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Idea to encourage 12 hook playstyles.

Currently, the #1 downside of spreading out hook stages over tunneling, is that hook stages have practically no effect right up until the survivor dies on the 3rd hook. Thus it's much more efficient to tunnel survivors out 1 by 1 instead of trying to get everyone on two stages and then kill them off.

So how do you encourage killers to chase survivors more evenly? perks like No Way Out, Pain Res, and other perks that work off of unique hooks can help, but I think having a basekit mechanic will do much more to disincentivize tunneling.

My personal suggestion is to add a stacking buff for each different survivor hooked in a row (i.e anyone other than the person you just hooked). I think a cooldown reduction for successful attacks would be a good pick, as it would allow the killer to end chases quicker and quicker as the match goes on, in exchange for the initial advantage that tunneling someone out would've given. But even just something like Fire Up's action speed bonus would give some immediate advantage for successfully hooking someone.

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Comments

  • YaBoiPHAT
    YaBoiPHAT Member Posts: 26

    You could even call it somethin cool like "momentum"

  • Elan
    Elan Member Posts: 1,427

    That wouldn't help. Most killers run Pain DMS and focus single players anyway. Tunneling is by far the best way to guarantee win, not every game but most of them. Sometimes you simly have to tunnel. Let's say you spawned on map, they split up worked on multiple gens, so now they have a lot of pressure while you have none. Can you 4k in that scenario? Probably not, but draw or 3k is likely.

  • Zuiphrode
    Zuiphrode Member Posts: 515

    They could try making it so that hooking someone doesn't give them like a bazillion buffs from both basekit and perks.

  • YaBoiPHAT
    YaBoiPHAT Member Posts: 26

    My thought process is pretty simple in that regard: tunneling is currently the most efficient strategy by far, so if you reward players enough for not tunneling, then the majority will stop doing it. The main idea of my post is just the method of giving that reward. I don't specifically know what the reward would have to be to make tunneling stop being the best strategy, so that part is kinda the main point of discussion here.

  • YaBoiPHAT
    YaBoiPHAT Member Posts: 26

    Don't get me wrong, all the buffs survivors get from unhooks are aggravating sometimes, but removing that gives you even less reason to target someone else. The idea here is to make it so that bludgeoning each survivor to death 1 by 1 isn't the definitive winning strategy, so that you're properly rewarded for targeting other survivors.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,935
    edited July 22

    I would give basekit feature to slowdown the game in some way, but that effect would be stopped, when a survivor is sacrificed.

    You could do same and buff majority of slowdown perks. Just buff their numbers, but disabled them when survivor is sacrificed/morried like Ruin had.

    Similar feature to 2v8, which would make it easier for the killer to find fresh hooks would also be cool.


    If survivor is sacrificed early you could buff gen speed based on number of hook other survivors are missing from deadhook. They wouldn't do gens faster, if all of them are dead hook and them some % for each stage missing. So if you kill someone on 3 hooks total, then survivors will rush through gens.
    I think this could work now, when survivors can't just easily give up on hook.


    If you add such features, it would be good idea to give custom games a setting to disable them, so it doesn't break comp games.

    Also with such features, I would definetly show killer hook stages per survivor, simply because how punishing could be killing survivor early.

  • Emeal
    Emeal Member Posts: 6,604

    add a stacking buff for each different survivor hooked in a row (i.e anyone other than the person you just hooked). I think a cooldown reduction for successful attacks would be a good pick, as it would allow the killer to end chases quicker and quicker as the match goes on, in exchange for the initial advantage that tunneling someone out would've given. But even just something like Fire Up's action speed bonus would give some immediate advantage for successfully hooking someone.

    that would be pretty unfair for a individual survivor, imagine if your team sucks and then the Killer comes for you with reduced cooldown. The balance would then be even more in the Killers favor than normal gameplay.

    this is why i think its way better to reduce the Killer's cooldown, if he tunnels.

  • Elan
    Elan Member Posts: 1,427

    If I get easiest win by tunneling then:

    → Buffing slowdown perks will give me more time to tunnel

    → Increasing gen time give me more time to tunnel

    → decreasing map strenght give me easier way to tunnel

    You understand? The point is that untill the tunneling is possible, there is no reason no to tunnel. My point is that there are several killers that are overtuned and should be nerfed (kaneki, billy, nurse, blight, singularity) and killer that suck and must be buffed (skull, pig, trapper, ghostface, myers, onryo - she needs buff and nerf at the same time, hag). Once all killers get similiar performance about win chance a match without tunneling or slugging we can adjust game to reflect that.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    Ok, let's say you're right. You do realize how long that would take, right? So you introduce your anti-tunnel thing, making the game very unpleasant for everyone but S tiers. Then you start nerfing and buffing killers to current day B tiers, which would take a while, making the game very unpleasant for all killers. Then you can spend even more time buffing basekit killer to not absolutely get bodied every time they face survivors that aren't complete potatoes.

    Considering it apparently takes ten months to doodle up some MS Paint pictures for the SM rework, we're looking at years of killer being unplayably frustrating. Do you honestly think the game would survive?

  • TheGoon224
    TheGoon224 Member Posts: 389

    baller idea

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,935

    Do you honestly think the game would survive?

    Yes, DBD players are masochists…

    Considering it apparently takes ten months to doodle up some MS Paint pictures for the SM rework, we're looking at years of killer being unplayably frustrating

    True, but they are also not able to balance something of this scope in one patch, not even close to what is needed.

    They would need to implement several basekit features for both sides in one patch and handle balance of them all. While they have issue to manage even one killer balance.

    Issue is for this to work, designed features also need to take into account huge disparity between killers and also soloQ vs SWF.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    No, survivor players are masochists. Don't forget, the game almost died prior to 6.1.0. Survivor queue times were up over twenty minutes in non-peak hours. Killer players don't have a social aspect to keep playing the game when they're not having fun.

  • Crowman
    Crowman Member Posts: 10,095

    I personally believe fundamentally the only way BHVR could make a good system that rewards spreading hooks is to completely change up the core mechanics of DBD. However, I doubt the game would survivor a significant change like that.

    Any reward to spreading hooks is going to end up rather oppressive if it actually is better than tunneling out a survivor. If it isn't, then nothing will change. Like look at pentimento. It was massively complained about until it got nerfed just because it had a 30% slowdown effect tied to it. Which is the level of power you would need to be better than just tunneling a survivor out.

  • YaBoiPHAT
    YaBoiPHAT Member Posts: 26

    How would buffing the killer for tunneling be more fair to individual survivors than buffing the killer for hooking everybody?

  • YaBoiPHAT
    YaBoiPHAT Member Posts: 26

    Which is why the point here is to make it so you don't get the easiest win by tunneling, you get it by hooking everybody. All of the benefits you listed apply to any playstyle, so all you have to do is dethrone tunneling as the easiest way to win, which is best done by simply making other playstyles better.

  • Elan
    Elan Member Posts: 1,427

    Antitunnel and antislug might be postponed. More importantly it would be more effecient to make not one killer win with almost no effort and killers that struggle to get a single hit.