Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

My alternative Anti S&T proposal to retain player agency

UndeddJester
UndeddJester Member Posts: 4,945
edited September 2 in Feedback and Suggestions

This will likely be shot down or ignored, but no one can say I didn't at least try. Bringing back an old idea with some extra stuff too.

Anti Slugging

  • While in the Dying State the survivor will progressively move up to 20% faster over 30s.
  • While in the Dying State, if a survivor is at 95% or higher recovery they can press the rush button to enter Desperation.
  • Desperation is the Survivor over exerting themselves through the pain to get away. While in Desperation, the Survivor gains an additional 30% faster crawl speed, makes 50% louder grunts of pain, and bleeds out 100% faster.
  • If 2 Survivors in Desperation meet they can pick each other up.

Anti Tunnel

  • Added new no clip effect while under the effect.
  • Added new Evasive status to basekit BT.
  • Basekit BT extended to 15s to match the anti-camp self unhook version.
  • Getting hit while in Basekit Borrowed Time, instead of Endurance, now works like Mettle of Man and does not put the Survivor into Deep Wound. Consider a new status for this effect to use, called something like Unyielding, Resolute, Do or Die. This takes priority over Endurance.
  • Borrowed Time the perk extends the Haste and adds Endurance for 15s after the basekit effect.
  • All effects end upon performing an conspicuous action.

It was my understanding that the intent was always to not remove these stratgeies from the game, but make them weaker so the more spread preasure strategies were more appealing.

The tunneling changes however are very heavy handed and quite simply, my reasoning is that the current implementation has far too many "what ifs" to work. It tries to push all killers to play like highly mobile and lethal killers, which many killers simply aren't and do not work this way. Some prime examples being Trapper and Hag... you don't choose who steps in your traps, you take the traps as you get them regardless of who it is that steps in them. Pig and Sadako as already discussed ad-naseum, but it's the same issue, that alternative killer design gets demolished because they don't fit into the standard dash formula.

With regards to slugging, the entire point of Slugging is to get pressure by forcing another Survivor to get off gens to pick up their teammate. This doesn't work if you're introducing basekit Unbreakable, and is especially problematic in regards to sabos or going down under pallets. The killer is forced to slug in these scenarios, and woth the tunneling changes, you can't even try and focus out someone who is trying to sabo all your hook attempts.

These changes are much less egregious, and don't involve making a mess of killers and perks with such a hand holding, gun to their head approach. These changes put real risks to playing these styles and give survivors much more options, without just nuking the whole human element of the game.

Post edited by UndeddJester on