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Slugging/Tunneling/Camping limitation system concept

AssortedSorting
AssortedSorting Member Posts: 1,347
edited October 24 in Feedback and Suggestions

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.

Post edited by AssortedSorting on

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