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Dear Dead By Daylight: Stealth and Sabotage Changes (Excerpt)
Hey everyone,
You've probably seen this stuff floating around for awhile on the forums, but in case you didn't know, I uploaded a document (and accompanying forum post) titled Dear Dead by Daylight about awhile ago which has been getting incredible feedback from you guys here in the community, but the biggest suggestion was to split all the change ideas into multiple documents to make them easily digestible.
Today, I bring you suggestions for changing a few mechanics to help with stealth and a change to the sabotage mechanic. I know that sabotage just got a rework, but it hasn't changed much in terms of its usage, that being very rare. The changes to stealth don't actually change stealth itself, but should encourage more stealth based counterplay instead of just looping.
If you want to know my reasoning or check out the rest of the changes, I'll leave a link to the main post as well as the previous article. Please leave constructive criticism and/or support, you're feedback is invaluable. Thanks again,
NorMak3
P.S. This list isn't perfect and I may change things on the main document based on new data, but I don't plan on changing anything on these fragment posts, so if something seems off, make sure to check the main document or comments to make sure it isn't already fixed.
"Stealth changes
- Make default crouching movement speed 30% and walking moving speed 60%
- Loud noises can only be triggered every 1.5 seconds per survivor. The noise will still be made, but the indicator will not show where it is coming from
- Increase default FOV for killers by 1°
Sabotage changes
- When you sabotage a hook, it makes it so the next time the killer tries to hook the survivor on that hook, the hook collapses. The survivor will still be in the dying state afterwards, but it means that it will have bought more time in general and more wiggle time for survivors. Additionally, only half the hooks on the map can be sabotaged at any time. If a survivor tries to sabotage a hook after half of the hooks are sabotaged it will repair the earliest sabotaged hook. This also makes it so that the next time someone would step in a trap, the trap breaks instantly. It still injures healthy survivors and applies statuses, but it leaves the trap unusable for 3 minutes. Finally, a sabotaged hook will make a slight creaking noise as it is approached to indicate that it is sabotaged to the killer.
- Other things that could be sabotaged
- Jigsaw boxes: Slightly increases the chance that it is the box they are looking for (5% increase)
- Alarm Clocks: Slightly increases the rate at which one wakes up the next 2 times its used (1.5 seconds to wake up) (Also, in my Nightmare change suggestions, I suggested that anyone could use any clock on the map, thus why this wouldn't be too powerful) "
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Comments
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This is a pretty big thing so I don't want to mouth off without looking into more of this first, but I'll quickly chime in to say that Jigsaw Box suggestion would require an overhaul of how Jigsaw Boxes are coded.
Currently to my understanding the keys for RBTs are determined at the start of the match and randomly distributed between the boxes, it's not like the game rolls for the right Jigsaw box every time you search a new one.
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I had no idea that's how Jigsaw boxes worked. My thought was to just make sabotaging more helpful in more situations and thought that would be a good way to implement it. Thanks for the heads up!
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That's not how Jigsaw boxes work. There's a specific key for a specific RBT in a box somewhere. Which box it is, no one knows.
It's not RNG based off of each search.
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Thank you, but Lexilego has already informed me. Thanks for correcting me though.
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