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With this "Ghost mode" we can say goodbye to tunnelling!
along with all tunnelling related perks and yes, effortless body blocking with basekit mechanics that give endurance. survivors enter "ghost mode" for 60 seconds after getting unhooked, losing collision. details:
- ghosts can't do anything before breaking it. trying to perform a conspicuous action (or clicking a flashlight) breaks the ghost mode after a few seconds, say 15, so they can't hang around and threat a hex totem. they'd need 29 seconds for that. it's visually obvious when they are getting out of ghost mode so killer knows it.
- ghosts should be a non threat for the killer just as the killer is a non threat for them. they won't be able to drop pallets, use flashlights, sabo a hook or give any perk to teammates like leader, streetwise, breakout etc.
- in end game traditional basekit bt applies because it's fair to make body block plays in end game since it's most of the time the only way to get multiple people out.
- using plot twist breaks it instantly. no token generation for stake out and distortion and no progression for terror radius based challenges during it.
so with that all tunnelling related perks can get a rework. idk how appealing that would be for the devs but idk. hope this doesn't go to the corner of the forum noone looks around and gets some attention, because i really would like something like this comes to the game since both tunnelling and bt body blocking are very annoying, cheap and are things noone likes.
Comments
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well with ds buffs on the horizon i want to bump this up and see if people will agree with those or not, if it ever gets any attention.
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swf is always a few steps ahead unfortunately, but this still can be a good improvement to soloq i believe.
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I prefer impending danger over forced safety.
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I do not like this ghost mode idea. It allows a survivor free roam of the map without any drawback. That generator that's 99'ed on the other side of the map? Let me skip on over and wait for this ghost mode to end and finish it up without any pressure from the killer. No thanks
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it's still dangerous to get right back to working on gens or hovering a chase, it's a safety only if the killer shows their intentions of tunneling.
the killer still sees you and can play around that info, and the rather long cooldown should make the survivor less of a threat for gens or hexes.
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Just my point, I dont want to be secure because I havent taken actions against the killer. I'll take the pressure of needing to escape the next chase over cant be chased at all.
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As nice as it would be to be completely immune to any kind of tunneling I don't think this idea really fits well in DBD.
If it were to come to a PTB I'd suggest the duration decreases down to 20 or 30 seconds, during which the survivor is completely invisible and can't perform any actions at all. This way it's used as a time to get away and hide, and you can't use it to follow the killer for a save or anything like that.
Instead of something like this, removing collision while a survivor has basekit endurance (and potentially other anti-tunnel like OTR) would help both the tunneled survivor from being bodyblocked by the killer and the killer from being blocked by a survivor that just got unhooked.
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I know DbD's horror themes have dwindled over the years but this would completely kill it. This would make the game feel like a glorified match of Pac-Man. No thanks.
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As nice as it would be to be completely immune to any kind of tunneling I don't think this idea really fits well in DBD.
i agree with this unfortunately.
i like your suggestion and it can be more effective despite lasting for a shorter duration, while not killing the entire vibe of the game. it would stress the hiding element of the game.
removing collision while a survivor has basekit endurance (and potentially other anti-tunnel like OTR)
would be nice but that still doesn't protect survivors from a determined killer.
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