My solution vs. Camping / Tunneling from the Killer-Perspective
Okay guys, please read till the end to get my idea at full potential.
With that being said, lets jump into the Headline:
Hooks instead of Kills
A Killer wins a game, if he manages to hook 8+ times in a game. Coming into 2nd stage as survivor do not longer count on your hook-counter in the bottom left. With that, there is no reason to camp someone, because you dont have any progress on your Hook-Count anymore to "buy" hooks with this strategy. However, the Death-Countdown-Speed gets increased, so that u need to unhook. 4% will no longer be a part of the game!
You cannot sacrifice people with a 3rd hook
The killer is no longer able to kill someone with the 3rd hook-stage, because you are no longer be able to hook a survivor more than 2 times. The Entity blocks the hooks in this situation, because she has already enough from this survivor.
Your goal as a killer
Your goal is to hook every survivor 2 times in total (which grants you 8 hook-stages at your hook-count in the bottom-left). After this is achieved, every killer gains a new, special ability, called Finisher Mori. If u manage to down someone for the current "9th" hook, you can mori them instantly. This replaces the kill via 3rd hook-stage. However: If u down a survivor for the 3rd time, but u havent gathered 8 hook-stages, you cannot hook or mori them (you need to let them on the ground).
You receive a merciless killer by at least killing 2 survivors.
Early conclusion: Now we see how strong every killer-character on average really is. How many hooks on average can every single killer-character manage to get.
In exchange for Tunneling/Camping, which is useless in this game-mechanic, Killers receive some buffs Basekit (and then we shall see how every killer performs to adjust their Power.
What should a killer receive Basekit?
- Barbecue and Chili (a killer needs to know where to go to chase another survivor. Camping/Tunneling is no longer an option.
- Corrupt Intervention (good for slow-M1-Killers to help them, bad for guys like Blight who have the first down in under 60sec.
- Deadlock
However: All Gen-PROGRESSION and REGRESSION-Perks should be adjusted. The main focus of the game has to be Chase, Chase, Chase, Chase, Chase.
(This is a early idea and by far not perfect, but it would reward the killers for doing stuff, it would reward us killers for hooks (and finally REAL Balance for the Characters) and survivors can play the game for at least 8 hook-stages. IF this results in too many games without Finisher Moris on various killers, you know you have to buff them in terms of faster Pallet-Breaks, faster Hook-Animation etc.)).
What are your thoughts about this IDEA (!) ?
Comments
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Ngl, I have no issues with the current system, but that’s an unpopular opinion.
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Registered to the forum just to mention that these are terrible ideas and defeat the purpose of the game.
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what is the purpose?
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In your hypothetical game mode, player 4 goes to ground and commences uber-stealth the instant they're the only one who needs to be hooked (SWF would have someone build for this from the start), the other three happily do gens and annoy the Killer, safe in the knowledge that they can't actually be killed until the lone stealth player is identified, caught, and hooked.
So, every game will become a contest of going for mass slugs, or a near-100% escape rate as long as the one person avoids AFK crows and loud noises. They no longer have a reason to go near generators, their unkillable buddies do, so they'll just hang out in lockers on the other end of the map and maybe use distortion.
When proposing a massive change to how the game works, consider 'what is the cheesiest way to play this for a win?', as that'll be the new meta.
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The objective of the game is for survivors to escape and for killer to stop that from happening.
Your game mode pulls away from the main objective if you get a Merciless for killing 2 survivors
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If you didn’t know, then the balance is just based on killing 2 survivors and no more
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It's an interesting idea but thinking through it I see a lot of problems.
First off when you have a surv double hooked. You then can't really do anything to them except slug them repeatedly which would not be fun. Because if you let them run around then they will sit on gens, or make themselves a nightmare for you in chases with other survs, bodyblocking taking protection hits, all slowing you down and foiling hooks.
Plus much as tunneling sucks if someone does it early game, it's still a vital fall back tactic. Without being able to remove a survivor killers will have a much tougher time preventing genrushes and controlling the game.
If one surv can consistently outdo you in chase then your game stalls and you get genrushed
Stealth plays would be insane. If one survivor could just locker hop and stay away from killer, which is pretty easy if you try, then your game stalls and you get genrushed.
The mechanic would be open to abuse in so many ways by survs, and without huge buffs to killers and a rework on how gens work it would make killer unbearable to play.
Quite apart from all the tactical issues I've mentioned, if killers can't actually kill someone until they have 8 hooks then their games wouldn't seem rewarding in the slightest. If I get outplayed by a team currently I can usually still secure a kill or two in the EGC. With this mode it'd be 4 man escapes on the regular. And dbd shouldn't play like that.
Don't get me wrong, I dislike tunneling/facecamping etc and we definitely need a better way to discourage it. And it's nice to see an imaginative well thought out suggestion instead of the usual bellyaching I see on the forums. But I really don't see this idea improving the game short of reworking the entire game from the ground up. Which BHVR won't do because it's a lot of time and money as well as a huge risk.
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So the killer should not kill 4 survivors! The balance is based on 2 kills and what you do on EGС is enough. I don't remember a game where I couldn't kill 2 because the game is on the side of the killer at the moment.
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You can't just expect to put 4 survs in a game and never have a 4k.
Just like you can't expect to get 4 escapes every game.
Balancing the game for 2 kills out of 4 being a good result is not a good idea. And you can get 2 kills guarenteed in any game as killer generally. But your suggestion would stop that and tip the bias too far the other way, 4 man escapes would become common place. Which is not what the game should be. Killers wouldn't be the power role anymore.
I agree the game needs changes, and this solution is an interesting one but in it's current form it'd hurt the game badly and maybe kill it.
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