The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

Basekit Unbreakable - But Only On Obsession?

I'm not 100% saying to do this, for the record. I just thought of this suggestion and I didn't see anyone else put this idea forward so I thought I would and see what people's arguments are for or against this idea.

My own thoughts on it: If the Obsession was the one who gets basekit unbreakable, it would make for some interesting dynamics I think. Defending the obsession would mean a lot more, killers would need to be more vigilant on picking them up around survivors trying to save them, and perks that swap the obsession/focus on the obsession would be more interesting if the Obsession was the one getting this buff. It would also make slugging all four players more difficult if one could just get up unless you save the obsession for last and give survivors a chance against this.

I'd even say add a new effect to Unbreakable: "If you are the Obsession, recover 20% faster" or something along those lines.


How about everyone else? What are your thoughts on it? And could there be an exploit I'm not thinking about?

Comments

  • Annso_x
    Annso_x Member Posts: 1,611
    edited November 2023

    Honestly because there's already perks that reward tunneling the obsession / are bad if you don't, I don't think we should add a basekit mechanic on top of that.

    The idea of protecting the obsession is really fun, games where everybody comes together to stop someone from being tunneled out can be very entertaining, but unfortunately it probably wouldn't translate really well in solo q and would end up widening the gap between solos and swfs (who would most likely come up with builds and combos around that mechanic).

  • ChaosWam
    ChaosWam Member Posts: 1,845

    iirc the only perks that benefit from tunneling the obsession are Rancor for endgame and Remember Me to keep them from opening gates faster at the end? Most others are just aura reading/benefits if you don't hit them/leave chase. Heck a few of them even change the obsession.

    Survivor side perks like OoO and Mettle of Man may incentivize it but I see that as a risk taking those perks, and then you have Decisive Strike, which could clue some players into defending the new obsession.


    But you have a good point about SoloQ. Though I think changes like this benefit more than hinder SoloQ, since slugging the entire party would be a risk unless you choose the obsession last.

  • randonly
    randonly Member Posts: 456

    I ended up logging in here just to find your sugestion. I'm just going to paste what I already told you on Steam


    As for the idea itself, I don't think it will solve SoloQ's problem, which is precisely around high mobility killers and the lack of coordination and synergy, making slugging more rewarding than hooking, to the point of making this "strat" ​​a design flaw, in addition to creating some exploit problems, such as killers avoiding the obsession or tunneling the game's obsession or around specific perk builds that constantly rotate the obsession in chases and in the end rendering the auto pick-up system useless

    Anyway, given the brief explanation, my idea would be to avoid this in the macro game by giving everyone the possibility to get up without being abusive like it was in the finisher mori ptb, increasing the time to recover, but at the same time only allowing the person to pick up. if there is at least one other in the dying state (2+ or more) and the killer is not close (x meters radius) to avoid the same abuses around pallets as happened, similar to what people do with power struggle buying time in swf, anyway, it will be a necessary evil to avoid non-interactive matches and abuses that killers do against soloQ.

    the idea came from exactly how people complained about this system in the finisher mori ptb , as it punished the killer that legitimately tried to counter wiggle builds or flashlight/sabo teams around pallets, as it forces you to have to slug one to chase the other, but not allowing the focus to be on the strat to play focusing on speed-run and slug all 4, if the killer moves away from the area where the first person was slugged.

    I left the radius being x, but perhaps the ideal would be something between 12 and 16 meters from the killer.