Spectra44
Spectra44
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- Spectra44
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@RpTheHotrod said:
This is rather unusual, but considering nothing thus far implemented or planned to be implemented helps off hook tunneling without serious side effects, why not something very different?
The current problem the game has is when getting unhooked, you need something that not ONLY prevents an unhookee from getting attacked again but ALSO a strong incentive for the unhookee to evacuate the area (otherwise, the current solution is endurance where survivors just use it to stay protected with endurance and harass the killer).
When a survivor is unhooked, The entity is angered and personally wants the survivor back. The entity hides the unhookee from the killer (they dissappear in a cloud of smoke from the killer's pov), and an ever growing ring of darkness (seen only by the unhookee) begins expanding from the hook as the entity is reaching out for the survivor. During this phase, the unhookee cannot be seen nor harmed by the killer. The survivor must flee the area to avoid the ring. The ring expands for X meters. If the survivor is caught within the entity's grasp, they are downed again, or if on final hook, the entity consumes them. Once the survivor is at a safe distance (or if they do any offensive actions against the killer or progress the match in anyway), the entity retracts its ring, giving up, and the survivor clouds into visibility again for the killer.
This not only allows a survivor to safely get away after being unhooked, but also forces them to flee the area entirely to prevent them from turning immunity into an offensive tool against the killer. This would also mostly eliminate the need for endurance off hook. I'll address the exception.
However, once all generators are completed, the entity is desperate enough to have all hands on deck. Any unhooks after the gates are powered no longer have the entity hiding survivors nor has its ring. Instead, the current 5 seconds of endurance kicks in. This is to orient survivors from using their invisibility to rub to gates risk free.
I find your proposal very interesting.
Behaviour should seriously consider it.
But of course, they won't do that for several updates.
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@nikodemo said:
https://forum.deadbydaylight.com/en/discussion/comment/3018299#Comment_3018299
quoting again for emphasis. yes, please, this. and for me it's not even about the BP, though i understand ppl's points in here. i really, really don't want to lose the positive reinforcement for healthy playstyle choices. those stacks were instructive for new players, encourage and reinforce healthy play, and DbD, imo, needs that baked in. it's a great teaching feature that would be such a shame to lose.
I totally agree.
But I think Behaviour could use the opportunity to modify the effect to gain tokens.
For example:
For survivors, give a token when a survivor unhooks another survivor and doesn't go critical for at least a minute.
Or for killers, give a token for each survivor that is hooked but has not been hooked twice in a row.
Or any other effect that would make the players have a fair play behaviour.
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I'd like to add something that Anarchy753 didn't mention.
With this update, we will be forced to raise our prestige level and go back to level 1.
This will make it even harder to get the rarest add-ons, items and offerings.
Both veterans and beginners will be affected by this aspect of the grind.
I think Behaviour should just keep it optional to go up to the next prestige level, as it is now.