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Triserpient

Triserpient

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Triserpient
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  • @lemonsway said:

    One thing i agree is that the entire Hooking system needs a revamp. However you still have Hooks and you can still tunnel and Camp.

    My suggestion is to make use of Pyramid Heads Cage's as the new model for the Sacrifice System.

    Every survivor that gets downed, can quickly be sent into a Cage to a random location, not the fursthest away from killer, this would directly give killer an area to look for the cage in the pursuit to tunnel.

    This solves both tunnelling and Camping. If the Cage is sent away then you have nothing to Camp and if the Cage is sent to somewhere Random then you have the whole Map to search, so the Survivor can either have been sent far away or actually stayed Close.

    This creates a scenario where killers won't have easy access to Tunnel or Camp the Survivor.

    Should the killer find the survivor before they are rescued, the Timer is stopped and the Caged survivor is relocated. This prevents Camping and forces the killer to move. This will repeat until the Survivors is Rescued.

    After the Survivor is rescued they'll have 60 seconds of Endurance until they take any action to progress the game, doing gens, Totems or healing, healing assumes you are in safety thus not being tunneled.

    This is mostly already existing, you simply give Survivors endurance after being rescued from cages. Removes Camping, minimalizes Tunneling to such a degree that it's now a time waster not a time saver.

    2 Birds 1 stone and minimal effort from BHVR required.

    Change Perks to procc with Cages and there you go.

    Benefits survivors because they can't be relentlessly asssaulted by killers but they now can't make flashy rescues, now flashies can be reworked for something new.

    Benefits for killers is more time being active instead of having to worry about wether or not they can get to a hook in time and to which hook should they go. Quickly send survivors away to cages spawned by the entity and go about pressuring somebody else. you can change Scourge Hook Perks to work on a timer. They activate once, they go on cooldown, any cages used during cooldown will be treated same as non scourge hooks are now. Once cooldown is done next cage is a special cage again. This way we keep the original spirit of the Perks but in a new format.

    I like the Pyramid head model and i agree it would solve many problems. The main issue with it is that forces the Devs into change or remove many other core mechanics. Flashlights will be pointless and many perks will need to be completly changed or removed as they are tied to the hook gameplay. The perks i can think of: (Agitation, Iron Grasp, Power Struggle, Mad Grit, Boil Over, Saboteaur, Starstruck, Awakened Awareness, Flood of Rage, Thrilling Tremors, Desicibe Strike, Breakdown). The endurance for 60 seconds have the same problem as the current Off the Record perk, its fine for solo survivors but it can be easily exploited by SWF.

  • @Alcuin said:

    I appreciate the thought and effort you put into this but maybe BHVR should just add the BP bonus back to Barbecue. I don't remember having so many strings of unfun games as Solo Survivor prior to the 6.1 update and I think the biggest change to Killer behavior is just the absence of BBQ. I went up against a Clown on Midwich yesterday with an extra bottle add-on, purple intoxication duration add-on, Deadlock, Pain Resonance, Eruption, and Call of Brine. He also camped and tunneled against what was likely four Solos. We got two gens done. Six months ago he might have been running BBQ which would have gotten him away from the hook. My first time getting downed was going for an unhook and he then proceeded to tunnel me. This is common "gameplay" at this point in Solo Queue.

    Removing the BP bonus from BBQ has just resulted in Killers using four gen slowdowns and not, perhaps, developing the patience to learn game sense and the ability to find Survivors.

    I also miss my BP 😥. But the full slowdown perks is more than people not running BQQ as often. Killers run these perks because are more optimal. You focus a survivor to remove it out of the game trusting the perks to stop the survivors from genrushing and even with that is not enough against competitive SWF. Of course this gamestyle hurts the solo players the most, but killers just run this kind of builds by default just in case the run into a premade that otherwise will destroy them.

  • @burt0r said:

    https://forums.bhvr.com/dead-by-daylight/discussion/360011/ideas-on-how-to-improve-the-game-and-reduce-tunneling

    Less pressure on the killers to kill survivors early as they will have more incentives to do so.

    Sorry if I missed it but where in your suggestion was anything incentive for killer not trying to kill or any benefit for the killer from this changes?

    The only thing remotely positive for killer would be no hook suicides and the "everybody on death hook in endgame" but that should be the case anyway in normal trials right now, that on or a few survivor are already dead or on death hook when endgame arrives.

    You say the change would be a huge buff for survivor and i would agree, but i see NOTHING positive for killer in your text to balance that?

    I meant less incetives not more altough i think you also readed as i meant to write it. Of course more changes need to be added to buff killers. They idea is to remove the thing that survivors complain about the most so there is no excuse to add better perks for killers.

    For example I think that hexes should not be removed if a survivor boon on top of them. I also think that perks like thanatophobia or grim embrace should be more powerful as they incentivate to spread the focus and create pressure in other ways.