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Personal suggestion for the anti-tunnel and anti-slugging

Killeralen87
Killeralen87 Member Posts: 2
edited September 6 in Feedback and Suggestions

I just wanted to give my own suggestion on how the anti-tunnel and slugging can be done. It's fine if you don't agree this is just my own opinion.

Anti-Slugging:

Recovering and being able to crawl i think is a nice feature, this lets the survivor get in a better position for a save and allows them to heal so that other survivors can pick them up. I also think that the last survivor alive can pick themselves up in order to have a more tense end game for both killer and survivor. A simple feature that let's survivors have more of a chance in tough situations. I heard a few people loved the idea of being able to pick yourself up after being slugged for 90 seconds. The only suggestion for this is to reset it every time the survivor gets downed.

Anti-Tunneling:

After being unhooked, survivors gain the endurance, haste, and elusive status affect for 30 seconds. All of these affects are lost if the unhooked survivors takes a protection hit after 10 seconds of being unhooked. When all generators are completed, the survivor will instead gain 10% haste and endurance for only 10 seconds. Disable the elusive status affect when this condition is met. This allows the unhooked survivor to run away and get out of a tunneling situation. If the killer does choose to chase that survivor then they will have to try and chase them down while that survivor has 10% haste the whole 30 seconds. However it also makes it so that the hooked survivor doesn't try to abuse this feature by trying to force the killer to tunnel them. Look at it this way. The first 10 seconds lets the unhooked survivor take a hit without any penalty, allowing them to possibly take a hit if they choose to. However if they choose to do this for more than 10 seconds then at that point they are basically asking to get tunneled. Some could argue this punishes survivors for teamwork, however this still lets them take a hit for their teammate without going down. The only downside is that after 10 seconds you are not going to have that haste and elusive status effect.

If they hook a survivor that was not previously hooked last, the killer gains 10% haste status effect for 10 seconds and the next generator the killer kicks will make that generator lose 12% of it's progress. This effect is disabled if the killer kicks a generator or doesn't kick a generator within the first 60 seconds of hooking a survivor. This fixes quite a bit of things playing as killer. First off the killer now has a base kit generator slowdown. This will make them not be so reliant on other slowdown perks and allows them to speed up towards another objective. Not only that but these bonuses are only for those who hook others survivors rather than going after the same survivor. Now if you want a penalty for a killer that hooked a survivor that was previously unhooked, survivors can gain a speed bonus on generators and healing for about 25 seconds. This won't punish the killer greatly for hooking that survivor, but it will make the generators and healing go by faster if they choose to go after the same survivor.

These two changes alone I personally think will make the game more balanced between both sides and allow survivors and killers alike to test out other types of perks without having to worry about slowdown as much.

I would love to hear what you all think about this, I love to play both sides and think personally that these changes could be huge for dead by daylight.