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Slug & Tunnel

Eon
Eon Member Posts: 48
edited July 18 in Feedback and Suggestions

I'm a main killer, and I not only hear non stop about this topic and I do also understand it, slugging and tunneling makes the game miserable, and unfun.
Most solutions I hear are punishments to the killer, and I do not like this, each time you punish a strat killers come with an even more cancerous strat, you killed slug, facecamping became meta, you killed it, 3gen became the new AIDS, you killed that, new slug became meta.

Reward good gameplay, and punish bad one.

-Tunneling & 12 Hooks
Each time a hook is made, all gens should increase their max charges from 100 » 110!
BUT if the same person gets hooked twice in a row, this would not trigger. This condition is revoked if the survivor becomes fully healed, or does a conspicuous action.
On the other hand, to deal with tunneling, if a survivor dies, the 120 charges the generators have, get inverted from 120 » 80!. Hook benefits get lost, and then a -20 charges gets applied to all gens.
Rewarding multiple hooks so everyone has a chance at play, and none feels miserable, and punishes trying to get someone out as soon as possible

-Slugging & Pressure
Slugging is the current meta since generates the most ammount of pressure for survivors, and gives time to the killer to go do more. This makes the person on the ground useless, and deactivates perks like DS/Deliverance, making them useless, something none likes.
To avoid slugging, if the killer picks up someone that has been down in the last 30 seconds, and hook them in those 30 seconds, 2 things will happen. Killer will hear the furthest survivor's heartbeat and gain 10% haste, for the next 10 seconds. Keeping the killer busy to go find that survivor.

In case the killer decides to slug, the moment 2 or more survivors are on the ground a 30 second Count Down will start, when this finishes, EVERYONE that is in a dying state in that moment will be picked up, and will gain ENDURANCE for another 30 seconds. This mechanic is disabled if only 1 survivor is in dying state. (Dead/Carried do not count)


Please tell how this could be improved, and remember, Killers are as much players as Survivors are, both want to win and both want to have fun. If you give something to a side, give something else to the other.

Post edited by Eon on

Comments

  • This content has been removed.
  • Eon
    Eon Member Posts: 48

    Yes, the bad plays are a bit cursed, I will add, recieved any healing from another survivor or did a conspicuous action.

    And the hook/death mechanic is like the brand new parts. Brand new parts modify the maximum charges a gen has. The mechanic does the same, increases the max charges the gens have per hook by 10, BUT if the survivor dies, those +10+10 gets reduced to 0, and then inverted to -10-10, like putting 2 brand new parts. If you kill someone you basically give the survivor 2 weaving spiders.but if you kill someone, but there are other 2 hooks, gens are technically at -20+10+10, gens stay at 100.

    About heartbeat+haste, needs testing for the buff duration.

    About slugging, chase chains can be a thing, there are builds for it, but if you want to chain chase more than 2 people… thats on the killer, another thing is if you manage to down it, if you hook 1, and pick up another, in 30 seconds, the 3rd loses the capacity to get up.

  • Elan
    Elan Member Posts: 1,427

    As a killer main I agree that tunneling shouldn't be rewarded in 3v1 senario, but tunneling is a must in some games. I disagree that survivors should be tunneled at 5 gens. I disagree that it should be impossible to tunnel someone at late game. I'm forced to tunnel someone 1/20 games, because I need to create pressure, in most games I have first kill in 7/8 hooks. Same is with slugging and I suggested that survivors should be able to heal themselves up while slugging next to each other. Slugging is sometimes another tool to create pressure, but sometimes killers slug again at 5 gens, and even when there is abandon feature, it's still not fun. Slugging killers like Oni and Twins can simply slug entire team in few seconds and this should be countered by the healing in dying state.

  • Eon
    Eon Member Posts: 48

    Thats why this mechanic is in place, 8 Hooks,give all gens 80 seconds more to be done, having 4 survivors in endgame and 3 gens left, makes those gens take nearly DOUBLE to be completed. Starting to tunnel midgame is not the problem, is all the killers that slug/tunnel with intent at get 4/5. The abusing minority spoils mechanics for the majority. When killers start to abuse something, all killers have to be punished, even those that did not abuse the tactic.