Slower gens after you’re hooked, as a perk or base

I know it’s been discussed before but it’s usually as a base change to the game, where after a survivor is hooked they have slower action speed the rest of the game.

What about a perk similar to Dying might but for the person that gets hooked instead of the other players? And to prevent/deter tunneling the values would be less each time.

First time a survivor is hooked they suffer a 25% penalty to gens/healing the rest of the game.

Second time is an additional 12.5% penalty on top of that. Numbers may need tweaked but what do you think? It actually helps killers and encourages “fun” gameplay

Tagged: Trusted

Comments

  • If anything, I think it would be good if survivors that get unhooked suffer an action speed debuff for like 60 or 80 seconds after they have been unhooked. It would slow down the game a little bit and would encourage the killer to not tunnel. However, I would suggest something like 15% maybe. They definitely shouldn't have a debuff for the entirety of the rest of the game, and the values you suggest are way too high in my opinion. 37.5% decreased action speed is just way too much.

  • @ad19970 said:

    If anything, I think it would be good if survivors that get unhooked suffer an action speed debuff for like 60 or 80 seconds after they have been unhooked. It would slow down the game a little bit and would encourage the killer to not tunnel. However, I would suggest something like 15% maybe. They definitely shouldn't have a debuff for the entirety of the rest of the game, and the values you suggest are way too high in my opinion. 37.5% decreased action speed is just way too much.

    I figured the numbers were wrong, just wanted to make it clear that your first hook should impact you more than your second to help discourage tunneling.

    Also would you be more in favor of your idea of it last a minute with higher value or lasting all game with a much lower value?

  • @johnmwarner said:

    https://forum.deadbydaylight.com/en/discussion/comment/1117618#Comment_1117618

    I figured the numbers were wrong, just wanted to make it clear that your first hook should impact you more than your second to help discourage tunneling.

    Also would you be more in favor of your idea of it last a minute with higher value or lasting all game with a much lower value?

    Not sure, but I think a stronger debuff only for a limited time would be better. I don't think many people would like to have a constant debuff to them applied during the entire rest of the game.

    I personally think 15% would be fine, maybe 20%, but not more. Doing gens isn't the most entertaining thing, which is why the devs don't want to force survivors to have to sit on gens for too long.

  • It would be better if genspeed should be reduced for the time while someone is on the hook (By 20%). That would be awsome honestly.

  • best way would be to reduce repair speed while injured, this way you wont get games where people never heal and it will award those people that hit multiple people and juggle all the survivors. doesnt need to be major but enough to make it worth healing so you arent a 1 hit and the gens dont take too much longer. this would make games longer, allow for more cases on both sides, more altruism etc.

  • @Stitch7833 said:

    best way would be to reduce repair speed while injured, this way you wont get games where people never heal and it will award those people that hit multiple people and juggle all the survivors. doesnt need to be major but enough to make it worth healing so you arent a 1 hit and the gens dont take too much longer. this would make games longer, allow for more cases on both sides, more altruism etc.

    That's basically Thanatophobia.

  • @BenZ0 said:

    It would be better if genspeed should be reduced for the time while someone is on the hook (By 20%). That would be awsome honestly.

    This wouldn't work, this would just make NOED + Camping the meta, you know gens are slower, you camp the first person, there's literally no way they've done all the gens + totems in that time, you find a second person, then there's only two people doing gens, then you have an easy NOED proc.

  • @SenzuDuck

    Killers are already doing this exactly what you say and survivors can still manage to escape through this if you play decently with meta perks.

  • Just rework finally this boring gens...

  • I mean, Dying Light and Thantaphobia exist for slowing Gens. Side it alongside Sloppy and you got survivors healing to keep their precious speed. You'll catch more survivors out as they're attempting to heal to stack up on Dying Light.

  • @BenZ0 said:

    @SenzuDuck

    Killers are already doing this exactly what you say and survivors can still manage to escape through this if you play decently with meta perks.

    And you think making this playstyle stronger is healthy for the game?

  • @SenzuDuck

    3 gens are already done when the Killer manages to down someone most of the time, except the survivor did a huge mistake and died way earlier. But we will stick to the point that we have a decent survivor.

    Finishing the last 2 gens while someone is on a hook with a genrepair penalty is most of the time totally possible with 3 survivors beeing able to do it. Even 2 survivors can finish the last 2 gens faster before the guy will die on his first hook. You need 2 min to bleedout while survivors need 80sec to finish 1 gen, split the 2 gens to 2 survivors and you have your answer!

    I dont think that this change would be too hurtfull personally.

  • @BenZ0 said:

    @SenzuDuck

    3 gens are already done when the Killer manages to down someone most of the time, except the survivor did a huge mistake and died way earlier. But we will stick to the point that we have a decent survivor.

    Finishing the last 2 gens while someone is on a hook with a genrepair penalty is most of the time totally possible with 3 survivors beeing able to do it. Even 2 survivors can finish the last 2 gens faster before the guy will die on his first hook. You need 2 min to bleedout while survivors need 80sec to finish 1 gen, split the 2 gens to 2 survivors and you have your answer!

    I dont think that this change would be too hurtfull personally.

    If you have 3 gens popping constantly before your first hook then I'm sorry but you're just not very good at the game, so I can totally see why you'd want that 20% slowdown, on the other hand, competent killers will easily be able to catch someone sooner, and start slowing gens down almost immediately, only to have noed come into effect and grant them their extra 0 effort kills.

  • Honestly another object I think is needed. Devs please reconsider it. The game as already more of 3 years. Fresh rilevant changes are needed. Gens are boring, game goes to fast for both role. Bigger maps with insane loops make only the problem bigger. Make also other things in game if well done can make variety.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118760#Comment_1118760

    When you find a way to make most killers able to walk across the larger maps in less than 40 seconds, you let me know.

    Until then, if I take 40 seconds to walk from one corner of the map (which happens a lot), 15 seconds to down them from healthy to full (which is REALLY fast by the way), 15 seconds to do the wipe animation, pick them up, walk over to the hook, and hook them (about average), I got about 10~20 seconds to get to one of the 3 gens being worked on before 3 of them pop -- assuming none of the 3 survivors on the generators have hit a single great skill check, or are running toolboxes at all.

    Yeah, totally skill related. Bad game design has absolutely nothing to do with it. /s

    Meanwhile that 4th gen from the first survivor found is still 40~50% done because again, takes 40 seconds to walk across most damn maps. Especially as Huntress or this new Deathslinger killer. Entity help you if you're Myers, Trapper or Hag.

    and none of that matters because the game isn't over until the gates are open and the survivors have left/dead.

    You can complain all you want about gens being done but gens being done also doesn't mean the match is over, too many whiny killers who see gens done and give up, it's boring, try a little harder.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1118760#Comment_1118760

    When you find a way to make most killers able to walk across the larger maps in less than 40 seconds, you let me know.

    Until then, if I take 40 seconds to walk from one corner of the map (which happens a lot), 15 seconds to down them from healthy to full (which is REALLY fast by the way), 15 seconds to do the wipe animation, pick them up, walk over to the hook, and hook them (about average), I got about 10~20 seconds to get to one of the 3 gens being worked on before 3 of them pop -- assuming none of the 3 survivors on the generators have hit a single great skill check, or are running toolboxes at all.

    Yeah, totally skill related. Bad game design has absolutely nothing to do with it. /s

    Meanwhile that 4th gen from the first survivor found is still 40~50% done because again, takes 40 seconds to walk across most damn maps. Especially as Huntress or this new Deathslinger killer. Entity help you if you're Myers, Trapper or Hag.

    You’re describing the Unicorn of games, let’s compare this to 90% of the games I play... and in case rank will be your argument I am talking about playing as a rank 1/2 solo survivor and as a purple killer which means most of my games are against rank 1-5 survivors.

    I can walk to a gen, no one there so check a second and chase someone there, down them in a “decent,” chase and hook them all while 1 or maybe 2 gens pop, sometimes none. Even red rank survivors are not these efficient gen-bots that finish games in under four minutes. They loot chests, cleanse totems, hide in lockers every time they hear a heartbeat, and so on.

    People who claim every game is against four man SWF death squads that they have literally no chance against are just making excuses

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119585#Comment_1119585

    and none of that matters because the game isn't over until the gates are open and the survivors have left/dead.

    You can complain all you want about gens being done but gens being done also doesn't mean the match is over, too many whiny killers who see gens done and give up, it's boring, try a little harder.

    This too, too many people see the first 2 gens pop and give up because what’s the point. I’ve had plenty of games where 2 gens pop quick and literally no more gens ever get done.

    Sometimes two survivors hop in a gen at spawn, one hops on another with toolbox and BNP so of course those will pop quickly. Then as soon as you start hooking they panic and play much worse. Like I said above they start hiding in lockers way too long, or two players both go for one unhook while you chase another which means NOONE is doing a gen. And that cycle treats all game long so nothing else ever gets done.

  • @BenZ0 said:

    It would be better if genspeed should be reduced for the time while someone is on the hook (By 20%). That would be awsome honestly.

    This would make camping virtually uncounterable.

  • This kind of gets back to my OP, some sort of slowing for injured players should be base. I know the game isn’t “realistic,” but someone who’s been hooked through the shoulder, hit with a hatchet in the back, or is puking up constantly will not be working on something as efficiently as someone who is perfectly healthy.

  • @BenZ0 said:

    It would be better if genspeed should be reduced for the time while someone is on the hook (By 20%). That would be awsome honestly.

    As someone said this would encourage camping, also we already have dying light that punishes the other people when someone is hooked. I think punishing them person who gets caught is a nice option and reward the killer for hooking each person.

  • indeed, but this would only apply to the inured person, only affect gens and not be as strong. thana by itself is pretty bad unless youre legion, like sure it can slow gens down but sloppy makes it much longer to heal without the need of hitting everyone else. honestly the game is only somewhat playable due to all the bad players hitting red ranks, ill be dying with 24k but someone escapes with 8k. way too many people hide and dont do anything, even worse now everyone needs escape challenges. its kinda a shame and insulting tbh, i share the same rank as potatoes yet play wayyy better in every aspect but am forced to play with them and do everything in the game, my last game i done 4gens and got iri chaser within 1 chase yet my team just hid... blah survivors pip to easy

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1119613#Comment_1119613

    Tell that to the survivors who suicide on first hook.

    My point is that you say it's "just do better" and it isn't just "do better" because if the survivors know how to play correctly (and many do), they will just sit on generators and they will get them done and nothing the killer can do can possibly stop them in time, especially on the larger maps.

    It's not a matter of skill. It's a matter of simple math.

    Saying the game isn't over until it isn't over is a Strawman's argument. That's not the issue. It has absolutely nothing to do about kills or skills. It's about game pacing. DBDs game pacing sucks completely, and there's nothing a killer can do to slow it down against survivors who are hell-bent about doing generators; especially at the start, before the killer can even do anything within the first 30 seconds of the match, and the simple matter of the fact is that the killer loses 3/5ths of their within the first 2 minutes and for some killers that is a death sentence on survivors who are hell-bent on winning -- not ######### around with their rift challenge, or trying to bully the killer, or are just dumb in general. Only one who can do anything is Hill Billy and we already know he's getting an add-on nerf sooner or later and with how Nurses' "Add-on nerf" was handled, that makes me very concerned.

    The fact a Killer who can move at double the default Killer movement speed who can at times, only just keep up with the pace of the game should highlight how bad the game pacing is. What the hell is someone like Myers, Clown, Trapper, or whoever else supposed to do?

    https://forum.deadbydaylight.com/en/discussion/comment/1119621#Comment_1119621

    You mean the "unicorn of games" that the Depip Squad got in over 95% of their matches -- when Ruin still existed? And now more than just Mother's Dwelling exists for "big giant map that takes 40 seconds to walk to"?

    One group got it in almost all their games, I stand by my comment that the vast majority of DBD players still have gen-phobia even after Ruin is "gone."