this would potentially be a pretty positive change overall. It's relatively small. The damage % is not high enough to be oppressive, and you could adjust perks like Pop to compensate. Like, pop could be 20% instead, which at max strength would end up being 24%, still a 1% nerf with the tradeoff that basekit would be stronger. If 4 survivors are alive during a 3 gen, they could still negate the gen damage relatively quickly, and if a survivor dies, the percentage is reduced to keep that balance going, so I don't think 3 gens would be too much of an issue either.


What do you guys think?


Edit: Just to clarify, this would be a basekit mechanic, or at least that's how I'm conceiving it. I don't like gen perks too much and I don't like using perks to fix base game issues too much either.

Post edited by Mandy on

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