Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Killer reward for different survivor hooks

Cvz
Cvz Member Posts: 22

What do you think about the next idea:

Introduce a new type of generator kicking, lets call it "Charged Kick". At the start of the match, this kick is disabled.

Once you hook teh first survivor, you need to hook another survivor. If you do this, the Charged Kick is enabled and some some generator damage bonus is stored (for example: 5%). Every time you hook a different survivor, new 5% bonus damage will be added to the stored number.

When the killer is in front of a generator, he can choose if do a normal kick or a charged kick, if the player choose the charged kick:

  • It takes 1.5 or 2 normal kick time to complete the action.
  • Apply the bonus damage to the generator and reset the stored value
  • Disable Charged Kick (will be reenabled when the killer hook a diferent survivor)
  • Can be combined with Pop or other perks.

The player can choose if he will be storing the damage bonus or use it beetween hooks, so this doesnt force any kind of playstyle. I believe this can be a nice incentive to spread hooks and feel that is rewarding to do so.

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Comments

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727

    so a mini stored pop?

    i kinda like it actually but if you have 2 people left dead hook but you kept hooking people correctly and hit a gen with pop its gonna reset a 99d gen almost fully

    so maybe add a max of 20% which is 4 different hooks

  • Colt45m
    Colt45m Member Posts: 246

    This update is supposed to be about reducing camping, tunneling and slugging. Why should killers be rewarded further when theyre probably going to still do it anyways? You think bigger rewards for unique hooks will stop them? No. As long as tunneling, slugging and camping are meta people will exploit it.

  • Cvz
    Cvz Member Posts: 22

    Those are mechanics, not exploits. Stay near a hook is not a exploit, but obviously, no one wants to day on 1rst hook, or be hard tunneled. I think we can punish killers for playing in certain way, and reward killers when they play in certain way.

  • Colt45m
    Colt45m Member Posts: 246

    They are exploits because there's no good counter to them. They can turn a survivor win into a 4k.

  • BongoBoys
    BongoBoys Member Posts: 402

    Just bring back the idea from before that devs had where killers get unique hook bonus kick which is just a pop goes the weasel

  • crogers271
    crogers271 Member Posts: 3,266

    Conceptually sounds fine, but the 9.2 PTB felt to some like they were having to balance too many things, so not sure the idea of just 'I got this, when do I use it' would fly that well.

    Like I think the basekit Pop idea accomplished most of this without having to worry about adding additional commands.

  • Dokta_Carter
    Dokta_Carter Member Posts: 776

    Im gonna explain it

    There is a theory a carrot and stick.

    You use the stick(in this case the Endurance haste and elusive status) to deter actions you dislike

    The carrot you use to reinforce the actions you want them to take. But the carrot has to be a good carrot or the stick no longer works.

  • Ryuhi
    Ryuhi Member Posts: 4,524
    edited November 2025

    Just make the unique hook bonus be something focused on addressing the core weaknesses of each killer's kit. As throwaway example ideas, Trapper could be something like resetting disabled traps, Wraith it could be his next bell bong is global, there are millions of directions that could be taken to normalize the roster instead of blanket buffs that either favor strong killers or do nothing for half the cast.

    They need the carrot and stick to both be significant, and they need to be in equal measure if the goal is to actually shift player behavior. Anything less is just catering to whichever side makes out better.

  • Rickprado
    Rickprado Member Posts: 893

    Because the best way to prevent tunneling, slugging and camping is to increase the rewards for unique hooks, not to punish these strategies. Believe or not, people don't tunnel, camp and slug because they want to spoil other peoples fun but because its the safest way to not have a miserable match as killer in some situations.

  • Rickprado
    Rickprado Member Posts: 893

    Only if the whole survivor team is bad, LOL

    If you know any macroplay on surv all of these strats become risky for the killer, because they can lose gens or not garantee a single extra stage if these strats are applied wrong.

  • Colt45m
    Colt45m Member Posts: 246
    edited November 2025

    Are you kidding me? Just today I faced a person with the name getsluggedlol. Take a wild guess what happened…Do you even play the game? Sorry but BHVR should not reward killers and make things worse. Even if you guys got basekit pop, grim embrace and corrupt you'd tunnel camp and slug anyways AND the game would be worse because you'd have those perks basekit. No no punishing the behavior is the way to go. The first update that was scrapped was fine.

    Post edited by Colt45m on
  • Colt45m
    Colt45m Member Posts: 246

    So you're saying swf teams in high MMR are bad? Because slugging 4k them all the time. Try again.

  • Rickprado
    Rickprado Member Posts: 893

    If they can't comeback from a simple slug its a skill issue. There are many ways to counter slug: go to stronger loops, heal, spread on the map, force lockers. If we account perks, slugging is even weaker.

    So yeah, partially skill issue.

  • Cvz
    Cvz Member Posts: 22

    I agree with Rickprado, the best way to incentive the spread hook strategy is giving the killers something value, making the choose that tactic instead of tunnel or slug at the begginning. I play both sides too and all that I see is how the stronger killers keep being the best meanwhile the other killers are falling down with every change xd

  • Colt45m
    Colt45m Member Posts: 246
    edited November 2025

    Thats like me saying if you can't stop gen rushing skill issue. No the counter to slugging, camping and tunneling is for BHVR to make a comm system for survivors and for survivors to do call outs. Not discord either and for everyone. Scrap all these updates and put that in and it will be prevented.

  • Cvz
    Cvz Member Posts: 22
    edited November 2025

    You dont need to be that disrespectful.

    Post edited by Balrog on
  • Wiccamanplays
    Wiccamanplays Member Posts: 225

    I like the concept but again, buffing gen kicks will overly benefit the strong killers with high mobility that can go around the map and kick them without losing pressure. Think Ghoul, Blight, Nurse, Krasue et al. Trapper or Ghostface won’t benefit from a bonus to a gen kick if the generator he needs to protect is on the other side of Ormond. If there’s to be an incentive for non-consecutive hooks it needs to be valuable to every type of Killer, especially the weaker ones who struggle more with applying pressure to Survivors.

  • Colt45m
    Colt45m Member Posts: 246
    edited November 2025

    An exploit can refer to using any situation unfairly for one's own benefit. I think its you who needs to know the definition. By any situation unfairly means tunneling, slugging and camping. Have a nice day.

    Post edited by Balrog on
  • Wiccamanplays
    Wiccamanplays Member Posts: 225

    in the context of video games (and tech more broadly), an exploit is a tool or method to take advantage of an unintended flaw or error in a piece of software. For example, if a Killer had a bug that they had no terror radius when equipped with a certain weapon skin, or a Survivor became unhookable if they did a certain button input at a pallet vault, and people used those bugs to try and win trials, that would be exploiting, which is a reportable offence in DBD. Things that are intended to be in the game by the devs, however problematic or imbalanced, are not exploits: so a Killer tunnelling to better control a trial, or a Survivor using the quietest character with the most camouflaged outfits to make it harder for them to be spotted, is not an exploit. If you want to be angry or bitter at someone, direct it at the developers who have not found an effective solution in the game’s near 10-year lifespan (and still haven’t found one in this current PTB), and not the players who are usually just trying to play the game.

  • Rickprado
    Rickprado Member Posts: 893

    PARTIALLY, gen rush is a skill issue. If you can't get downs, you can't stop gens. As i've said, PARTIALLY. But if survivors bring toolboxes and gen perks you really can't keep up with the gen speeds. Which the only counter was… tunneling and slugging. LOL


    Aside from a good Blight or a Nurse, most of the killers struggle to get a full slug by themselves. They can only slug a full team if the survivors missplay. Even with Comms you can get slugged if all survivors don't play well. As i will be adamant on this: Slugging, Tunneling and camping has already counterplay in the game but i requires proper skill and game knowledge that a large part of the player base doesn't have, specially on SoloQ. That's why these strat are so strong. You can see that when survivor are doing winstreak all of these strats backfire against the killer, not because they have comms only but because they know how to play around their strengths to punish the killer for doing that.

  • Colt45m
    Colt45m Member Posts: 246

    That's not all an exploit is but sure twist the definition to your liking.

  • Rickprado
    Rickprado Member Posts: 893
    edited November 2025

    Since the 9.2.0 people on this forums have become so aggressive and disrespectful that i really makes me consider if its any worth to spend time here. I'm sorry you read that.

    Anyway, i'm happy that many of us agree on killer incentives. I really like to commit to chases and spread hooks but this has become more and more hard as the time goes on. I have many "losses" with 8 or 9 hooks and 3 escapes because i'm going for chases instead of taking someone out of the game as early out of the game as possible.

  • Cvz
    Cvz Member Posts: 22

    Thank you! The incentives to spread hooks can be very helpful, to make that strategy more atractive. Hopefully this situation is going to be better soon.

  • Cvz
    Cvz Member Posts: 22
    edited November 2025

    I develop videogames, and the definition that @Wiccamanplays wrote is correct. You can ask any other developer and they will answer the same exact definition. Have a wonderful day.

  • terumisan
    terumisan Member Posts: 2,224

    sounds like trash. at bare minimum there should be map wide pain res 50% regression and an aura reading on par with floods for each unique hook for it to be worth it