Dying State and Iron Will upgrades
Hello Everybody !
1) DYING STATE : Commit suicide without DC
Killers (too) often want the last two survivors down before hooking them. It’s really trolling, especially for the first one put into dying state, who have to observe the game, sometimes waiting VERY VERY long minutes before it ends. And it usually ends with the other survivor down.
That lets absolutely NO chance to the last survivor to even try to get the hatch, and it’s a pretty toxic behavior. I’d often love to die and let the last survivor a small chance to get the hatch, but the only thing to do so is to DC, which means that the entire match counts as a loss, and you get absolutely no BP.
So, I had an idea :
- On each map, you could create 6 to 12 (depending of the map scale) « Bells of Mercy ». I picture it like a short stick with a small hanging bell. When put into the dying state, the aura of those sticks are revealed to the survivor. When near one of them, by pressing the Secondary Action button, the survivor can call upon the Entity to have mercy and shorten their sufferings by taking their soul. The sound of the bell is heard by all the survivors (and maybe the killer if you want to). After a very short animation (3 seconds or so, or just the duration of dying like when we bleed out in the dying state, your move ;) ), the survivor is removed from the match and the hatch opens.
Yes, in Dead by Daylight the main objective is to survive. But as in reality, we should have the power to end our time when we want. We already can stop to struggle while on the hook so…
I also think this idea could add some spice in the lategame. Too many killers use this technique to assure a « total win » (wich is non-sense, you don’t ever “lose” in DbD if everybody has fun, dying or escaping, sacrificing or not), and it’s very frustrating and boring for survivors waiting to be hooked or killed, or just waiting to bleed out (which is FOUR MINUTES LONG). This put too much power (and trolling power) in the hands of the killer. With this idea, the killer could still be a jerk and try to put everybody down before hooking them. But they would take the risk that someone accept to sacrifice themselves to let others a chance to escape.
And if you want to moderate this use, you could add a -5000 BP penalty to survivors sacrificing themselves. That way it would be a “real” sacrifice (and more “rewarding” in a heroic way :D )
And maybe if they stay in the match (spectating or waiting for it to end), they get +1000 BP per survivor escaping (reducing the sacrifice penalty to -2000 BP if the three other survivors escape).
2) IRON WILL
I always play with Iron Will, because it’s such a strong perk when playing stealthy as I do. But I had issues with it :
- When playing against the Spirit, grunts of pain are fainted but not silent. I noticed that three games in a row. I don’t remember for the first two games, but in the last one, I was silent only after being hooked twice. So maybe this only is a technical issue.
- When playing against the Plague, and affected by her puke, Iron Will is useless. The coughs and grunts are not silent at all.
So, that we can scream when afflicted by the Doctor or the Executioner powers is totally logical. Vomiting under the Plague illness, or making sounds by falling from heights too. But Grunts or other « pain sounds » should be silent with Iron Will, shouldn’t they ? That’s the entire point of the perk : being able to control our sounds (coughs are very difficult to avoid in reality, but it’s possible, so why not in the game ?)
Thank you for reading all of this !
Take care, and have fun in the fog !!!
Comments
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I'm going to say no to your first point, mainly due to the fact that it simply removes a ton of the killers pressure that he had, in which he had no control over. It's like ddisconnecting for the hatch.
As for your second point, this happens on Spirit due to a popular perked used on her named Stridor which makes grunts of pain louder. All three of these killers must have been using the perk.
I think it should effect your grunts when fully infected, but it should be a small amount, like 25% or 50%, as it is one of her main powers after all.
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The slugging to prevent hatch thing is more of an issue with hatch than anything else. A second chance for escape makes sense lore wise, but isn't well executed in game. Survivors can get trashed and yet one of them still escape with all 5 generators still up, it's not a super common situation but when it happens it feels cheap.
- When playing against the Spirit, grunts of pain are fainted but not silent. I noticed that three games in a row. I don’t remember for the first two games, but in the last one, I was silent only after being hooked twice. So maybe this only is a technical issue.
Stridor is an extremely common perk for Spirits to run, it's a solid counter to Spirits main counter. I find this perk annoying since Spirit is the only reason I use Iron Will, and this perk makes her more unfun to go against.
- When playing against the Plague, and affected by her puke, Iron Will is useless. The coughs and grunts are not silent at all.
I see plague as the anti-stealth and anti healing version of Executioner. Plague counters those just as hard as Pyramid Head counters DS and BT. Due to this I see Iron Will not working against her making sense, not to say it isn't a bit annoying though.
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