Unhook protection changes

Good things are coming. Yet we should tweak perks now when the chance is here. Make the unhook protection set by edge it's function.

  • currently endurance and elusive is deactivated if hit.

Specific perks changes…

Off The Record

→ Now grants 40s of endurance and elusive

Borrowed Time

→ Now grants extra 10s of endurance, haste end elusive

Babysitter

→ Now grants 30s of haste and elusive

Decisive strike

→ decrease active time to 40s

All perks mentioned above are disabled when:

→ Unhooked survivor is fully healed

→ Unhooked survivor resists a hit

→ Exit gates are powered

→ Performing any source of conspicious action

This will make antitunnel more punishing for hard tunneling killers with option to get away but remove the weaponizing aspect.

Edit:

Come and Get Me

→ After unhooking survivor this perk activates for 90s, when crouched and idle all survivors with at least one hook stage will gain elusive for 20s

Shoulder the burden

→ Inflicts permanent broken per rest of the trial (was exposed for 40s)

We'll Make It

→ After unhooking survivor for 30s you gain 200 % healing speed

Comments

  • Your suggestion to make anti-tunnel more 'punishing' is to make all of it be completely disabled when… the survivor is tunneled. And in exchange, make endgame rescues completely impossible.

    You put a lot of thought into this?

  • @ArcT said:

    Your suggestion to make anti-tunnel more 'punishing' is to make all of it be completely disabled when… the survivor is tunneled. And in exchange, make endgame rescues completely impossible.

    You put a lot of thought into this?

    If survivor has time to heal under hook then they are not tunneled.

  • Decisive strike should also deactivate when a survivor enters a locker or uses plot twist, cuz that's two main ways it's weaponized and Shoulder the burden should inflict broken only until the next hook state but really it needs a rework, killers really should get some incentive to not tunnel with all of those buffs (like at least b&c with some slowdown on unique hooks with a nerf/rework to original perk), killers tunnel to remove 25% of the survivor team which is able to do gens, heal, unhook and more so killers need incentive for not tunneling as well as it being harder to tunnel but not completely impossible/too punishing.

  • All perks mentioned above are disabled when:

    → Unhooked survivor is fully healed

    → Unhooked survivor resists a hit

    Walk me through this. I'm the giga tunneller that everyone hates. I load into the match with the intent to instantly tunnel someout of the game at 5 gens. I am going to get my first hook, stand 16.1m away and stare at it. If I can prevent the unhook, I will. If not, I will hit them the second their feet touch the ground.

    So I hit them the second their feet touch the ground. They have now resisted a hit. Because they resisted a hit, they have now lost all anti-tunnel protections, including for some reason, Decisive Strike. Which is fully intended, you say, because they could've been WEAPONIZING those anti-tunnel protections. Decisive Strike only works if they're downed without taking a hit, so I guess grabs and locker pulls only.

    This will make antitunnel more punishing for hard tunneling killers with option to get away but remove the weaponizing aspect.

    By taking a hit just after being unhooked. Every single perk intended to help someone after being unhooked in your scenario has been disabled. This is worse and more punishing for me, the giga tunneller, how exactly?

    Your supposed 'buffs' only exist for the situations where the survivor is not being tunnelled in the first place, and you want not just baseline giga nerfs in compensation, but buffs to tunnelling on top of it.

  • @ArcT said:

    All perks mentioned above are disabled when:

    → Unhooked survivor is fully healed

    → Unhooked survivor resists a hit

    Walk me through this. I'm the giga tunneller that everyone hates. I load into the match with the intent to instantly tunnel someout of the game at 5 gens. I am going to get my first hook, stand 16.1m away and stare at it. If I can prevent the unhook, I will. If not, I will hit them the second their feet touch the ground.

    So I hit them the second their feet touch the ground. They have now resisted a hit. Because they resisted a hit, they have now lost all anti-tunnel protections, including for some reason, Decisive Strike. Which is fully intended, you say, because they could've been WEAPONIZING those anti-tunnel protections. Decisive Strike only works if they're downed without taking a hit, so I guess grabs and locker pulls only.

    This will make antitunnel more punishing for hard tunneling killers with option to get away but remove the weaponizing aspect.

    By taking a hit just after being unhooked. Every single perk intended to help someone after being unhooked in your scenario has been disabled. This is worse and more punishing for me, the giga tunneller, how exactly?

    Your supposed 'buffs' only exist for the situations where the survivor is not being tunnelled in the first place, and you want not just baseline giga nerfs in compensation, but buffs to tunnelling on top of it.

    You got the point I wasn't clear about it. Status effects are removed - endurance and elusive which is the same it works now but with longer duration it will allow unhooked survivor to sneak away. That's the idea behind it. Give them option to not heal under hook and get away without leaving tracks but deactivated them in those scenarios - fe. if fully healed or in the endgame.

  • @SpyUA said:

    Decisive strike should also deactivate when a survivor enters a locker or uses plot twist, cuz that's two main ways it's weaponized and Shoulder the burden should inflict broken only until the next hook state but really it needs a rework, killers really should get some incentive to not tunnel with all of those buffs (like at least b&c with some slowdown on unique hooks with a nerf/rework to original perk), killers tunnel to remove 25% of the survivor team which is able to do gens, heal, unhook and more so killers need incentive for not tunneling as well as it being harder to tunnel but not completely impossible/too punishing.

    I don't think hoping into locker with ds is an issue. It's to make decision - will I pull him out, eat ds and tunnel out or do I ignore him and go for someone else and then hop back on him? Also those scenarios where you don't have ds but bait killer into waiting it out is funny. Plot Twist, well you can pair it with unbreakable or conviction too, so it would require deactivation on any self-recover perk then, which is also not a solution. I as killer player want the hard tunnel to be less effective while making anti-tunnel tools non-weaponizable. It won't stop tunneling, which is fine but will make it harder.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102669#Comment_4102669

    I don't think hoping into locker with ds is an issue. It's to make decision - will I pull him out, eat ds and tunnel out or do I ignore him and go for someone else and then hop back on him? Also those scenarios where you don't have ds but bait killer into waiting it out is funny. Plot Twist, well you can pair it with unbreakable or conviction too, so it would require deactivation on any self-recover perk then, which is also not a solution. I as killer player want the hard tunnel to be less effective while making anti-tunnel tools non-weaponizable. It won't stop tunneling, which is fine but will make it harder.

    This just tells me you haven't played against enough ds users with plot twist or those that go into a locker, this is rarely done just to bait the killer cuz it's a meta perk so majority of survivor players use it especially in high MMR and it's a free perk now after Halloween is gone, you are talking about anti tunneling being weaponized while ignoring one of the most popular ways it's weaponized even when the killer is not tunneling, tunneling is needed in the current state of the game in high MMR to win but making it harder while not buffing the killer role as compensation is not going to solve the problem like give something base kit for unique hooks but with no punishments like in that Krause patch, survivors got one perk (actually a stronger version of it) so killers should get something too (stronger killers get weaker effect and weaker killers get stronger effect of course, strong killers could have weak punishment ngl BUT only weak).

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102734#Comment_4102734

    This just tells me you haven't played against enough ds users with plot twist or those that go into a locker, this is rarely done just to bait the killer cuz it's a meta perk so majority of survivor players use it especially in high MMR and it's a free perk now after Halloween is gone, you are talking about anti tunneling being weaponized while ignoring one of the most popular ways it's weaponized even when the killer is not tunneling, tunneling is needed in the current state of the game in high MMR to win but making it harder while not buffing the killer role as compensation is not going to solve the problem like give something base kit for unique hooks but with no punishments like in that Krause patch, survivors got one perk (actually a stronger version of it) so killers should get something too (stronger killers get weaker effect and weaker killers get stronger effect of course, strong killers could have weak punishment ngl BUT only weak).

    If anyone hops into locker in front of you… you can make the decision whether you ignore them ok will their ds and tunnel them as punishment. Fairs.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4102807#Comment_4102807

    If anyone hops into locker in front of you… you can make the decision whether you ignore them ok will their ds and tunnel them as punishment. Fairs.

    Ignore them when I don't have info on any other survivor and that's the only survivor I can chase and while looking for another survivor they heal and doing gens while I don't know their location when the ds runs out as they are gone so I can't tunnel them, if I wait out unless I have 2 survivors dead, 2 gens will be completed by the time I hook them and if I take the DS then I will waste lots of time chasing them causing a gen to complete with the amount of distance they get from ds. This a lose lose situation and even worse for plot twist, paring ds with unbreakable or conviction is not a problem.