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Anti-Camp + Self-Unhook Rework

Iron_Cutlass
Iron_Cutlass Member Posts: 3,352
edited December 18 in Feedback and Suggestions

I had this idea to would change how Self-Unhooking and Anti-Camp would work to make it more effective at doing it's job.

~ Self-Unhook now has the default chance set to 0%. At 0% chance of Self-Unhook, you are unable to attempt to Self-Unhook.

  • The intention behind this is to prevent Survivors from being able to immediately give up on hook unless certain perks are present; Self-Unhook is still possible if Perks/Offerings that affect luck are present.

~ Survivor Perks/Offerings changed.

  • Up The Ante has been buffed to provide all players a +4% (was +3%) chance to Self-Unhook for all players alive within a trial; Up The Ante can now reach +16% luck instead of +12%.
  • Slippery Meat has been buffed to provide an increased flat +8% (was +4%) chance to Self-Unhook.
  • All luck Offerings have been buffed to provide a flat +4% bonus to Self-Unhooking.
  • When stacking luck effects, this will result in a higher % of Self-Unhook chance, which serves as a buff for luck as a whole.

~ The Anti-Camp Feature now provides a progressive increase of luck. At 50% progress, it provides a 50% chance of Self-Unhook. Attempting to Self-Unhook removes 50% of current progress from the Anti-Camp Feature.

  • 100% progress in the Anti-Camp Feature still allows for a +100% chance to Self-Unhook.
  • Now provides more opportunities to free yourself if the Killer is camping the hook. Often Survivors will reach close to 100% progress but wont be able to Self-Unhook, this provides a greater opportunity for Survivors to escape the hook but not guaranteed.

~ Killer Perks/Offerings changed.

  • Scourge Hook: Gift of Pain has been buffed to provide a flat -4% chance to Self-Unhook.
  • Scourge Hook: Monstrous Shrine has been buffed to provide a flat -10% chance to Self-Unhook if the Killer if further than 24-meters away, it has also been nerfed to provide a flat +5% chance to Self-Unhook if the Killer is within 24-meters of the hook.
  • Scourge Hook: Hangman's Trick has been reworked to include an additional effect; Survivors who attempt to Self-Unhook can receive a randomized change to their Self-Unhook chance, this randomized change can be between a +10% chance to Self-Unhook or a -20% chance to Self-Unhook. Regardless if the modifier is negative or positive, it will always show as a positive modifier to Self-Unhook chance, leaning more towards the "trick" aspect of Hangman's Trick.

With these change ideas in mind, I think DBD can open the door for the luck mechanic to be stronger but to have a ramp-up effect in terms of potential.

Furthermore, it is likely to reduce the immediate nature of "going next" found from the Survivor's end.

Comments

  • Rulebreaker
    Rulebreaker Member Posts: 2,107

    While we like the buffs to luck, wouldn't someone just throw something like a jar of salty lips as "insurance" to go to next?

  • BugReporterOnly
    BugReporterOnly Member Posts: 622

    I honestly believe that 4% and perks like Deliverance should deactivate in ECG.

  • BugReporterOnly
    BugReporterOnly Member Posts: 622
    edited December 19

    Not sure what happened here sorry about the empty post?

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,352
    edited December 19

    That is a possibility but at least it is going to cost them since they would be forced to bring in a respective offering every game. At the very least, it serves to not make it free every game or require them to bring perks/offerings to do so.

  • Adrien
    Adrien Member Posts: 100

    The only problem I see with the anti-camp bar progress giving luck is that if the killer gives just only 1% anti-camp progress, it's still a free pass for suiciding on hook.

    I'll stick to 0% luck basekit and only perks/offerings give the ability to attempt a self unhook.

    Changes to anti-camp :

    I would speed up the anti-camp progress bar by 20% basekit and the bar should shows to other survivors. Only survivors entering a chase nearby the hooked survivor would pause the progress (instead of just a hidden teammate nearby).