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Save Immunity on first hook

this is an idea i had a while ago but with the upcoming slugging changes it seems a bit more relevant and possibly important. the killers first chase is often the most important and pivotal, and having your pressure taken away from you on the very first earned down can be extremely frustrating and sets a losing tone for the very rest of the match (especially if that down wasnt quickly to begin with).
having immunity to pallet and flashlight saves as long as the killer currently has zero hooks i think adds a bit more complexity to "survivor nearby = slug", and you make the tradeoff of leaving the player on the ground for pressure instead of being forced to leave them on the ground if theyre on a pallet. since survivors can now self pickup after a while its also not abusable by the killer at all, just a mechanic to make sure the first earned down stays earned

Comments

  • CompetitifDBD
    CompetitifDBD Member Posts: 823

    Dude, no. In no world should a killer grasp save be completely impossible because you're misplaying, getting a down at 2 gens is definitely a you issue. Anti Slug being completely disabled (Tenacity effect and Unbreakable timer build up) with no stages seems fair, but making saves impossible when you have no stages isn't. Thats the same problem as lightborn, a terrible perk that makes an entire machanic completely useless.

  • mooasis
    mooasis Member Posts: 119

    when did i say getting a down at 2 gens? you dont have to lose multiple gens for a chase to take a long time, and most predominantly killers with a weaker chase power are put into double binds in save situations. it would be a 1 time use and survivors still have 11+ opportunities to save someone afterwards