Two potential dying light rework ideas
1 - every survivor except the obsession when dead gives a 5% action speed penalty. The obsession gives a 15% penalty. This spreads the penalty over all 4 survivors rather then just requiring the obsession dead. If the obsession switches to an alive survivor, the 15% of the penalty is swapped to a 5% penalty.
2 - for every individual hook a killer does, grant a token. Tokens give 5% movement speed, and are lost within 60s. If another survivor is hooked whilst the timer is still up, the timer refreshes to 45s if underneath it and another token is added. At 3 tokens the timer shortens to 30s unless it was otherwise above it. At 4 tokens they are kept permanently. However, if the killer downs a player they have hooked already and has already given them a token before hooking another survivor they lose all tokens. (This forces the killer to always go after the rescuer in the hopes of getting a potential 20% movement speed bonus which is huge. Bonus could potentially cap out at 15% and just have the timer shortens as said until 4 tokens. The downside is to get a permanent speed bonus they have to down and hook 4 individual survivors all within a very short time frame. They cannot hook anybody twice)
Comments
The first one doesn't really do enough to dissuade tunneling/camping IMO. The obsession still gives the biggest reward, so you are incentivized to take them out first at all costs anyways.
Second one, are you saying that if I can hook each Survivor once within a certain time limit with no repeats, I get a 20% bonus speed forever, and each hook helps me get the next one faster? That sounds insane.
1st one deffinately makes it less tunnely/campy as you can get a good bonus by just ending other survivors, without taking away from the core of the perk.
2nd one is insane but you cannot so much as even down (or possibly even touch) the survivors saved with the perk lest risking the loss of your speed. Forced to down alternate survivors until you've hooked everyone uniquely for a permanent 15%-20% depending speed boost, whilst on a timer as well. Exact opposite of current dying light forcing you to focus on downing as many as possible and as different survivors as possible.
1) The problem is that the perk does NOTHING until someone dies, so from the start, you are incentivized to camp/tunnel someone out of the game ASAP to get the perk online. And if you are going to be doing that, you may as well try to aim for the big fish first. Best case scenario, some people will simply decide to camp/tunnel the first person they find instead of aiming specifically for the Obsession.
2) It is definitely the opposite of the current Dying Light in that it absolutely disincentivizes camping/tunneling, but I think you have too big of a pay-off for going the distance, since each smaller reward helps you get to the big prize anyways.
1) so does, thanataphobia, though the debuff is applied the same from all survivors. I wouldn't mind that for dying light but wanted my initial suggestion to in some way relate to the original perk. This change would be the easy one for the devs to implement.
2) I do agree that it's a giant payout which does help to actually sustain it, and wouldn't be against something along the lines of a 5-10% debuff to gens that stacks every time a survivor is individually hooked for the next 60s thusly encouraging not tunneling lest you lose the stacks, whilst not resetting the debuff and stacking infinitely. Or it could stack up to 4-5 tokens and be a 20-25/40-50% slow.
Edit: what I mean by stacking infinitely with that one is you would lose it all after 60s unless you hooked someone else, not an infinitely stacking infinite timed debuff.
Debuff should lose it's timer if it cannot stack though.
It could also be that you could buff the killers recovery speed or break action speed from this.
1) Thanatophobia starts working when you hit someone, though, so with that, you are incentivized to spread the pain around to keep the perk working at full power. Compare that to your Dying Light idea, where you are trying to concentrate your efforts on one single person at a time until that person is dead. Spreading the pain around does little to help you because it just means it will take longer for the first Survivor to die.
2) I'm not sure about the numbers, but I think the concept of slowing down gen progress for hooking people is not a bad idea. It's something that has been shown to work through Pop Goes the Weasel.
1) true true with the first one, it could definitely use some adjustments
2) I'm actually rather falling in love with this new idea of it - you continuously hook people and thus the "light has died" making generators far harder but not impossible to repair for a limited time, giving you an easier time to find and down other survivors. Also promotes no tunneling which I'm a huge fan of.