๐Ÿ‘ป Camping/Tunneling: A Spiritual Solution ๐Ÿ‘ป

It's not fun as a survivor to get camped and tunneled out of a game early. However, from the killer's perspective, this is an incredibly effective way to play the game due to the core mechanics of Dead By Daylight. After three hook states, a survivor is removed from the game, cutting the survivor team's total effectiveness by 25%.

There's no perk or addon in the game that is as powerful as this core mechanic.

So we know the core problem, how do we fix it? No amount of number tweaking will fix this problem, because it's a problem with the core mechanics. In order to fix a problem like this, the core mechanics of the game have to be either changed, improved or added upon.

Perhaps we need a more spooky solution...

VENGEFUL SPIRITS

Survivors who are sacrificed before the trial ends remain as vengeful spirits. Vengeful Spirits may assist their living friends in the following ways.

  • Reveal the location of a hex totem to survivors for X seconds, once per trial.
  • Reveal the location of a generator to survivors for X seconds, once per trial.
  • Blessย a dull totem with a Vengeful Boon, once per trial. Vengeful Boon may only be used if the killer remained within 24 meters of the hook for 60 seconds or within 16 meters for 30 seconds or within 8 meters for 15 seconds. A survivor who stands inside of Vengeful Boon for X seconds gains "Vengeance". Once Vengeance is activated, the next time that survivor unhooks a survivor, that survivor's haste and endurance effect will increase by X seconds and the unhooking survivor will gain the same effect.
  • Give a haste effect for X seconds, once per trial.
  • Each of these effects increase in power based on how quickly the survivor was removed from the match.

With this the survivor team is not as weakened when one of them is sacrificed, so tunneling is less powerful as it was before. And when you are camped/tunneled out of the game you can still help your team, so it won't feel as terrible.

Comments

  • No.

    I get it's not fun to be the first one out of a match, but that is the objective of the otherside. It makes no sense for the survivors to get a benefit for the killer accomplishing their objective.

  • @Crowman said:

    No.

    I get it's not fun to be the first one out of a match, but that is the objective of the otherside. It makes no sense for the survivors to get a benefit for the killer accomplishing their objective.

    It's more so the killer gets punished for targeting one survivor and removing them as early as possible.

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390684#Comment_3390684

    It's more so the killer get's punished for targeting one survivor and removing them as early as possible.

    It's the killer's objective to kill survivors. Punishing them for doing so is the bad way.

    If you truly want to tackle tunneling, suggest ways to reward killers for spreading hooks so that spreading out hooks become the favorable way to play.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390686#Comment_3390686

    It's the killer's objective to kill survivors. Punishing them for doing so is the bad way.

    If you truly want to tackle tunneling, suggest ways to reward killers for spreading hooks so that spreading out hooks become the favorable way to play.

    Killers will still do it, because there's no reward/perk/addon that you can give that is as powerful as removing 25% of the teams collective healing, gen progress, totem removal, etc. That was my opening argument.

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390688#Comment_3390688

    Killers will still do it, because there's no reward/perk/addon that you can give that is as powerful as removing 25% of the teams collective healing, gen progress, totem removal, etc. That was my opening argument.

    Because they are another player with free will who can chose to do a tactic to win the game.

    If you want to punish killers for doing their objective, then let's punish survivors everytime they do a gen. Give survivors stacking slowdown so they repair, heal, bless, cleanse, and even move slower for each gen done.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390693#Comment_3390693

    Because they are another player with free will who can chose to do a tactic to win the game.

    If you want to punish killers for doing their objective, then let's punish survivors everytime they do a gen. Give survivors stacking slowdown so they repair, heal, bless, cleanse, and even move slower for each gen done.

    That doesn't really stop camping or tunneling. Back to your previous suggestion of rewarding killers for not tunneling...

    A perk that does that would need to do something like; after you hook three different survivors, all survivors lose 25% healing speed, gen repair speed, etc to even begin to compete with tunneling. Can you imagine? Everyone would use this one perk. It would be ridiculously more powerful than any other perk in the game. That is how powerful tunneling is as killer. It's literally that perk, but everyone gets it by default as a core mechanic.

  • @Crowman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390686#Comment_3390686

    It's the killer's objective to kill survivors. Punishing them for doing so is the bad way.

    If you truly want to tackle tunneling, suggest ways to reward killers for spreading hooks so that spreading out hooks become the favorable way to play.

    If they wanted to reward killers for spreading hooks you could do something with pain reso instead of killing the perk. Buff it to 20% but it only activates if you hook a different survivor than the previous hook. It might be hard to code this but some tweaks could make it viable. You could do this with other perks as well. Buff their effects but only if the trigger event is with different survivors and not the same one over and over again.

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390688#Comment_3390688

    If they wanted to reward killers for spreading hooks you could do something with pain reso instead of killing the perk. Buff it to 20% but it only activates if you hook a different survivor than the previous hook. It might be hard to code this but some tweaks could make it viable. You could do this with other perks as well. Buff their effects but only if the trigger event is with different survivors and not the same one over and over again.

    I'm a killer main though I do play survivor maybe twice a week.

    Pain Res is too strong. It needed the nerf. If you made it work as you suggest it would make more sense to hook the same two survivors back to back. Which would not be hard. You would simply camp the hook and wait for the unhook, as soon as it happens, you trade with the unhooked survivor and then tunnel the guy that just came off the hook. In that regard Pain Res would function almost exactly as it does now but would incentivize tunneling and camping instead. ๐Ÿ˜…

  • So there are perk that have some of those suggestions

    Plaything: The Survivor affected by it will show the Hex Totem if within a range (I forget what it is and I'm too lazy to look it up)

    Visionary, Daja Vu and Detective's Hunch: Each one of those perks show Gens if the conditions are met

    Plus Killers don't run Hexes much anymore so that one won't do much

  • @RaSavage42 said:

    So there are perk that have some of those suggestions

    Plaything: The Survivor affected by it will show the Hex Totem if within a range (I forget what it is and I'm too lazy to look it up)

    Visionary, Daja Vu and Detective's Hunch: Each one of those perks show Gens if the conditions are met

    Plus Killers don't run Hexes much anymore so that one won't do much

    Yea I was just trying to add some things that the spirits could do, instead of just watching their friends play until the end of the match. I wanted people to feel like they are being helpful, even if it's not much, you know?

  • @roundpitt said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390704#Comment_3390704

    I'm a killer main though I do play survivor maybe twice a week.

    Pain Res is too strong. It needed the nerf. If you made it work as you suggest it would make more sense to hook the same two survivors back to back. Which would not be hard. You would simply camp the hook and wait for the unhook, as soon as it happens, you trade with the unhooked survivor and then tunnel the guy that just came off the hook. In that regard Pain Res would function almost exactly as it does now but would incentivize tunneling and camping instead. ๐Ÿ˜…

    Lol I'm not sure where you're from but I play both sides and the only thing overpowered about pain reso was it's interaction with dms. If your camping a hook for only a 20% regression without pressuring gens you're already losing.

  • i mean i kinda like the concept you bring up here maybe link it to a perk. useless or near useless while you are alive but if you die early you can ghost around and help a bit

  • As much as I like this idea, because it also kind of goes well with Mikaela being a witch, and having vengeful spirits would make sense (like the Spirit lol), it goes against the killer's main objective. I agree that it isn't fun, which is why I miss the days when most killers used BBQ & Chili, it was such a good perk that incentivized not camping/tunneling. It wasn't OP, had a great non-perk-related counter; lockers, we need more perks like that.

  • @pigslittlepet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3390709#Comment_3390709

    Lol I'm not sure where you're from but I play both sides and the only thing overpowered about pain reso was it's interaction with dms. If your camping a hook for only a 20% regression without pressuring gens you're already losing.

    No it's very strong. You get -15% total progress, not current progress like some perks. The live version also lets you hook the same person three times in a row, it procs each time and when they are sacrificed the team obviously loses 25% of their pressure. After the nerfs you'll only be able to get a total of 60% regression from this perk which may be a bit of an overkill when you compare it to other gen regression perks, but it also picks the gen with the highest progress and regresses that one which can be huge, especially if the gen is far away and the 15% regression gives you enough time to reach it and pressure it.

    But if we look at the big picture, survivors also need more time to heal, so all gen regression technically is stronger because survivors can't stop the gen from regressing if they are too busy healing.