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

My Suggestion for Anti-Tunnel and Anti-Slug Systems

Hello! So, I have ideas for anti-tunnel snd slug that won't be as punishing to killers while also being helpful to survivors. Please hear me out before coming at me, if you disagree please leave your ideas in the comments below!

Anti-Tunneling:

The best incentive for Unique Hooks would be extra bloodpoints. I think if you got so many points (say like 200) for each Unique hook, it would make players want to get these Unique hooks more.

If someone dies before 3-5 gens, give a slow increase to the repair progress depending on survivor deaths. This would make it so survivors would still have an opportunity to get gens done, while also making the killer feel like they can still get kills.

My reasoning behind the repair progress is that 3-5 gens is incredibly hard to get anything done with 3 survivors. Im suggesting that it be an increase per survivor dead, to pick up the slack and make sure that some gens can still get done. 90% of the time, when 1-2 gens are left with 2 survivors, they both hide and wait for the other to die, or they feel pressured to stay away from gens (completely understandable). I suggest reducing at what speed the generators regress at 1-2 gens. That way, pressure is still able to be applied by the killer, but still allows survivors to attempt to work on gens. Completely blocking the gens from being kicked is only appropriate in my opinion, at 1 gen, with certain requirements being met. 2 survivors left, prevent the gen from being kicked. Anymore than 2, its unnecessary because they have plenty of opportunity to pull the killer into chase while the others work on a gen or multiple gens.

Anti-Slug:

I think the base-kit unbreakable would be great, but again, certain requirements should be met. If a Survivor is left in the Dying State for 20-25 seconds (that seems appropriate to me based upon the fact that killers could be threatened with a save or bodyblocked from picking up), and they are picked up from the dying state twice, they should be able to use unbreakable to get themselves up from the ground. This should be a process though, they shouldn't have unbreakable infinitely the entire trial. After using unbreakable once, survivors should fully fill the recovery bar, and after 10 seconds, they recieve the option to use unbreakable again. This gives killers the opportunity to chase off potential saves and pick up, while also making sure slugging killers are being punished for leaving a survivor for too long. In addition, survivors will feel less hopeless against slugging killers.

Another concern is, if survivors pick themselves up and the killer Is camping their body, then they're just immediately going to get downed again. To combat this, I suggest giving survivors a small bit of protection from a hit right after picking themselves up. This gives slugged survivors a chance to get away from the killer and continue to play.

Now this is one Ive seen mentioned alot, which is camping. I very rarely encounter hook camping killers, personally, and anytime I have, the system has done its job. What Ive had an issue with is Killers camping slugged survivors to bait someone to coming to pick up. I suggest adding a speed boost to recovery progress, similar to the camping bar, while in the Dying State if the killer is staying to close to the survivor without being in chase and other survivors being around. This way, there's less slugging and camping bodies as well.

Again, these are all my opinions and suggestions, if you disagree or would like to add something please put it in the comments. Thank you and Have a Great Day!

Comments

  • Colt45m
    Colt45m Member Posts: 246

    Most killers don't care about bp so yeah thats not going to do anything about tunneling. The update is fine and has been needed a long time now.

  • Elan
    Elan Member Posts: 1,402

    As someone who plays both roles I know that both sides must be rewarded, I'm completely fine with haste, endurance and elusive for 30-40s if the no collision stays. But killers should be rewarded for going for chases and hooks instead of tunnel and slug. This again is a problem between strong and weak killers and players who increase kill rates by just tunneling and slugging and players who decrease kill rate by not tunneling and slugging mostly ending up with 1-2 kills with non a little tunnel.

    Survivors should be protected after unhook by:

    → 10 % haste for 40s

    → endurance for 40s

    → elusive for 40s

    → increased speed boost when hit under those effects

    Killers should be rewarded by unique hooks by:

    → new "thrilled" effect which lasts 40s after hooking = 20 % bonus speed to damaging and breaking

    → 10 % haste for 20s (bloodlust 1 is just too small of a reward at this point ftte and furtive would be a better pick)

    → next gen you damage loses 15 % total progress (Blight, Nurse, Billy, Spirit, Dracula, Singularity and Kaneki would cause 10 % damage instead)

    → when each survivor is hooked once, you can see intesity of repair progress for 30s

    → BBQ basekit should work early game and be less effective or non-existing in late game to make some stealth and comeback element for survivors too