My personal idea on how to prevent tunnling
Disclaimer: These changes don’t consider specific game data. Some of that might be OP or too bad. Please just consider the idea without looking specifically at the values
New Mechanic: Mood
When a survivor is hooked by the killer, he/she gains these penalties:
- First hook: -10% in repairing speed and healing speed. Every time he/she obtain the Exhausted status effect, the effect last for 5 seconds longer
- Second hook: -20% in repairing speed and healing speed. Every time he/she obtain the Exhausted status effect, the effect last for 10 seconds longer
If the survivor is cooperating with at least another survivor, he/she gains this bonus:
- If the survivor got hooked once, his/her Mood penalties is reduced by 5%. If the survivor got hooked twice, his/her Mood penalties is reduced by 10%
This mechanic is studied to be an incentive to not tunnel/camp. A killer would say “If I tunnel someone out, other survivors are at 100% power, so they can make generators go fast even if I kill a survivor early game”. At the same time, a killer is incentivized to go search the next victim after a hook instead of camping. With this mechanics, comes lots of reworks to perks for both sides, to give killers and survivors new options to play around the Mood.
Survivors’ perks:
- Prove thyself: Decrease your Mood penalty of 2.5/3/5% while working on a generator with at least another survivor. Grants 50/75/100% bonus bp for Co-operative actions.
- Adrenaline: Every time you complete a generator while having Exhausted, your Exhausted timer is reduced of 10 seconds. Once the exit gates are powered, instantly heal one Health state and sprint at 150% of your normal Running Movement speed for 5 seconds. Adrenaline is on hold if you are disabled at the moment, it triggers and will instead activate upon being freed. Adrenaline ignores an existing Exhaustion timer, but cause the Exhausted status effect for 60/50/40 seconds. If you have one or more Mood penalty, remove one Mood penalty when there is one generator left to repair.
- Empathy: If you’re healing a survivor while you have at least one Mood penalty, you gain a 10% healing bonus on others. The auras of survivors in the Injured state or in the Dying state within 64/96/128 meters of your location are revealed to you. Empathy does not reveal the Aura of a survivor being carried by the Killer
- Self-Care: Unlocks the Self-Care ability, allowing you to self-heal without a Med-Kit at 50% of the normal Healing speed. While having a Mood penalty, reduce the Mood penalty for self-healing of 5%.
- Iron Will: Reduces the volume of Grunts of Paine while in the Injured State by 25/50/100%. If you have a Mood Penalty, the reduction of the volume is decreased by 10% for every time you’ve been hooked during the game.
- Sole survivor: For every Mood Penalty of the other survivors alive, you gain a token. For every token, you gain this bonus:
- The volume of your Grunt of Pain while in Injured State is reduced by 2.5/5/10%.
- Increase your Gate and Hatch Opening speed by 2.5/5/10%
- Every time you get hooked, you lose a token.
- Increase the Odds of Becoming the Obsession of the Killer by +100%.
- No Mither: You suffer from the Broken Status effect for the entire Trial, but benefit from the following effects:
- Pools of Blood are suppressed.
- When injured or dying, Grunts of Pain are reduced by 25/50/75%.
- Your Recovery speed is increased by 15/20/25%
- You can recover fully from the Dying state
- You don’t gain any Mood penalties after being hooked
Killers’ perks:
- Stridor: Increases the volume of survivors’ grunts of pain by 25/50/50%. Increases the volume of survivors’ regular breathing by 0/0/25%. For every Mood penalty on a survivor, that survivor has the volume of grunts of pain and breathing increased of an additional 5/5/10%.
- Thanatophobia: Each injured, dying or hooked survivor afflicts survivors with a stackable 1/1.5/2.5% Action speed penalty to repairing, sabotaging, cleansing and blessing, up to a maximum of 4/6/10%. Increases the action speed penalty by a further 10% if there are 4 survivors who are either injured, dying or hooked at the same time. For every Mood penalty on a survivor, that survivor is afflicted by a penalty of 5% on either repairing, sabotaging, cleansing and blessing.
- Hex: Ruin: Whenever a generator is not being repaired by a survivor, it will immediately and automatically regress its repair progress at 75/100/150% of the normal regression speed. While a survivor is repairing a generator and he/she has a Mood penalty, he/she must hit a good skill check. If he/she doesn’t hit a great skill check, the generator will instantly loose 5% of its total progress. The totem of Hex: Ruin become active and can be cleansed when there is at least one survivor with 2 Mood penalty or when all survivors have at least one Mood penalty.
- Barbecue & Chili: After hooking a survivor, all survivors who are at least 60/50/40 meters away from that hook have their aura revealed to you for 4 seconds. If a survivor has a Mood penalty, he/she also revealed with the killer instinct.
- Fire Up: Each time a survivor gains a Mood penalty, Fire up gains a token up to a maximum of 8 tokens. Each token applies a stack-able buff of 3/3.5/4% up to a maximum of 24/28/32% to the following Action speeds:
- Picking up and dropping survivors.
- Breaking breakable walls, pallets and generators
- Vaulting Windows
- Pop Goes the Weasel: After hooking a survivor, Pop Goes the Weasel activates for the next 35/40/45 seconds. Performing the Damage generator action on a generator, instantly regress it by -10% of the total progression, plus a -10% of the total progression if the hooked survivor has a Mood penalty, another -10% if the hooked survivor has not a Mood penalty.
- Corrupt Intervention: At the start of the Trial, the 3 generators located farthest from you are blocked by the Entity for 80/100/120 seconds. Corrupt Intervention deactivates prematurely once the first Survivor is hooked.
- Hysteria: Whenever you put a healthy survivor into the Injured state, all survivors who have at least a Mood penalty suffer from the Oblivious and Blindness status effect for 5/10/15 seconds. Hysteria has a cool-down of 30 seconds.
- Scourge Hook: Pain resonance: At the start of the Trial, 4 random Hooks are changed into Scourge Hooks. The Auras of Scourge Hooks are revealed to you in white. After you hook a survivor on a Scourge hook, the following effects apply:
- The generator with the most Progression explodes and instantly regress of a 5/10/15% of its maximum possible regression. This regression is increased of a 5% for every Mood Penalty that the hooked survivor has.
- Normal generator regression applies afterwards
- All survivors repairing that generator will scream, revealing their location.
Considering the Mood penalty, since healing right now is pretty slow, Boon Circle of Healing will be reverted, giving back the self-healing action with 50% of healing speed
Comments
What is with all of these post that want to punish survivors for the killer tunneling?
At the most basic level, what is the plan if/when killers keep tunneling if something like this were ever implemented? You better stop tunneling, cause if you don't, we'll nerf your opponent even harder?
Who on earth would ever slow down in tunneling if that was the case? It's literally just begging for trouble and abuse.
Even with this system, it's still worth removing a player from the game as fast as possible. A survivor with 1 hook has 10% reduction in speed, 2 hooks is 20%, and 3 hooks is 100% reduction in speed. There's literally no way to beat that slowdown in 3 total hooks.
Since the other idea is to nerf all gen perks, all toolboxes and bnp, I was trying to give an alternative. And, punish the opponents? Seriously? Did you even read what I said? The killer should be rewarded for choosing to not tunnel, if he isn't rewarded he will tunnel.
Oh and one last thing. Survivors complain about tunneling, and some killer mains to because it's boring. I don't find it boring to face because I'm actually good in chase, but since the majority of the population find tunneling boring and "unfair" I'm trying to give a reward to the killer for choosing to not tunnel. It's not a nerf to survivors, it's a reward for being good. If you end up chase quickly, you should get rewarded and what a better reward that slowing gens down? At the same time, if you can keep the killer in chase, the other survivors are at 100% strenght and can do gens quickly while you keep the killer.