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Suggestion for Dying State Gameplay

Kitsone
Kitsone Member Posts: 12
edited June 2020 in Feedback and Suggestions

Dying State Gameplay

Give survivors more options after recovering to 95% (30.4 seconds) in Dying State. Bleeding for 4 minutes at the mercy of others in Dying State is the opposite of good gameplay- most especially if no help is conceivable. Expediting bleed-out would even be preferable to essentially doing nothing for 3.5-4 minutes. Hopeless bleed-out represents the most boring situations in the game IMO. Such as a clueless killer subjecting someone to 4 minutes of boredom why they scour the map for the last standing survivor that isn't allowed to have hatch. The intention isn't for hatch to be easier for survivors but to speed this process up to save everyone involved from boredom.

I doubt just having the option to have Entity absorb (Sacrifice) survivor would be in the cards so I propose a system analogous to First Hook Stage AFTER reaching the recovery cap (95%) of the Dying state. A small chance (i.e. ~4%) to get up at the risk of losing a portion of the bleed-out bar (multiple chances till death). If bleed-out death occurs at any time after taking a chance like this the Entity should finish the Sacrifice like it does at the end of EGC (End Game Collapse) so the killer isn't denied a Sacrifice. This mechanic could give Broken/Deep Wound/Aura Reveal by default or some other debuff if necessary to balance it if needed. I say again- this is to eliminate boredom as a priority NOT to "Buff Survivors". Using these attempts should also give an animation indicator(i.e. Survivor struggling to get up) so all players paying attention are aware.

This mechanic could also be tweaked/altered with current/future perks/offerings. Such as Deliverance guaranteeing it once, Luck giving a bonus, Slippery Meat giving additional chances, ect. Unbreakable/Soul Guard, as is, would avoid this mechanic while still applicable.

Post edited by Kitsone on