Balanced anti-slug mechanic idea

Since Behaviour is determined to create some kind of anti-slug mechanic and anti slug mechanics are usually very hard to balance. Here is my attempt to propose pretty balanced anti-slug mechanic.

My anti-slug idea consist of 2 rules:

Rule 1:

Whenever:

  • there is at least one downed survivor
  • all other survivors are dead, downed, caged, hooked or escaped
  • obsession is hooked, caged, dead or escaped

When all conditions listed above are met then one of downed survivors (picked randomly) becomes new obsession

Rule 2:

Downed obsession after reaching 90% of his/her heal meter gets ability to activate temporary heal ability for 20 seconds (same effect as in Conviction perk but base-kit for obsession use only). When temporary heal effect expires survivor is downed again. Obsession can trigger this effect multiple times per trial but needs to reach 90% of heal progression (starting from 0%) every time

Why i think this mechanic is fair:

  • it is predictable for the killer - killer always knows who is current obsession and who can trigger Rule 2
  • not overwhelming for the killer - only one survivor at the time can be obsession and use this mechanic
  • survivors will be happy because of new anti-slug mechanic
  • Rule 1 has synergy with many obsession perks like Nemesis or Rancor and this will open up some new strategies for killers