Perk Idea to incentivize hooking everyone instead of tunneling

There's a reason tunneling is so pervasive, and it's literally because it's the most efficient and surefire way to win. Getting someone out early destroys the survivors ability to complete objectives. Slowing the game is by far the most valuable part of any killer's strategy.

So, what if there was a way to accomplish this without killing someone early?

Perk Idea:

When a survivor is freshly hooked, get 10% slowdown on all actions for 20 seconds. These numbers are increased incrementally for each new fresh hook for a maximum of 40% slowdown for 80 seconds when the final survivor is hooked. This perk is deactivated when any survivor dies.

So, just to be clear, first fresh hook gives 20s of 10%, second fresh hook gives 40s of 20%, third gives 60s of 30%, and fourth gives 80s of 40%.

Of course, the numbers might need to be tweaked or even increased to be an attractive option, but it could remain exceptionally powerful if made a hex totem. I would recommend the hex only remains active while the perk is active, similar to face the darkness.

Direct slowdown isn't the most fun thing for survivors, but it's probably better than being tunneled out early. This perk would also reward killers who spread pressure and play nice with some much needed slowdown, while not giving that same reward to tunnelers.

Comments

  • It won't work. Because skilled killers hook everyone and apply pressure without it (otherwise they lose on high MMR), bad killers will camp/tunnel no matter what you do, as long as they don't have to do anything and prey on less skilled solo survivors.

    You know what is the most common perk I see in the last time? Deadlock. And it is almost always paired with tunneling/camping killer. Why? Because it is perk that buy time to camp and tunnel.

  • @EvilSerje said:

    It won't work. Because skilled killers hook everyone and apply pressure without it (otherwise they lose on high MMR), bad killers will camp/tunnel no matter what you do, as long as they don't have to do anything and prey on less skilled solo survivors.

    You know what is the most common perk I see in the last time? Deadlock. And it is almost always paired with tunneling/camping killer. Why? Because it is perk that buy time to camp and tunnel.

    Everything you said was nonsensical and irrelevant, and coming from an us v them mentality, and I don't think you understand the perk Idea or simply didn't read it.

    What makes a killer good or bad isn't whether or not they camp or tunnel, it's knowing WHEN to camp and tunnel. It's irrespective of how you feel about the practice. Getting to a 3v1 as fast as possible is right now the best strategy to win.

    The proposed perk gives great slowdown basically for playing nice.

    Imagine this scenario: You're hanging around someone on first hook and someone goes for save. You injure the person saving, but they both manage to get away. Now if you're running this perk, and trying to play efficiently, you now have two options: do you try for a tunnel on someone who may have BT, OTR, refreshed exhaustion, whatever, or do you go for the fresh hook thats going to give you crazy slowdown for a good amount of time? AND this incentive increases every time you go for someone new.

    If the numbers are high enough, and I find myself in a scenario where I'm playing for keeps, I can see myself going for fresh hooks instead of tunneling.

  • So then Killers may or may not use it

  • Can I use this perk and then just slug the Survivors?

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368431#Comment_3368431

    To sum up the numbers based on your original post and my feedback:

    For one survivor at 1 gen, 1 charge = 1 second gen time

    Original post:

    • 20 seconds / .9 = 22.22 (an addition 2 seconds)
    • 40 seconds / .8 =50 (additional 10 seconds)
    • 60 seconds / .7 = 85.7 (additional 25.7 secs)
    • 80 seconds/ .6 = 133.33 (additional 53 seconds)

    Feedback:

    • 45 seconds / .9 = 50 (additional 5 seconds)
    • 45 seconds / .8 = 56.25 (additional 11.25 seconds)
    • 45 seconds / .7 = 64.28 (additional 19.28 seconds)
    • 45 seconds / .6 = 75 (additional 30 seconds)

    I feel like a standard time will help spread pressure early on (even if its just an additional 5 seconds) and help with the issue of it being too strong at it's best (50 seconds is pretty insane), I didn't add the clause of it disabling after a kill since the standard time reduce how strong it is overall.

    However even with the decentive to camp/tunnel, all killers have to do is go past 16 meters, then go in to camp again. I'm not too sure what secondary clause could be added to reduce it, maybe it disabling after it activates if you go back in the 16m radius for 5 seconds?

    I really like your suggestions, it's well thought out.

    Maybe to disincentivize camping, it could go the hex perk route (kinda ew)? It could only be active when the perk is active, so if the killer isn't actively going out and contesting the other survivors, your perk could be destroyed.

    I also think it should keep the caveat of it deactivating if someone is killed, otherwise the perk would be become unbearable if someone is killed early.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368431#Comment_3368431

    To sum up the numbers based on your original post and my feedback:

    For one survivor at 1 gen, 1 charge = 1 second gen time

    Original post:

    • 20 seconds / .9 = 22.22 (an addition 2 seconds)
    • 40 seconds / .8 =50 (additional 10 seconds)
    • 60 seconds / .7 = 85.7 (additional 25.7 secs)
    • 80 seconds/ .6 = 133.33 (additional 53 seconds)

    Feedback:

    • 45 seconds / .9 = 50 (additional 5 seconds)
    • 45 seconds / .8 = 56.25 (additional 11.25 seconds)
    • 45 seconds / .7 = 64.28 (additional 19.28 seconds)
    • 45 seconds / .6 = 75 (additional 30 seconds)

    I feel like a standard time will help spread pressure early on (even if its just an additional 5 seconds) and help with the issue of it being too strong at it's best (50 seconds is pretty insane), I didn't add the clause of it disabling after a kill since the standard time reduce how strong it is overall.

    However even with the decentive to camp/tunnel, all killers have to do is go past 16 meters, then go in to camp again. I'm not too sure what secondary clause could be added to reduce it, maybe it disabling after it activates if you go back in the 16m radius for 5 seconds?

    its not so much how much time it adds to gens. its more related to survivor's progression on generators. 3 people progressing generators is 300% generator progression. in gen terms, survivors can do 3 gens in 90 second in 1 chase and do 2 other gens in next 90 seconds from two strong chases.

    with -30% repair speed affecting the entire team, 3x30% = -90% repair speed. it means that the perk almost turns a 4vs1 into 3vs1 in terms of generator progression. you are very unlikely to lose a 3vs1 as killer if your chases really fast.

    I would say that 45 seconds though is too long because 45 second is moderately ok-chase time for survivor, so I'd probably reduce the timer to 30 seconds for -repair speed. a problem with killer is that killer can down people quickly in the game and still have get losses/close matches even though the survivors performed really badly in chase and did virtually nothing impressive.

    With a perk like this, if it existed, survivor would need to be way better at the chase to defeat killers and vastly majority of survivor are not that good at looping killers, so the kill-rate would likely be very high like 80%.

    Another issue with generator-defence type perks is that although they can promote killer to go for seperate chases, they do not ban you from tunneling or camping. Like you can still camp hooks with pain res, recycle pain res and just regress a ton of the match while tunneling one survivor to the death. Deadlock is amazing gen-blocking perk to slow the game down, but it does not prevent the killer from hard-camping hooks. that is also true for -repair speed perks. they do not prevent you from doing unfavourable survivor strategies. Generator defence type perks are both lose-less perks for killer but they are also win-more perks for killer. its why they're so common. you cannot go wrong with them especially if the killer is really powerful in chase. complete win-win perks.

    the mirror perk to these perks is survivor second chance perks. you can never go wrong with 3rd health-state as survivor. so med-kits and free health-state type perks like DH, Adrenaline, OTR, DS are all examples of win-win perks for survivor, aka the meta for 6 years.

  • @Defend said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3368985#Comment_3368985

    God Repair Penalties is actually wracking my brain apart, but hey it's a sunday!

    SO the generator repair progression works on one charge per second (1 c/s), penalty/buff repair speed works on adding/subtracting onto the base 1 charge per second and in this case, you account for the duration of this perk (45 seconds) with the penalty and the additional time taken to complete the generator at normal repair speeds. Multiplying the duration by the penalty and adding onto the 90 seconds gives you the total time taken to complete a generator, assuming the generator has low-mid progression (I'm not gonna calculate when this hypothetical perk gets less value).

    Suggestion: 45 seconds, to complete a full generator:

    45 secs * .1 + 90 secs = 94.5 seconds (an additional 4.5 seconds).

    45 secs * .2 + 90 secs = 99 seconds (an additional 9 seconds).

    45 secs * .3 + 90 secs = 103.5 seconds (an additional 13.5 seconds).

    45 secs *.4 + 90 secs = 108 seconds (an additional 18 seconds).

    Accounting that each time you hook a survivor for the first time that every other survivor is working on a generator at that time and not doing anything else (such as healing, totems, going for the unhook)

    The value of delay for each token would be:

    • 13.5 seconds 1st token
    • 27 seconds 2nd token
    • 40.5 seconds 3rd token
    • 54 seconds 4th token

    And that is IF all survivors are working for the full 45 seconds on separate generators and not doing anything else during the time that you hook the survivor. But in most scenarios there will be one survivor that the killer is chasing, one survivor going for the unhook and heal and the last survivor working on a generator. Now it can also be a lot less, maybe no survivor is working on a generator at all and you get a lot less value, or it can be the opposite and the killer finds no one in those 45 seconds and two survivors are working on generators. Either way at it's strongest it's actually not that bad, there's a lot that can happen in 45 seconds for both sides.

    Another issue with generator-defence type perks is that although they can promote killer to go for seperate chases, they do not ban you from tunneling or camping.

    The issue with camping, tunneling and combining this perk which was sorda addressed, there were three clauses that me and wisdom added feedback on:

    • This perk disables if you kill a survivor
    • This perk only activates if you are 16 meters away from a hooked survivor
    • This perk deactivates if you are 16 meters within a hooked survivor (I said for 5 seconds but it can just be in general)

    It theoretically should help with both scenarios since it penalizes camping. You could increase the meters to further penalize it but I think 16 meters is enough for most killers to have harder time camping And even if you camp a survivor to death, the perk only activates for the first 45 seconds and disables after a kill, so killers won't get much value even if you decide to do so. Trades though might be the only way for this perk to get the best value while still camping. Tunneling is automatically decentivized since you don't get any value for hooking the same survivor and killing a survivor just disables the perk.

    So in general I think it might actually be a pretty good perk to incentivize going for different survivors, there's still an issue with trades and proxy camping, but besides that you're getting value for finding a survivor and being able to pressure one or two other survivors, that is if you can find the other survivors (since I think most people can figure out if you have this perk on or not).

    the perk is interesting. I cannot see them implementing it without nerfing all other generator -action speed perks(Dying light, Hex:Penti, Gift of pain, Thana) in fear of stacking but I would definately use the perk and go for more chases. way more interesting then this 3 gen stuff.

  • Can we just buff Grim Embrace? Extend its duration to 60 seconds, and maybe all the generators start regressing at the standard rate during the duration?