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Anti-tunneling idea, need some workshopping

TheSingleQuentinMain
TheSingleQuentinMain Member Posts: 32
edited September 23 in Feedback and Suggestions

For context, I'm a killer main. I find that in games where you don't tunnel, it's more fun, but not only is there not a lot for survivors to counter it without having a loadout geared towards that (Decisive, BT, Sabo builds which are just as effective if the killer is choosing not to tunnel), there's not a lot of incentive for the killer to not tunnel, except for having more fun. So, here's my reality fanfiction anti-tunneling incentive. Please, sincerely, call me out if this is way more op than it sounds in my head.

The killer can see the hooking states of survivors, so you know which survivors are furthest from dead hook. When you hook a survivor who has had the fewest hooking states, there is a ten second period where gen repairs are slowed by 10%.

If my wording is funny, here's what I mean:

In a game where there's a Meg, Feng, Dwight, and Jake, if I first hook Feng, all gen repairs are slowed by 10% for 10 seconds. If I then hook Feng again, I don't get the bonus, because she's not one of the survivors who have had the fewest hooking states. If instead I hook meg, than I get the slowdown. If I then hook jake, and dwight, same thing happens. Now, since all survivors are equally hooked, if I get Feng, I'll get that slowdown from her once more.

If a survivor has been killed by any means, the slowdown is removed. If a survivor has been unhooked in the past 45 seconds, the slowdown won't trigger if I hook them.

Post edited by Rizzo on

Comments

  • crogers271
    crogers271 Member Posts: 1,901

    One problem, though it's easily corrected, is if a killer still tunnels, he get a free 10 seconds of slowdown on the first survivor hooked.

  • LadyOwO
    LadyOwO Member Posts: 390

    Getting rid of Hooks Sounds like a good idea but what about my charms? If I can't decorate the cages I'll be upset :(.

  • himheart
    himheart Member Posts: 113
    edited September 22

    This won't resolve the problem, because eliminating one survivor from the game is still the best possible slowdown, so if the killer wants to tunnel you, he will, no matter how much you encourage him not to.

    They need to implement a mechanic where hard tunneling isn't possible. For example, the killer can't hook one survivor 3 times in a row if these are the first 3 hooks. If he does so - they don't die, and the killer gets the killer instinct on all other survivors so he can chase somebody else, and maybe some other bonuses/slowdown for the extra stage. Endurance time after unhooking may be increased, and the survivor loses the collision when he has this effect so it can't be used offensively and body-block the killer.

  • kaeltra
    kaeltra Member Posts: 2

    I still think this is probably the way to go, you could also give killer haste for a couple seconds after sending said survivor to the hook

  • Firellius
    Firellius Member Posts: 4,515

    I disagree with this, because this would potentially be a colossal nerf to killers. Imagine slapping someone on a hook, only for them to get teleported right next to another survivor on the other side of the map, immediately getting them off hook and back in the game. It would cost the killer so much pressure.

    DS was honestly the best solution, so IMO, what should be done is this:

    Basekit: When you get pulled off the hook or pull yourself off the hook, you gain Desperation for 60 seconds. Desperation only ticks down when not in chase. If you get picked up while you have Desperation, you stun the killer for 4 seconds, after which Desperation ends.

    Desperation is removed when the survivor attempts a conspicuous action.

    Decisive Strike: Now increases the duration of the stun from Desperation by 1/1.5/2 seconds, and blocks active killer powers for 5/7.5/10 seconds.

    Off the Record: Instead of granting endurance, Off the Record now hides your scratch marks and blood pools, and removes footsteps, breathing sounds and grunts of pain, and blocks killer instinct as long as you have Desperation. It also prevents your aura from being read for 80 seconds after being unhooked.

  • UndeddJester
    UndeddJester Member Posts: 3,480
    edited September 23

    A idea I've been banging around in my head is a mechanic modelled off the Pig RBTs.

    The Pig can of course tunnel, but tunneling a survivor with an active head trap is a waste of her time/power. This survivor can't do gens with a headtrap, so you're better off applying pressure on other survivors to get value out of your power.

    With this concept in mind, I've been toying with the idea that the unhooked survivor suffers a temporary repair penalty that after a short while begins to degrade over time (lets call it despair)... however the other survivors get a repair boost in line with how much the effect has degraded if a survivor suffering with despair is hooked/caged/killed/downed for 30s (lets call it conviction).

    Using some goofy not thought out numbers for the sake of getting the idea across:

    • Despair: The hooked survivor gets a 15% repair speed penalty for 30s that then degrades to 0 over the course of another 90s.
    • Conviction: If a teammate suffering from despair loses a hook stage or is downed for 30s while under the effects of despair, the rest of the team gets a permanent repair speed boost that scales from 5% down to 0% based on how much despair has transgressed.

    The obvious trade off is killers who spread hooks get a stronger team wide slowdown than a killer who tunnels the same player off hook repeatedly... and also the tunneling killer gets actively punished for it.

    I've not suggested it cause it has problems. Notably that this heavily favours mobile killers who can traverse the map more efficiently, and also makes DS even more of a weapon survivors can exploit... it also means players who survive longer while being tunneled are punished for surviving longer, and players who want to quit can actually give their team a hell of a buff on their way to intentionally dying.

    So more problems than it solves... but it is fun to think about.

    EDIT: Suppose you could simplify it to:

    • Last hooked survivor has a 15% repair penalty permanently until the next survivor is hooked.
    • Hooking/Slugging for 30s the same survivor consecutively gives a 5% repair speed boost to the the rest of the team.

    But there is still probably some clever idea killer in here somewhere regardless xD

  • Gplays2000
    Gplays2000 Member Posts: 211

    Hell…Make it 20 percent xD If you hook a different survivor (not the same one who just got off the hook) all survivors get a 20% gen debuff for 10 seconds or for however long. It is literally a valid solution…I mean you can tweak the numbers but there should be more incentive not to tunnel.