Pro-Not-Tunneling/Camping/Slugging Features

DBD's solution to what the community sees as "unfun" strategies for a while has been to punish those strategies, through perks or base mechanics. But I don't think this ever has, or ever will solve the issue.

The problem at its core is many killers, at any power level, see no reason to not tunnel, for instance, because it is always the most optimal path to a win, especially for the higher-tier killers, which tend to have no problem closing the distance between a survivor who's just activated an anti-tunnel feature.

I think a way to benefit all killers, rather than to punish the lower-end ones, and incentivize not using these strategies is to give benefits to not using them.

First example is for camping. What if, for each survivor on a hook, if you're outside their anti-camp range, your movement + action speeds get a slight boost? I'm not sure what the numbers would have to be to balance it out, but this could be a great way to incentivize killers to hook, and then catch whoever else they can while they have the survivor-on-hook buffs. All I know is that the buffs should increase for each survivor on hook at a time, to give a sort of snowball effect to the killer's strength… but the increase shouldn't be linear, it should be more logarithmic. I.e., one survivor on hook is +10% move speed, two survivors is +15, three is +17.5, etc.

Next example would be for tunneling. Tunneling is the most prominent of these still employed today, and for good reason: it's effective. ESPECIALLY for movement killers, who are already strong as it is. The unfortunate reality though, is many killers see tunneling as a necessity for a chance to win, especially the lower end killers. So, instead of punishing them for doing it, let's reward them for not doing it. This feature would entail that if you hook four unique survivors in a row, the fourth gets an extra hook state. This bonus state is removed if you hook them again without hooking anybody else between the first and second time hooking them.

To illustrate what this means, this would entail you theoretically being able to skip two entire hook stages per match. If you hook survivor 1, then 2, then 3, then 4, survivor 4 will been on stage 2 on their first hook. If you hook survivor 4 again without hooking anyone else first, they will stay on stage 2, effectively removing your hook bonus. If instead, you go back to hook survivor 3, then survivor 2, then survivor 1, survivor 1 will be sacrificed immediately.

Last idea is for slugging. Frankly, this isn't much of a problem these days, but just to include it, I thought it would be neat if there was a deduction from a survivor's hook timer the sooner they're put on a hook after being downed. Nothing huge, but something like 10 seconds deducted if they're hook within 20 seconds of being downed.

Anyways, just an idea I had. LMK what you think.

Comments

  • Tunneling and camping should not being either punished or rewarded. There is a counterplay to all of those, wich is genrushing. Most of the time i end up using one of those strat because the survivors are just "bad". They lack on something.
    Camping an hook(especially if its the first one) Will make you loose 3 gens, tunneling is the same. Slugging people is the only bad thing here(reason why knockout was destroyed as a perk completely), You can finish the game by just hitting them all once with exposed or double hits without any hook stage, so my feedback would be, as the bar its filled, and you still have hook stages left, you can consume a hookstage to get on your feet by yourself(so unbreakable still can give you 1 free up with no downside of this).
    For the rest, its up to survivors to learn to not unhook while killer has not started another chase, and to not immediately unhook and use the time on the hook to make progress on gens, also they often tend to heal under the hook, wich is a great help to the killer to go back and tunnel the person.