http://dbd.game/killswitch
Theory about slugging/tunneling changes
The updated QOL road map has the updates to slugging/tunneling (as well as camping) coming up in October-January. However, they're being tested in the upcoming PTB, which also has the folklore killer that the roadmap promises for September.
I think this likely means that the current iteration of anti-Tunnel and anti-Slug is a preliminary test of a whole handful of ideas that BHVR are likely to pare down and refine over a longer period of time, in time for a release in those later Autumn months.
If so, I think that's good. The changes are by and large good, but might need some tweaking to make them feel more balanced, and giving them the extra time, particularly to potentially put them through multiple PTBs, would be super helpful
Comments
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12% haste 30 seconds
20% kick regression
15% repair speed for tunnel penalty
-5 -
Screen cap this.
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So…. worthless. Much better to just tunnel someone out and deal with the repair speed.
-3 -
Idk bbq + haste should really help some killers chain hooks together keeping benefits. I could see the haste lasting longer especially if there is a time limit on the kick regression.
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20% of a gen is 18 seconds of repair from one survivor. 15% extra gen speed is 12 seconds off of each gen.
It is absolutely better to get a survivor out of the match and eat the gen repair speed than it is to leave an extra survivor free to do gens for multiple minutes. New meta is Blight or Nurse with a full aggression build and deerstalker. Tunnel someone out, then slug the rest. Use Deerstalker to find them on the ground when they use their free Tenacity to crawl away.
Or maybe it's ping pong tunneling between the two weakest survivors, using the free BBQ to bounce back and forth.
-3 -
Pop was widely considered one of the most powerful regression perks pre 6.1, back when it was a flat 25% of 80 charges. If it's a flat 20% of 90 charges that would be extremely solid.
I still think it should be a mini-pain res instead of a pop, so non-mobility killers can also benefit, but it's wild to me to say something that's 2 charges less than one of the strongest versions of one of the strongest regression perks in the history of the game is "worthless"
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Gens were slower then. Survivors were much less efficient before the HUD changes.
-4 -
too little, i believe it would work if it was like this:
40% repair speed for tunnel penalty( remember that one less person basically means that there are always only two guys doing gens and any slug/hook makes it goes down to one, what normally would be 2, basically cutting speed in half for the team, 40% will be enough to not be interesting in almost anyway)
10% haste for as long as they are hooked, using a mobility ability disabilities this haste for 10 seconds(this would make you faster for as long as the guy is hooked, so if survivors try to exploit the hook time, you get 70s of haste, if you are too opressive with haste, they will have to make quick saves and if you got mobility, you dont get that much abusive use)
kick damage is completely ass, tier S can use well, low tiers cant even kick on a right way. Id do it like this, when you are in chase and stacking seconds for your bloodlust, when you damage a survivor, you lose those seconds, this is already normal, i would convert this seconds into an explosion on the most advanced gen, 0,5% for second charged, this way tier S killers dont really use this since they have fast chases (average of 30 seconds, generating 2 explosions of 7,5% damage, basically two kicks during the chase) while a trapper, that got looped for almost 50 seconds, will basically get double damage, since he takes double the time to chase, since this would only work againt survivors not marked as last hooked, this would make it extremelly interesting to dont go after them.
-1 -
I want to make sure I understand.
Garbage at the game, but actively adjusting to having helpful gen indicators? Taking advantage of the HUD changes, but also running after the killer rather than work on gens? Is that correct?
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You do realize that two things can be true at the same time, right?
Bad survivors, the ones you see in roughly half your matches, play like garbage.
Good survivors actually play to win and use all of the many, many handholding tools that the devs have given them over the past few years.
-6 -
I personally find it far more likely that you're massively biased against survivor players, what with your constant need to insultingly infantilize them and your interpretations of the game's balance that are well at odds with statistical evidence and majority opinion alike.
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Oh, gosh. I wonder why the "majority opinion" would favor survivors? Hmmmmm… it's such a tough nut to crack. Gosh, I have no idea why in the game where survivors make up roughly 80% of the playerbase, the forums' majority opinion would generally favor survivors. Guess it'll remain a total mystery.
-5 -
You are aware that killer queues are currently 5 minutes for 1v4 and 15 minutes for 2v8, right?
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That's it? It was like triple that during the last 2v8. Patch hasn't even come out yet, and killer numbers are already dropping lol.
And, as I've tried to explain to you using as small words as I can, it's 2v8. Killer queues always skyrocket during 2v8 because people want to play killer with a friend. It's literally the entire draw of the event.
-3 -
But, killer queues would only skyrocket during 2v8 if people who normally are queueing for survivor, were queueing for killer in 2v8 instead. If people queued for the same role, the queue times would remain the same since the same proportion of each side's players would be playing.
Meaning there is a massive contingency of "survivor players" who actually play + care about both sides, and your earlier point trying to discount the majority opinion because "the majority of players are survivor players" is wrong (since, as we established, a huge proportion of those players are willing to play either role)
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Wow. The leaps of logic you just went through should be counted as an Olympic sport.
I'm sorry, but survivor mains queueing up for killer during 2v8 for funsies doesn't mean they know or even care about the killer role. It's a meme event mode for screwing around. Nobody takes 2v8 seriously, right? Cause that would be funny af.
-5 -
By spreading hooks, survivors can tackle generators without fear of pressure, so the benefits granted to killers must be sufficiently powerful to counter this. Particularly for M1 killers, who lack mobility and exert limited pressure across the entire map, unless they receive a significantly large amount of Haste and can complete their search quickly, landing a 2k on survivors normally tackling generators will be difficult.
-3 -
Mini pain res does not defeat the purpose at all, players can still unhook due to facecamp, even if he waits for the kill under 6 hook states the killer will be surprised with unable to regress or break gens anymore and then they get perma repair speed bonus.
So no pain res is so so much worth it over pop for all around killer roster than pop
-1 -
I was gonna say many killers don't have the mobility to take full advantage of thr on-kick, but then I realized, that's what the haste is for. Good point, we'll have to see what the numbers are
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Close enough where I feel like "called it" isn't inaccurate
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