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Slugging/Tunneling/Camping limitation system concept
Slugging
- Fully self-recovered survivors (95%) can now pick themselves up while directly underneath an Empty Hook.
- They become Broken until they’re next put into the dying state, and suffer Deep Wounds.
- Edit: “Seek Help” once at 95% will now display “Seek Help (Survivor Icon), or risk a bargain (image of a dying state survivor under Hook)”
- Ideally, were the Killer to pickup the survivor in such a position, they would be able to Hook the survivor before the window for flash stuns is available.
This is to provide a last resort self-pickup, such as in the event of a 4-man slug out, or bad/toxic teammates, to better differentiate the dying and the Hooked state, and incentivize Hooks.
Hooked Survivors
- This can be performed on both the first and second stage of sacrifice.
- As their Hook stage progresses, they see the Auras of other hooks slowly appear to them.
- The rate that hooks are revealed, and the distance away from the current hook, are the largest balancing points of this concept.
- While holding the active ability button on Hook, they can focus on another Empty Hook, to link to it (3s hold).
- The aura of this Linked Hook is shown to other survivors.
- The Aura of the Hooked survivor changes while they are linked to another Hook.
- When Unhooked, the Hooked Survivor will spawn under the Linked Hook.
- Performing a self-unhook attempt (or failing a sacrifice skillcheck) while having a Linked Hook, will teleport the survivor onto that Linked Hook, suffering sacrifice acceleration as normal. (This overrides any self-unhook perk like Deliverance or Wicked, and overrides the 4%)
- A Linked Hook can be cleared by tapping the active ability button while Hooked.
- This is disabled in the End-game Collapse.
- Ideally, base-kit Endurance and the existing anti-camp mechanics would be removed from the game.
This gives the Hooked survivor agency, if they feel they are being tunneled, a method of repositioning themselves on the map if unhooked. (As such, being found afterward becomes their own fault).
This gives the Hooked survivor agency, if they see themselves being proxy-camped, or face-camped, to move themselves to another Hook to bypass it, though dependent on the time it takes for a distant Hooks aura to be revealed.
This gives the Hooked survivor a gameplay element to interact with and deliberate upon.
This can condition newer Survivors to not prioritize unhooking a survivor quite so immediately.
Killers can no longer rely on the Hooked survivor being in one place.
Ideally this would also come with buffs for getting multiple Hooks as Killer/Killer buffs.
Comments
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Eh, not a huge fan of Perk solutions for a lack of basic functionality.
Would be like removing the Killers ability to kick a generator to regress it base-kit because:
“You can use pop, or just, you know, git gud and apply pressure”
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