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The easiest way to fix anti tunnel and slugging

here’s some changes that should have been done if they wanted to push this to live and it would fix some of the issues people have with tunneling

Anti tunnel changes

  • When a killer hooks a unique survivor they gain 5% haste until they put a survivor in the injured state or that survivor gets unhooked or dies
  • When a survivor is uniquely hooked all survivors gain a 50% repair penalty on gens for 15 seconds
  • If you kill or sacrifice a survivor before you have achieved 4 hooks the survivors will gain a 25% repair speed bonus for the rest of the trial
  • When a survivor is killed or sacrificed no matter how many hooks you got the Gen slowdown and haste will turn off for the rest of the trial

To give my explanation, bloodlust simply didn’t work and bringing back a 5% haste doesn’t buff high tier characters but will help lower tiers, to compensate they have the haste permanently until they hit a survivor so that they have all the time they need. I added passive slowdown because it would help out lower tier killers catch up while not effecting high tier killers. Added back the punishment but made it more fair so if you choose to tunnel your not punished as hard but survivors are still given a chance to win in a 1v3.

Anti slugging

  • When put in the dying state your resolve bar will reset each time your healed to injured state by survivor(EX-if in dying state for 50 seconds if your healed to injured state next time your downed the bar resets to 0)
  • Decrease the resolve bar to pick yourself up to 100 seconds

Simple change the problem with this was strategic slugging hurt the players momentum so we made it so survivors can’t just get the resolve filled for free like this. I wanted to make it so killers pick up will reset the bar but killers could easily abuse it by dribbling them. So I kept it to survivors healing to injured.

That’s what I would do I kept aspects of both versions while trying to find a middle for both sides. I feel the survivors anti tunnel was fine as is it just needed a shorter duration. Perks will be adjusted as is

  • Unbreakable-reduced recovery speed to 15/20/25%
  • Hex Ruin-gens regress by 115/120/125% when not worked on
  • Eruption-reduce Gen regression to 8%
  • Furtive chase-reduce the haste to 5%
  • Pain resonance-reduce Gen regression to 8/10/12%
  • Grim embrace-reduce time gens are blocked to 4/6/8 seconds, when all 4 are hooked once all gens are blocked for 20 seconds
  • Dying light-reduce Gen penalty to 1.5/2/2.5% per hook
  • Thanatophobia-reduce bonus penalty when all 4 are injured to 6%
  • Gift of pain-reduced the penalty to 8/10/12%

Comments

  • CrypticGirl
    CrypticGirl Member Posts: 1,373

    I have some ideas that are even simpler.

    If the first Survivor is hooked three times and killed, and no one else has been hooked yet, and four or five gens remain, the remaining Survivors gain 50% gen repair speed bonus. Apparently, Killers thought that BHVR's proposed systems robbed them of their player agency. With this, they can still tunnel freely without restriction, but they'd have to really think twice about doing it. And it certainly won't guarantee an escape for Survivors, because it's still much easier to keep three Survivors off gens than four.

    For slugging, just grant basekit Soul Guard endurance. This way slugging is still doable in the right circumstances, the Survivors would still have to be coordinated to pick up the slugged person, but that person will have a few seconds to get to safety instead of getting downed again before their standing up animation completes.

    It really doesn't have to be complicated.

  • Abbzy
    Abbzy Member Posts: 2,011

    Basekit sould guard is bad if it would stack with other effects like from we are gonna live forever or other endurance perks you can have swf going under pallets and abusing it then getting up in your face and having 15+ seconds of endurance quite bad to deal with against bully squads.