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New anti tunnel mechanic idea

When a survivor is unhooked, they receive two conditional effects:

Entity’s Protection (30 seconds):

  • Decisive Strike-like effect activates.
  • If the survivor is downed by the killer during this 30-second window, the effect is retained until one of the following happens:
  • The survivor uses the stun against the killer (4-second stun).
  • The survivor is picked up by a teammate or picks themselves up.
  • If unused, the stun remains stored and ready until activation or pickup. 

Entity’s Fortitude (30 seconds):

  • Survivor gains an Unbreakable-like effect for 30 seconds when unhooked.
  • If downed by the killer during this time, they may self-recover to the Injured state once again.
  • Crawling is disabled while this effect is active.

Both effects are deactivated:

  • If the survivor is given the option to abandon.
  • When all 5 generators are complete.
  • When a survivor does a conspicuous action.



Base-Kit Endurance & Haste Removed

  • Survivors no longer receive the default Endurance + Haste effect when unhooked.
  • These protections are now replaced by the above conditional mechanics.


Perk Adjustments

Decisive Strike

  • Increases the activation window of Entity’s Protection by 10/20/30 seconds.

Unbreakable

  • No longer increases recovery speed.

Borrowed Time

  • Now reveals the killer’s aura for 5/10/15 seconds when a survivor (yourself or a teammate) is hooked or unhooked.



Killer Hook-Based Progression Incentives

The following regression effects are applied when survivors are hooked:

First Hook Stage (per survivor):

  • All generators with progress lose 30 charges.

Second Hook Stage (per survivor):

  • All generators with progress lose 15 charges.

These effects:

  • Do not trigger regression (gens must still be kicked to regress).
  • Do not affect untouched generators.
  • Are capped at current gen progress (no overdrain into 0%).



Pain Resonance – Reworked

Now has 6 tokens.

Each time the killer hooks a survivor on a Scourge Hook, this perk activates for 30 seconds:

  • All generators not being worked on will begin regressing at 100% / 150% / 200% of the normal regression speed.
  • If no affected generators are eligible during the 30-second window, no token is consumed.
  • This regression immediately stops when a survivor interacts with the generator.
Tagged:

Comments

  • gingerGeorge12
    gingerGeorge12 Member Posts: 51

    *cough* *cough*
    “Killer Hook-Based Progression Incentives

    The following regression effects are applied when survivors are hooked:

    First Hook Stage (per survivor):

    • All generators with progress lose 30 charges.

    Second Hook Stage (per survivor):

    • All generators with progress lose 15 charges.

    These effects:

    • Do not trigger regression (gens must still be kicked to regress).
    • Do not affect untouched generators.
    • Are capped at current gen progress (no overdrain into 0%).”
  • Elan
    Elan Member Posts: 1,427

    I like that you try to bring something, but your idea is bad on both sides.

    Survivor:

    → now every survivor has d-strike for 30s, which means that killer can just wait it out or slug them and wait out the unbreakable. This won't change anything unless you run d-strike perk. Also gutting unbreakable will only hurt in more slugging.

    My suggestion was that the last unhooked survivor will have ds untill someone else is unhooked, therefore can be slugged and killer won't get punished for quick downs. how many times it happened that i hooked three survivor and the first one still had ds because didnt do anything. Nah.

    Killer:

    → It's nice to reward hook, but what makes solo q so hard? That your random dies in 30s, killer hooks, gen progress is lost, some gen is blocked, someone is chased and if someone goes down quickly the game is over. And that is if everyone is doing gens, count how many times someone is downed and you been the only one touching gens. 30 % is way too much for early game. This will result in the same what current meta does, delete whole progress of early game with killer wining with 4 hooks ahead and pressure that you can't recover from. Killers should be rewarded with faster recovery, more speed or more base kick damage.

  • Elan
    Elan Member Posts: 1,427

    Before you start whining read his idea to understand that his suggestions would make killers 20x stronger.

  • gingerGeorge12
    gingerGeorge12 Member Posts: 51

    “now every survivor has d-strike for 30s, which means that killer can just wait it out or slug them and wait out the unbreakable. This won't change anything unless you run d-strike perk. Also gutting unbreakable will only hurt in more slugging.”

    I don’t think I made it that clear but when the killer downs the unhooked survivor Entity’s Fortitude (Unbreakable) and Protection (DS) stay on the downed unhooked survivor indefinitely until the survivor picks themselves up, another survivor does , or the killer does so realistically if the killer where to wait they will be waiting for about 4 minutes for that survivor to die which no good killer will do.

    I didn’t really gut Unbreakable I got rid of the recovery speed buff for the Entity’s Fortitude mechanic.

    “It's nice to reward hook, but what makes solo q so hard? That your random dies in 30s, killer hooks, gen progress is lost, some gen is blocked, someone is chased and if someone goes down quickly the game is over.”

    Solo Q is a whole other problem that the devs could easily fix by just adding voice chat and a text box to the game or even a ping system.

    “30 % is way too much for early game.”

    It’s not 30% it’s 33% and realistically you’ll have to test the numbers around see how good it is against SWF because Solo Q fair they might not be able to handle it but I think if they add what I said above they might be able to.

    “First Hook Stage (per survivor):

    • All generators with progress lose 30 charges.

    Second Hook Stage (per survivor):

    • All generators with progress lose 15 charges.”
  • Chiky
    Chiky Member Posts: 1,139

    "would make killers 20x stronger." > Only mention of killer is a nerf xD

  • Elan
    Elan Member Posts: 1,427

    Ok. I guess you don't understand game mechanics as this would allow you to wait 30s to tunnel people easily, while completely destroying any early gen progress. Seems like huge killer nerf, truly. :D

  • SimpleYetKomplex
    SimpleYetKomplex Member Posts: 58

    What is this?

    Not only have you removed existing survivor mechanics but you have given survivors an unconditional infinite lasting DS/Unbreakable if they get downed within 30 seconds. Bad ideas all around for both sides, you’re basically telling any killer to get stuffed, not to mention the survivor abuse/time waste factor is wayyy stronger here than it was before.

    You completely gutted the perks that became basekit and made Wicked & Babysitter almost obsolete with your Borrowed Time suggestion.

    And then you made survivor equally a disaster with that hook incentive; 30 charges are 33% of a gen (90 charges). You made a stronger Pain Res that repeats and impacts all generators/hooks basekit.

    This would be more unhealthy than the current state of Dead by Daylight, hell it’s more unhealthy than anything DBD has had since 2019.