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How to fix genrushing and tunneling

Hello! I have some suggestions to fix genrushing and tunneling. I don’t think we can blame people for doing this because it’s completely logical (and how can we hate people just for doing the objectives?). However, the problems are:
1. The survivors start fixing gens right away after the beginning of the game, so the game may end so fast that the killer feels like the haven’t even started. Hex: ruin becomes a must.
2. Knowing that there’s a huge difference in repairing speed based on the number of survivors (4 survivors: 3 doing gens, 1 running; 3 survivors: 2 doing gens, 1 running etc.), killers are encouraged to kill at least 1 survivor ASAP. That forces them to tunnel and take out someone while ruining the game for the victim.

These problems can be fixed by applying the following changes. Please note that my suggestions are not balanced and the only way to figure it out is to test them. Consider it as a food for thought.
1. Fixing genrushing
When the game starts, Hex: ruin (or its weaker version) is applied to all survivors for 60 seconds. They are free to do anything: destroy some totems, prepare 99% sabotaged hooks, open chests or even fix the gens. However, it will be a bit more difficult to fix them right away.
With this change killers won’t have to equip Hex: ruin by default. Low-rank survivors must be okay with it (as it’s more difficult for low-rank killers to locate a survivor + beginners are usually afraid so it takes some time before they start doing the gens anyway). I don’t want low-rank survivors to suffer so it can be applied on ranks 10-1 or higher or maybe you can alter the duration depending on the rank.
2. Fixing tunneling
The first thing is to make repairing gens 10% slower (for example). Every time a survivor completes a gen (like “Detective's Hunch” event), that survivor gains 10% bonus repairing speed until the end of the trial (duration may be changed). So the more gens you fox, the bigger bonus you get. It’s a kind of snowball-effect that encourages the killer:
1) Not to camp — it’s basically throwing the game (except the case when everyone suicides around the hook)
2) Not to tunnel — making every survivor occupied is a win for the killer (no bonus or even a penalty for survivors, bbq&chili stacks for bloodpoints), but tunneling is the opposite (a “taking out a survivor” benefit will be nullified by the bonus speed)

Also I have an idea for a new item.

Adrenaline Shot
Rare, 1 charge (like Chinese Firecracker)
Gives you the “Endurance” effect (like from Borrowed Time) for 15 seconds and “Haste” for 3 seconds (unless it ruins the balance — then it can be changed or removed at all).
Instant use (or 1 second if not balanced)
Addons: removes some negative effects, Haste/Endurance lasts longer, extra charge (but weaker Haste; the addon is consumed right away like some Skeleton Key addons) etc.

This item may be used for saving someone from being hard-camped, buying some time (extra 15 seconds), but it’s not ruining the balance as it’s consumable and rare. Also no one will DC to save it (like flashlights) + it doesn’t affect you forever like insta-heal that just gives you extra life. Also it will be a bit of a new content for the game, looks fun (at least to me) + we’ll see some amazing videos with people using it :)

Thanks.

Comments

  • AlwaysInAGoodShape
    AlwaysInAGoodShape Member Posts: 1,301

    @cooers

    I don't like the Hex: Ruin for the first 60 seconds as a fix, even though it would obviously slow the game down by a little bit, it would also:
    1. Feel unnatural conceptually why it should be there, as the art of making the game is doing so through conceptually pleasing methods and
    2. Good Survivors can just work through Hex: Ruin anyways. Even in games where Hex: Ruin has been up for the entire match, Survivors can still stop a killer with a fat depip.

    To Get to your second Point about tunneling: YES, I love that... but...

    WHY I LOVE YOUR IDEA
    As you mentioned, the time you have available to do Gens changes Radically depending on Survivor count. In order for survivors do be able to do generators in the late-game, they would need to be able to do them much faster then they currently can. So if we'd introduce a "Repair Learning" mechanic, then we could make it so that the more you work on a Generator, the faster you become at it. Even in 2 survivor scenario's where they need multiple Gens, they could still work on it > practice > having their Gen regressed > practice more until they can fix it.
    So I love your idea, so here's the

    BUT...
    But if you would make the average time it would take to complete ALL generators the SAME with this mechanic, then you completely screw over the last killer's tool to win: to Disable PlayerCharacters as soon as possible (Tunneling).

    So if bEhaviour would implement such a change, they'd have to be very careful not to ruin the last tools Killers have.

    Your mechanic would make it so that (if balanced) less often, survivors would make it out alive, but the ones that stay alive have a bigger chance at winning in the late-game.

  • Bravo0413
    Bravo0413 Member Posts: 3,647
    I mean let's not going boring applying ruin to every game is not the answer... it needs to be something a bit better... like an illness that was caused by the entity when it pulled the survivors into its realm that applies many effects like hindered, mangled etc... have this illness last multiple minutes and then also give the option of the survivors being able to cure themselves by finding.... idk like a well they need to drink from.... secondary objectives that cant be ignored are needed