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About the planed Executioner (Punishment of the damned/Torment) Changes

(sorry if there are any grammatical errors, not my native language)

I read on Steam that BHVR planed to make the torment effect of the executioner a bit easier to apply by having it also inflicted by his ranged attack and not just his trails because good survivors just play around the trails without breaking a sweat. But they think its to op because you could hit/down both survivors while unhooking and also apply torment on both. And i think i gathered a few different solutions for that.

  1. torment is only applied by the ranged attack if the survivor loses a health state. So the unhooked survivor would still be saved by borrowed time for example
  2. make it so the ranged attack does not apply torment when used in range of a hook. So torment cant be applied by the ranged attack while unhooking.
  3. Torment is only applied by the ranged attack if the survivor is put into the dying state by it.
  4. Buff the trails. Make them faster to plant, increase the hit box, make it so you can also put them around hooks or gens and make them stay longer. By buffing the trails, a good executioner could use them more as intimidation and not as weapon. using trails mid chase to seal off vaults, pallets or hooks.
  5. Make it so the Ranged attack only hits the nearest/furthest survivor and/or make it so only the survivor with the highest health state gets hit.

i hope those ideas maybe spark a few solutions in the heads of the developers.

If someone has another good idea or has a problem with one of the above, feel free to write a comment.

Comments

  • Annso_x
    Annso_x Member Posts: 1,611

    My favorite idea I've seen was that torment is only applied to healthy survivors when they get injured. Guess it's basically like making it only apply when the survivor is put in the dying state, except it would encourage PH to get their first hit with punishment instead of their second (or 3rd if DH), which I personally think is better.

  • Green_Sliche
    Green_Sliche Member Posts: 678

    Don't bother.

    Probably someone from survivors nagged devs about how ''oppressive'' that would be so it got reverted. It's the standard way these kind of suggestions are treated. Doesn't matter that it's already hard to make decent survivors walk over the trail but who cares.

  • uganda_calm
    uganda_calm Member Posts: 125

    i dont think so, torment is not that strong of an effect. its just a different kind of hook and its even far over the map. There is really not that big of a difference between hooking a survivor or putting him in a cage i believe.

    And i think leaving him as he is would just make him another m1 killer, with a useless ability. I would say though that it would be a better idea to just buff his trails. Its honestly laughable that he cant even put them around hooks even tho trapper, hag, skull merchant and twins (viktor) can put there stuff next to hooks without problem. And the trails are even visible from all over the map, so you either must be very bad or very desprat to walk over them.

  • shofarian_starfall
    shofarian_starfall Member Posts: 15

    Why couldn't it just be made so while you have the BT from unhook, you are invulnerable to the torment in question? Meanwhile the survivor who unhooked their teammate while being unprotected, gets tormented ? excuse my poor english im baked and its late

  • uganda_calm
    uganda_calm Member Posts: 125

    i agree, if the first hit on the survivor is from further away he could get a larger distance from the killer, making the chases a bit longer to balance out the buff.

    But i still think just reworking his trails would be the better play. In my opinion its way more fun to seal of things in a chase than just to have another ranged killer. But if they give them torment on the ranged attack, no one will ever use the trails again. So i am more for focusing on the trails as his main ability and keep the ranged attack as a secondary option in a chase.

  • Green_Sliche
    Green_Sliche Member Posts: 678

    The difference is much bigger than you think. Tormented survivor can be caged instantly and this can't be denied by survivors as they can't blind killer like during pick-up animation, can't sabotage a hook while killer is carrying survivor and allows killer completely negate whatever defensive perks survivor had that would make hooking harder.

  • uganda_calm
    uganda_calm Member Posts: 125

    What you said is basically option 1, just with a different way of doing it.

  • uganda_calm
    uganda_calm Member Posts: 125

    For me as killer its not much of a difference. I am very cautious when picking up survivors and almost never get stunned or anything like this. So for me its not big.

    But you are right, if you have problems while picking up survivors, the cage can make a big impact in your game flow.

    But still, the cage is planted far away from you, so if you dont instantly run over to it to protect it, its much easier to get someone out of there.

  • Green_Sliche
    Green_Sliche Member Posts: 678

    It's about time efficiency. You win plenty of time by caging survivor as you can immediately move to the next target. The proposed suggestion would allow pyramid head apply tormented status on multiple survivors as well with good cast or during unhook ( this was the main reason devs listed as to be op, even though it could be fixed by not applying the tormented debuff at all when within X range of hook ) and generally allow this particular killer to be more effective. Sadly as we know, when somethin makes any killer more effective it gets thrown out of window for very known reason.

  • fulltonon
    fulltonon Member Posts: 5,762

    Everything you've said pretty much doesn't work against any competent killer, as pretty much all of those are easily counterable.

    So yeah not a big deal I suppose.

  • uganda_calm
    uganda_calm Member Posts: 125

    your suggestion would be my option nr 2.

    I think this would be pretty good solution, even tho you could still hit several players at ones in many different situations.

    Another good option that isnt in the original post would be to make a cooldown for the torment effect, so if a survivor had torment in the last 60 or 90 seconds he cant get it again. This also would prevent tunneling with cages.

    In combination with one off the other options, this would make a nice little buff for pyramid head.