Idea for Anti Slug and Anti Tunnel as a base mechanic

Hello People of the Fog! I just wanted to share a thought (or more suggestion) I had while trying to sleep. There are 2 main things I question myself why they aren't implemented into the base game yet. And Anti-Tunnel mechanic and a Anti-Slug mechanic (regarding slugging, nothing against slugging 1 Survivor because of a potential flashlight or pallet saves, but mass slugging with an Infectious Nurse for example shouldn't be possible.)

The ideas I've had:

Starting with the Anti-Slug mechanic. Having a Killer like Nurse or Oni who slugs the whole team with Infectious/Monitor combined with strong Add-ons and additional slowdown Perks to then kill all Survivors on first hook is really frustrating and stupid.

ANTI-SLUG MECHANIC: (pretty simple) (turned out to not be that simple)

  • 1 slugged Survivor (nothing happens, recovers like normal and can't pick himself up)
  • 2 slugged Survivors (granted 15 % extra recovery speed, can't pick themselves up)
  • 3 slugged Survivors (granted 25 % extra recovery speed, the first Survivor who entered the Dying State can now pick himself up)
  • 4 slugged Survivors (granted 35 % extra recovery speed, the first and second Survivor who enterted the Dying State can now pick themselves up)

This should eliminate mass slugging but keep normal and tactical slugging how they currently are. Slugging is fine when someone tries to flashlight save, tries to pallet save or when searching for the last Survivor because you've got an Adept, a challenge or just want the 4k.

Some things which could happen:

  • 3 Survivors are slugged and one gets picked up. (Now eliminates the ability to pick yourself up, recover speed is 15 % because you're now only 2 slugged Survivors.)
  • 4 Survivors are slugged and one gets picked up. (Depending on who gets picked up, the ability to recover fully will be transferred. If the 1st slugged Survivor gets picked up, the 2nd slugged Survivor can pick himself up like normal and the recovery speed is 25 %. If the 2ndguy gets picked up, the 1st guy can pick himself up like normal.)
  • Let's say the Killer has 1 Survivor on the shoulder, somehow downs the 2nd guy who just picked himself up while carrying the 1st guy, the effect of self pick-up will now be transferred to the 3rd guy who is now the 2nd guy because the 2nd guy got freshly downed, therefore automatically becoming the most recently slugged Survivor. (It's a bit complicated, but hopefully you get the idea.)

Perk Changes:

Unbreakable:

  • Recovery speed is increased by 15/20/25 % and you can recover fully once per Trial. (down from 25/30/35 %.)


I can't hear the "Just take DS" anymore. It's the same with everything. Just take Iron Will when facing Spirit. Just take gen slowdown if you suspect SWF and so on. If a game has problems then those problems should be solved with a base game mechanic or fix, in that case I've got an idea for an anti-tunnel mechanic.

ANTI-TUNNEL MECHANIC:

  • After getting unhooked by another Survivor, gain the "go after someone else" Status Effect. (this is a place holder for a status effect)
  • This effect can only be applied onto 1 Survivor after getting unhooked by someone else.
  • This Status Effect stays permanently until someone else is unhooked either by themselves or by someone else, or you start completing any action including (gen repair, healing, totem cleansing, sabotaging, unhooking others and opening exit gates)

While having the effect:

  • When getting picked up by the Killer, automatically escape the Killers grasp and stun them for 7 seconds. (This works once for each hook state.)


Perk Changes:

Decisive Strike:

  • For each completed generator, gain a Token.
  • The next time you stun the Killer with a pallet, the stun duration is increased by 1/1.5/2 seconds and will consume a Token for all Survivors who have this Perk equipped.

The reason it would consume Tokens from all Survivor is to stop the ability for multiple longer pallet stuns. This way, all Survivors with this Perk are limited to 5 increased stun durations.


Okay, those would be my ideas for changing those 2 Perks and implementing a mechanic into the base game. Tell me what you think. Have a nice day/night.

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