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What if hook states lowered gen repair speed?

Krazzik
Krazzik Member Posts: 2,475
edited May 2023 in Feedback and Suggestions

An idea I've had for a while to try and make spreading out hooks more rewarding for killers. Basically a survivor repairs gens slower the more hook states they have. Maybe 20% slower repair speed for one hook state and 40% slower for two hook states.

This would at least give the killer -some- kinda reason to not just tunnel because even if they go after someone else, gens are getting done slower now.

Now there's certainly some issues with this. Firstly it doesn't actually stop tunneling and some people will just keep tunneling. Another possible problem is that if the killer stacks a bunch of gen slowdown perks, it might be overkill if like all survivors were on death hook.

I'm curious what people's opinions on this idea are.

Post edited by Rizzo on

Comments

  • IlliterateGenocide
    IlliterateGenocide Member Posts: 6,028

    Yeah instead of 2 guaranteed kills a bubba will get THREE!!! :( :)

  • Adjatha
    Adjatha Member Posts: 1,814

    It would work if the lower time was a temporary debuff. Make it be 20-40% slower, but only last 60 seconds or so. Time enough (hopefully) to find and chase down a different player.

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,699

    As anti-tunneling, perhaps the best implementation would be to have it only effect the most recently unhooked survivor.

    If it is a significant enough debuff, Killers would feel it worthwhile to chase anyone but the recently unhooked AND the recently unhooked survivor might feel their time is better served acting as a "support" player than sitting on a gen.

    This might mean the unhooked survivor tries to get tunneled, because it benefits the team, but it also might inform gameplay decisions about when to boon a totem, for example, because doing the main objective is marginal at that time.

  • TheWheelOfCheese
    TheWheelOfCheese Member Posts: 695

    I've said this in other threads, but any incentive not to tunnel needs to be as effective as removing a survivor from the game or most killers who tunnel will continue doing so.

    If someone is intending to steal $20 from you and you offer them $5 not to, do you think they will accept that?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,861

    dying light inflicts 3% debuff every time you hook a survivor. its already a perk but its garbage because 1 person is immune. the perk boosts healing speed for some reason and the reward is not worth it. Its already perk in the game but nobody uses it. too many negatives for no reward.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    4 survivors alive have 75% Gen strength. 3 alive have 133%. 2 alive have 200% is what I can think of.

    4 survivors are strong, but 3 are so weak. They drop-more than 50% of Gen strength after 1 survivor dies, rather than just 25%.

  • sulaiman
    sulaiman Member Posts: 3,219

    I like the idea, basicly because i proposed the same idea about 3 years ago.

    I had some slight adjustments, however:

    The first hook on each survivor lowers the gen speed by 20%, the second one only by 10%, but if a survivor dies, all remaining survivors get actually a speed buff, to compensate the lost manpower.

    By that, it would be far better for the killer to hook every survivor once, then a second time, and then start killing them, which greatly helps against camping and tunneling. (it might incentivise slugging, however, but there are perks for that).

    The overall gen speed and of course the speed lose percentages would have to be adjusted for a good level, but i think this idea is still valid.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    It still doesnt fix the first hook still cost 3 Gens. People's mentality think how fast the first 1-2 Gens done will think the remaining Gens will be done with similar time taken.

    If the first 2 Gens done in 2min, people usually think 2 more Gens will be done in the next 2min, which they get the stress.

    I believe, if the first Gen isnt done so fast, they will get less stress and the feel to tunnel.

  • sulaiman
    sulaiman Member Posts: 3,219

    Yes, that might be true. When i lose 2 gens before i get the first hook, i feel like i am losing too. However, often enough i still get a 4k with one or no gen left. But the pressure is there.

    But i doubt if the first gen was slower it would help that much. Because killers can resort to tunneling and camping at anytime they feel they lose and turn the match around.

    Another thing i would like in this game is access to your own statistics. I kept statistics of my matches for a time, and facts then outweight feelings, because while i was thinking i was bad at playing killer (because whenever you get a swf group it becomes really hard), the stats showed me that my kill rate was actually quite high, and i started to play more relaxed. Maybe that would help others, too.

  • crogers271
    crogers271 Member Posts: 1,834

    Conceptually it's not a bad idea, though as others have mentioned the numbers are too extreme.

    Any mechanic to try and encourage the killer to not tunnel runs into a couple of immediate problems

    1: Eliminating a player is always going to be a massive benefit, so the trade off would have to be pretty substantial.

    2: If you made a substantial change to benefit the survivors, they might just ignore someone on the hook, defeating the importance of rescues.

    Here's the idea I came up with about this awhile back.

    All survivors start at 75% gen repair speed.

    When a survivor is hooked all others survivors gain gen repair speed (25/20/15/10/5%).

    The hooked survivor's gen speed is reset to 75%.

    So if you were a survivors and there were three hooks to other survivors, you'd have a gen speed of 135%, if you get hooked it drops back to 75%, but after another survivor is hooked you start the process over and are back to 100%.

    This would slow down the rate of gens in the early game when the killer struggles the most, make survivors stronger as the game goes on, and if a killer completely misses a survivor they will become great at gens, giving the survivors a chance if the killer hard tunnels.

    However, it's a complex solution to something that BHVR doesn't seem to see as that big of a problem. I think a much easier way to address tunneling would be if one survivor has more hook states than any other, he gets a permanent speed boost until another survivor equals him on hook states. Killer could still tunnel, but it would be more difficult.

  • Krazzik
    Krazzik Member Posts: 2,475

    I think you misunderstand my suggestion. If a survivor gets hooked, they have one hookstate, only THAT single survivor will have a slower gen speed. It isn't some global debuff, it's ONLY the survivor that has hookstates, gets that debuff.

    If the killer tunnels and camp then the three other survivors who have zero hook states will be doing gens at regular speed.

  • Deathstroke
    Deathstroke Member Posts: 3,521

    If some kind of reward would be given by spreading hooks most killers would stop tunneling as they don't enjoy playing that way. Some would continue no matter what but if we get most to stop then that's already more than enough.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,808

    Then I'm not sure what you're addressing.

    You are targeting gen speeds for survivors, which means that you think the largest issue is gen rushing. But applying a debuff on hook means you'll likely still lose 2-3 gens in your first chase, which is the typical complaint.

    By the time you hook 4 survivors the game is already decided. If 4+ gens are left by the time you've hooked all 4 survivors you're already destroying a solo q squad. With a full SWF, the gens are done by hook 3.

    In either case, this solution has no impact on the outcome of the game. It's still 'win more', which I already addressed.

  • vanGlasse1
    vanGlasse1 Member Posts: 295

    Being basekit the way you put it would be stronger than Gift of Pain and potentially Hex Pentimento, so honestly sounds like a terrible idea tbh, and being tied to hook stages it would promote camping and tunelling.

    I could see this being an interesting idea for a perk, maybe implemented as a Hex that gains token for each survivor you hook for the first time, with a maximum of 4 and having 10% debuff per token. Could promote chasing different players (less tunneling), would have a strong potential but also be counterable being a Hex. Consistency would be a "problem" as it could be high reward or simply gone early in game, but same applies to Devour Hope.

    Another alternative I think could work fine as a perk being strong but also not overwhelming would be making something similar to Leverage (Gain a Token each time you Hook a Survivor, up to 10. This Perk activates whenever a Survivor is Hooked. Each Token reduces Survivor healing speed for a moderate duration), affecting repair speed instead of healing, with some tweaks on the numbers for balance.

    I sincerely think we may end up seeing something like this come up as a perk someday, but as basekit? Most unlikely and unhealthy tbf.

  • RaSavage42
    RaSavage42 Member Posts: 5,549

    That mechanic wouldn't go over so well

    The game is to finicky for that to work out well

    If you see the game at it's base level you would realize that the game is broken (almost) beyond repair

    There isn't much more that BVHR can do if they don't realize that for themselves... and skip a chapter (or 2)

  • Spectralfx
    Spectralfx Member Posts: 605
    edited May 2023
    Post edited by Spectralfx on