http://dbd.game/killswitch
Change Left Behind to a perk that punishes tunneling
Right now the perk Left Behind is almost completely useless. It also doesn't fit thematically with the character of Bill, the Left 4 Dead campaign level the perk comes from, or even its own name
New proposed effect: When you are killed by any means, grant your remaining teammates a permanent [proposed numbers 25/35/45 - subject to change]% bonus to repair speeds. Multiple instances do not stack.
edit: forgot to mention. Half as effective on survivors that have been hooked once, does not affect survivors on death hook
Comments
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This makes the endgame where only 1 gen is left way harder for the killer. Very often it comes to the situation like 5-7 hook stages 1 survivor dead, 1 gen remaining. This would make this situation and 3gen way easier for the survivor. Your perk not only punishes the killer for tunneling he also punishes him for killing at all.
1 Surv with your buff= 62sec for a gen (now 90sec)
2 Surv with your buff= 36sec for a gen (now 53sec)
3 Surv with your buff =29 sec for a gen (now 42sec)And thats basekit without any other perks or items.
I think its too overtuned for a perk, but i like the Idea in general. Would be an interesting gameplay mechanic.
For example 1Gen= 100%
When somebody dies the remaining teammates gen permanent bonus to repairspeed up to 25%. The Percentage is based on how far the 5 Highest Generators are.
Repairspeed= 5*(1-Percentage of the highest Gen)+5*(1-Percentage of the 2nd highest Gen)+5*(1-Percentage of the 3rd highest Gen)+5*(1-Percentage of the 4nd highest Gen)+5*(1-Percentage of the 5rd highest Gen)
So if 4 Generators are done the remaining are not started 5% bonus repairspeed.
if 4 Generators are done and one of the remaining is at 50%: 2,5% bonus repairspeed.This would make 3vs1 more winable for survivor. Especally if one dies at the very start. The important question is: Do we even want that? Or do we rather que new if one dies at 5gen left?
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Your idea makes no sense, you are basically punishing the killer for doing his objective. And this game don't need more perks to punish tunneling, there are too many already.
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the role is called killer, not tunneler. "punishing tunneling is punishing people for doing their objective" is a silly talking point. the point is to give survivors an option to make one strategy for killers that is low-risk, high-reward, and turn it into a slightly higher-risk and lower-reward strategy.
yeah, i'm not 100% on what the exact effect should be, but thematically it makes sense for the perk to give some help to the remaining survivors if the person who has it dies (due to the The Sacrifice level in L4D where one person has to die for the rest to progress)
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Tunneling is a strategy to kill survivors efficiently. So tunneling, whether you want it or not, is a killer doing his objective. And the game has no incentive for the killer not to use this strategy. This is the only game I have ever seen who punishes a player for playing well and recompensate players that plays badly.
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It would have to scale with the number of generators remaining. Sure give a +100% repair speed or whatever if someone is dead at 5 gens. Why not. But if there's 1-2 gens left and someone is dead that's not indicative of tunneling. Just the killer doing their objective.
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Not necessarily. If the killer gets a kill at 3 total hook states, that's tunneling, whether it happens at 5 gens or 1 gen left. That's why I suggested tying it to number of hook states the other survivors have.
That said, i think if there's only 1 gen left when the killer gets their first kill, the survivors probably don't need the speed boost regardless, so I agree it might be smart to add a "gens left" component that decreases the bonus for every complete gen.
edit: Starts the game with 6/8/10 charges. Loses 2 charges each time a generator is completed, and 1 charge whenever another survivor is hooked. If the survivor with this perk has died by any means, all other survivors are given a bonus 10% repair speed for every remaining charge.
"This is the most powerful strategy for one side. It would be unfair to give the other side tools to deal with that most powerful strategy" is a ridiculous take. That would be like arguing that killers shouldn't have any perks that punish sticking gens or make it harder, because the most powerful survivor strategy is sticking to gens. Obviously killers should have anti-gen perks, so naturally survivors should also get anti-tunnel perks.
"The game has no incentive for killers not to tunnel, and this is the only game that punishes people for [playing efficiently; i.e. tunneling]" is a blatant self contradiction.
Post edited by ratcoffee on0 -
You just forgot the fact that killers need to play well to use their meta perks and down the survivors. Now for survivors, they don't need to do anything to use their meta perks, they just play wrong, go to the hook and can use them for free. They don't need any effort, they are being recompensated for playing badly. All survivors meta perks are like this: DS, OTR, DH, Lithe, etc.
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Ridiculousness of your examples nonwithstanding, the game is balanced around the idea that it's impossible for survivors to avoid going down forever. A key part of survivor gameplay is knowing when it's OK to use map resources to prolong a chase and when it makes sense to take a down
Yet another reason why your take is poorly thought out; the idea that tunneling is an effective killer strategy so there should be nothing survivors can do to reduce its effectiveness would lead to killers not having to make any meaningful macro decisions about how to play most effectively, they'd just tunnel to win. In what way is it fair to force one side to make all sorts of macro gameplay decisions and completely eliminate them for the other side?
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