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BHVR, Pain Res could both be a good and healthy perk if you looked at it in this way.

GenJockeyNance
GenJockeyNance Member Posts: 687
edited March 2023 in Feedback and Suggestions

I read the patch notes and while I could comment about the other stuff, I want to go over Pain Res and tunneling which is the subject of this post / suggestion / feedback. As everyone knows and as the devs are well aware, tunneling is a major issue amongst the community and one source of frustrations on the survivor side. I as a survivor don't enjoy being tunneled as early as 5 gens, it's just not fun whatsoever. I understand though when endgame is vast approaching, it can be a good strategy to ensure a win because the game rewards killers for kills but unfortunately, it's achieved sometimes in the most unfun ways possible and they still get rewarded for it in the form of their perks. There's also camping, I'm aware but this isn't about camping, this is about tunneling and a potential way to tackle it in a more beneficial way for both sides.

I seen this part of the Pain Res patch notes: The perk starts with 4 tokens, the first time each Survivor is hooked on a Scourge Hook, the generator with the most progress will explode and lose progress. We’ve also reduced the difference between different Tiers of the perk (now 11/13/15%)

And thought to myself... BHVR missed an opportunity to turn this perk into a rewarding perk for killers for not tunneling a survivor in the future harder to heal patch. If killers apply the pressure, split the pressure amongst the survivors, what exactly is he rewarded with? Yes he has pressure and hooks but where is the real reward for it like survivors being rewarded for unhooking another survivor safely and being granted their Dead Hard? Both unhooks and pressure / hooks are core parts of this game and only one side is being given a reward for it.

My proposition for a slight change to Pain Res: Give it the Distortion treatment. Let Pain Res replenish and gain tokens back for every fresh hook that isn't the survivor you last hooked. I'd even be down to reduce the token number to potentially 2 or 3 tokens or change the numbers so the killer is rewarded more for applying pressure, the gameplay is less frustrating for survivors who are understandably tired of being tunneled. As a killer, I like splitting the pressure, giving everyone a chance to play the game at a reasonable pace and I think it's only fair to potentially be rewarded for it.

Will the perk become meta again? Possibly but it'd be a healthy perk that rewards not tunneling, you'd have to earn your tokens so if you tunnel, you don't gain stacks or even, you could lose stacks so it doesn't reward unhealthy, unfun gameplay.

I apologize if a similar idea has already been passed around but this is just my thoughts on how to keep Pain Res a good perk while also making it a healthy perk.

Basically.... Dead Hard is being reworked to reward good gameplay..... why not Pain Res?

Post edited by GenJockeyNance on

Comments

  • cwvowel
    cwvowel Member Posts: 2

    I like where you are going with this idea to promote anti-tunneling. To play off of the regaining token idea, here's something I came up with:

    So lets start the trial with 2 tokens with a max of 2. I'm keeping the number low just to reduce regression procs in close succession.

    A killer gains a token for every 30 seconds of chase (numbers to be adjusted for balance)

    OR

    For each gen completed gain a token

    Personally I like the chase token idea as it promotes more killer-survivor interaction. Strong killers or insta-down killers may not see as much use from the perk but their quick downs could create pressure in other ways.

    Just remember that hook RNG still a big factor with the perk.

    It's not anti-tunneling but I wanted to reward killers for chasing rather than just kicking gens.