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An idea to hopefully reduce tunneling
This might not get rid of camping, but I believe my idea would theoretically help with killers tunneling survivors (which has been a common complaint and has only gotten worse in the update).
Basically, When chasing a survivor who's been unhooked- the killer doesn't get ANY bloodlust until they would earn bloodlust 3- but it would only give them bloodlust 1. However, if the killer manages to stay 24 meters or so away from the survivor for 15 seconds, then the debuff is removed. This would mean chasing an unhooked survivor would be far harder than just going after the person who unhooked them. Alternatively if they DID go after the person they would no longer have bloodlust to let them quickly recapture a survivor until they earned bloodlust 3, which they could have gotten another survivor in the time it would take to earn that tier 3 which only gives them 1 tier of bloodlust. All of this without taking it from killers trying to catch up to a survivor in normal play.
Comments
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If you need bloodlust 3 you're either playing a weak killer, or you're bad at the game. I doubt bloodlust happens most of times when tunneling. Better fix would be to give the killers incentives to leave.
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They do have incentives (not good ones but they are there) They are stuck behind perks. Getting a speed boost when leaving hook and an insta kill after 5 hooks and leaving are better than nothing, but they aren't much. Thoug overall I do agree that bloodlust might not be that important, but it's better than nothing that we have so far.
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In a game people play to "win", what better incentive can you give than tunneling someone out?
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I agree, while I am not opposed to things that benefit you for not tunneling (Devour hope being my alltime favorite perk for that very reason) they need more than a reason to do something else, they need a reason to NOT WANT to tunnel. Granted if bloodlust is as useless as the other person implies than maybe something like a hindered status near survivors who are hooked and a speed boost the first 5 seconds (or some equivalent time to how long it takes to leave a hook) after you leave the area.
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Most killers lack good map pressure either due to lacking the mobility to get around, lack of information to on where to go if their mobility is feasible, or lack of pressure from pushing off of gens (like the 2.5% is nice, but it really should be like 5% from kicking; and realistically there should be an animation window for survivors like these is on killers). In order to get these things you need to spend perks, which means you're not using perks for other things like Chase, End Game, Gen Slowdown, or just perks that are more for fun.
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All good points, but lets say you give a bigger regression bonus when kicking gens (5% base) and survivors now need to work on the generator for 3 seconds to stop regression. Killers also automatically get a 10% speed boost while leaving the hook before they get in their next chase. Heck, throw in that killers will see all gens current progress for 5 seconds after hooking as well. All cool things that should encourage the killer to leave.
Even with all this information, the easiest route to a win is still a 3v1 as early as possible.
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But these benefits only matter if the killer's proactive and not camping. It won't eliminate it, but again *nothing will* eliminate camping, no matter how hard you try sans making survivors just die on first hook so camping's impossible from the get-go.
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Bloodlust is not a "must" in chase.
A good killer doesn't even need it.
A good idea to avoid tunneling and, in particular, camping is to debuff the killer if he's in a range of TOT meters, like: increased duration of entity progress on hook, revealing aura of the killer (a stupid one but that's an idea), etc.
If a killer decides to tunnel a survivor and his team is a little bit productive on gens, it goes backfire for him.. I honestly think that camping is the main problem, the tunneling is just an horrible choice.
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I've seen alot of people saying that bloodlust isn't that big of a deal, and that camping would still give an easy advantage. You know what? You're right. Thinking about it I can't remember a time bloodlust actually made the difference in chase. So instead I have an alternative. One that should nip this problem in the bud totally.
Instead entity progression is halved when within 12 meters (the size can be adjusted, just an example) of a hooked survivor. FOR ALL HOOKED survivors. This means that early on catching a survivor near your hook as you hook won't be a big deal since you would be there anyway, but staying near hook will slow the progression to a crawl meaning survivors can do more gens while you're stuck waiting for someone to get to the next hook state. And forget about getting them dead.
to put it in perspective, that's TWO MINUTES before the survivor goes into the second stage of hook, meanwhile a survivor can finish a gen in 90 seconds assuming they both don't fail skillchecks and don't have any buffs or help from other survivors. This would make camping an actively losing strategy as survivors would be able to wait you out rather than the other way around.
Now some would argue this has the opposite problem, what with it countering camping rather than tunneling. But that's where my other change comes in. As long as survivor hasn't left your line of sight for more than 20 seconds (or you aren't around when the effect wears off) than they keep the endurance from being unhooked, and while in that state your misses and hits take twice as long to recover from when hitting the recently unhooked survivor. This means you HAVE to target the unhooking survivor or else you are at a severe disadvantage.
Is this overboard? Yes. Is it deserved? Also yes. I am a killer most of the time and I hate camping and tunneling. I don't care if the people who do it feel it's necessary to win or think these nerfs are too harsh, it doesn't give them the right to enjoy the game at the cost of 4 other people's fun. Especially with how strong killers are now.
Now, what do you all think? harsh enough? Because I wouldn't mind these changes.
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