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illNicola

illNicola

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illNicola
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  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/342799/why-devs-punish-killer-for-tunneling-instead-of-incentivize-mixed-hook

    I personally always advocated for a "Devour Hope"-esque mechanic that gives the killer some kind of buff, so that they don' hinder themselves for going for 12 hooks. Devour Hope in itself is a pretty healthy perk, as it incentivises the killer to leave the hook and roam around far away. Some with old BBQ: everyone had it equipped because of the blood point gains, and the during gameplay they just naturally left the hook in order to chase some far away survivor whoms aura they saw.

    I would try something like giving the killers a minor BBQ as baseline, ie after hooking show them the aura of the furthest away survivor and give them a +10% or even +15% haste effect to traverse the map as long as they generally move towards that survivor, are outside of a chase and not within 16m of the highlighted survivor.

    As a second basekit I would make The Entity eat 5% of every gens progress once everyone is hooked once and 10% if everyone is hooked twice. Or maybe block every gen for a couple of seconds, ie a small Grim Embrace style lockdown. Grim Embrace btw is also a cool and healthy concept, but bad execution. Its really hard to do, especially if the last survivor tries to be stealthy. Maybe we could also change Grim Embrace, so that it shows the auras of non-hooked survivors and shows the aura of the last survivor intermittendly every 30s or so, OoO-style.

    There could also be a "Devour-Hope"-style token system in place called The Entities blessing that awards you a token for every unhooking that takes place with the killer being 24m+ away and that award some minor buffs to the killer, chosen at random from a list.

    Ideally we should not only punish camping and tunneling, but also reward the opposite and find ways for killers to WANT to play that way, without making the rewards too oppressive.

    And that's my point. I don't want to be punished for tunneling. Devs have to find ways to counter tunneling, but in the same time find ways to incentivize mixed hooks, because now if I do mixed hooks what I get? 0k or 1k, because the insane gen speed. So, your ideas are better than mine, I wanted only to immaginate something that can possibly counter tunneling, camping and genrush at the same time

  • @Kaitsja said:

    https://forum.deadbydaylight.com/en/discussion/342799/why-devs-punish-killer-for-tunneling-instead-of-incentivize-mixed-hook

    In the last major patch, killers got the carrot. The carrot was shorter chases thanks to basekit buffs, increased gen times, nerfs to popular survivor perks and a nerf to the post-hit speed boost survivors get.

    The carrot did absolutely nothing to reduce tunneling, and in fact made it worse since now it was easier than ever to secure that first down.

    But I'll humor your idea. Let's say they test that out. Do you know what survivors will do? They'll bring a full genrush build with toolboxes and BNP to offset the repair penalty, which will just prompt killers to tunnel even more.

    But even if they don't do that, killers are still going to tunnel because the 3v1 is easier than the 4v1. In a 3v1 if you have one survivor slugged or hooked, and you're chasing another survivor, that leaves just one survivor who can get the rescue which also means there's nobody on gens. In a 2v1, any more than 1 gen remaining is a loss.

    You know, survivors already do this. I don't know if I'm unlucky or what, but there isn't a match, when I play killer, without at least 2 prove thyself and very often bnp. So, it would never really change this in my opinion. But hey, my was only an idea, better than nothing no?

    And you said that the killer got shorter chases. Yes, like when I play survivor I get longer chases thanks to dh, because this "dead perk" really save my ass thanks to my good timing, and when I play killer chases that were already slow don't reward me, because the chase is about 20 seconds, and pop one gen. If I don't use deadlock, time to hook the surv and another gen popped. Tunneling was born to face insane genrush team, so maybe if the Devs find a way to stop genrush then less killer will tunnel, also because it's really boring to tunnel every ######### game, before mmr I used to win every game, without tunneling, sometimes also with ######### tier killer without perks, I don't know why dbd arrived at this point.

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