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Dying State Changes Pitch

EverythingFun
EverythingFun Member Posts: 6
edited October 2025 in General Discussions

I'm aware that when the devs did their Dying State changes, there was outrage. So I'll try to avoid repeating their mistakes, and try making all new ones.

Anti-Camp: Add Anti-Camp features to Survivors in the Dying State.

Anti-Camp Pause: To protect Killer players from being in a loose-loose scenario, the Dying State's Anti-Camp meter that I mentioned earlier will pause if another survivor is nearby. I know first hand how hard some survivors will try to save their friends, and so leaving Killer's with a method of counter play is a necessity that cannot be avoided. It is likely that the radius detecting survivors for Anti-Camp puase will need to be larger than the radius detecting killers for Anti-Camp, to make up for perks like background player.

Adjust Killer powers: Adjust killer powers to recognize the dying state and recovery from the Dying state the same way that they recognize the hooked and unhooked states. For example when playing against the Krasue, you loose the Leeched when hooked. With these adjustments however, you would loose Leeched when in the Dying state as well.

Adjust recovery speed: Increasing the recovery speed while in the dying state could make it so that you'll be capable of being saved much sooner.

My hope for these changes is to acknowledge slugging as a necessary part of the game, while trying to make it not any more rewarding than hooking. This is coming from someone who does not slug all too often, so there is likely something I missed. The most common complaint I hear is that slugging is too boring, and I think treating it to the same standards that we treat something like hooks would make it much better. Hopefully someone more experienced in slugging/getting slugged has a better alternative than I.

Post edited by EverythingFun on

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