Injured State Needs To Be More Than Just A Warning
Its frustrating how much a killer has to do to get a survivor to actually start dying. Here let me list it for you.
-Strike once
-Break Pallets
-Mind game the looper
-Strike again
-Pick him up
- Get Decisively Striken
- hit him again
- pick him up
- smack the survivor body block conga line complete with music
- he escapes
- chase and down him once more by repeating the looping steps.
- finally get the hook.
Oh and don’t forget to patrol those generators and defend your totems.
ONE DOWN, THREE TO GO ON THE SAME GUY! TWELVE IN TOTAL!! DOUBLE THUMBS UP, YO!!!
Heres what the survivor has to do
- Hit a skill check
- mash a button or wriggle a thumbstick
Wow that’s some grade “A+” BS right there ain’t it boys?
What if one strike was enough to buy you time and actually make the survivor try to outrun you and not loop the whole game? You know, because they’re dying slowly after that first hit?
- First aid aid kits restore the bar 25%
- self care does nothing but stop the bleeding and restore you to healthy state
- percentage of meter lost while in dying state is permanent.
- Killer rewarded for bleedout kills on targets in injured state only. NO SLUGGING YOU WUBBA-GUPPIES.
Fixed dead by daylight.
Comments
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I wouldn't mind this. Everyone runs self-care either way so I'm sure most players won't mind it. You're forgetting about perks that speed up gen repair speed when injured though
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PhantomMask20763 said:
I wouldn't mind this. Everyone runs self-care either way so I'm sure most players won't mind it. You're forgetting about perks that speed up gen repair speed when injured though
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80% of the community consits of survivors
Ofc they will prevent that by threatening to leave the game
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It seems like it would never really get put to use. Most chases don’t last more than a minute unless the loop is really that long, and if they get away, they’ll just heal themselves with self care because they’d be forced to take that. Unless you made it outrageously short in duration, there’s no way you could use it to your advantage, and would promote more insta heal medkits to be used. That’s the last thing I want when I play killer lol1
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@DeadByFlashlight said:
80% of the community consits of survivorsOfc they will prevent that by threatening to leave the game
The ones that leave are the kids who are unwilling to admit the game is unbalanced, and it's OK if they leave.
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@Orion said:
@DeadByFlashlight said:
80% of the community consits of survivorsOfc they will prevent that by threatening to leave the game
The ones that leave are the kids who are unwilling to admit the game is unbalanced, and it's OK if they leave.
Thats not how BHVR looks at things because they want to see some $$
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DexyIV said:It seems like it would never really get put to use. Most chases don’t last more than a minute unless the loop is really that long, and if they get away, they’ll just heal themselves with self care because they’d be forced to take that. Unless you made it outrageously short in duration, there’s no way you could use it to your advantage, and would promote more insta heal medkits to be used. That’s the last thing I want when I play killer lol0
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Bleeding survivors should get gradually slowed after running for an extended period of time.I don't think they should make survivors bleed out though.2
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Visionmaker said:Bleeding survivors should get gradually slowed after running for an extended period of time.I don't think they should make them die though.
Maybe the OG player base? Just try this is all I ask, and give it a fair chance. It’s supposed to be deadly, but dying takes forever, it’s like a reverse bear trap except to disarm you just need to be healed. If it’s too much, tweak it, but there needs to be imminent threat to being hit as a survivor.
Currently, tracking is not enough. They need to be in danger with every waking second while injured. They will stop pallet looping and go back to being stealthy just as they were supposed to. Chases would end within 60 seconds with the killer either winning the chase or losing the survivor.
Do you know how much scarier even the trapper could be without any perks because of the bleeding effect? While he’d still definitely be weaker, it makes the killers an indisputable, incompatible threat, that will make you suffer dearly if you try to bully him.
Thats what it should be. But currently isn’t.1 -
I'd like the chance to play this. Right now there is literally no differences between injured and full health other than an extra chance to run. And this is a balanced suggestion that doesn't hinder play just reinforces time management, something survivor is sorely lacking.2
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DemonDaddy said:I'd like the chance to play this. Right now there is literally no differences between injured and full health other than an extra chance to run. And this is a balanced suggestion that doesn't hinder play just reinforces time management, something survivor is sorely lacking.0
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The only issues I see are is tunneling is already an issue, well then you'll just tunnel them even more. Then you get even more gen rushes because the killer is going to focus that person down no matter what.
You'll get more 4 flashlight or medekit lobbies etc, more go to a loop spot and heal and then run off to next spot etc.Don't like those isnta heal well be ready for them non stop now since the person will just loop you forever.
Once they get low enough it's pop that instant heal and then start it all over again and we're back to killers complaining about something new. That they caused by getting what they asked for and then it'll be well this need s a nerf. Then you get survivors doing something different and then it'll be well this is unfair.
It's like the hatch removal, do you really want to have to spend an entire match looking for that person who's going to just hide forever till you leave?
While I agree there does need to be some changes do the benefits outweigh the negatives which is something most of the ideas never take into consideration.
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Survivors are going to run anything to get the win and toxic players will use whatever they can to pressure you. Tunneling and camping will always be there because some killer would rather secure the kill. The idea of balance is there and only encourages survivors to play smarter as chase is suppose to be the worst situation to be in. This won't stop looping, but instead make the skills nesasary to do so more vital as the first hit will have more impact on time spent. Finally medkits should be the primary means of healing, perks are the bandaid in an emergency situation.1
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DarkWo1f997 said:
That’s not the point. The idea is that since survivors are so hell bent on surviving, they won’t loop, they run away and heal, and self care can’t restore lost meter. It’s applying pressure while temporarily removing the survivor from the team, giving you time to resume your patrol while he heals.
If so...then I don’t see why it applies to the situation you described. They’ll run away instead of looping, you said. But it’s really hard to lose the killer without looping them. There aren’t many stealth options since there are a lot of ways to counter survivor stealth. Doctor, Bitter Murmur, Rancor, Nurse’s Calling, the list goes on. Survivors have to rely on looping because the stealth options are terrible, and if you take looping away, survivors will have nothing to do to play around killers. Additionally, the first thing people do after losing the killer when they got hit is to heal anyway and take them away from their team, which is exactly what your change is encouraging. The only thing this will do is prevent fun builds that don’t include self-care and make it a mandatory perk.
That being said, I simply think this mechanic will be abused. Get one hit off someone, pressure them for a bit while patrolling a couple gens and make them take as long as possible to heal while their timer ticks down. Whack again if need be. Then, when it’s only got a few moments left until they’ll get down, just chase them. Free chase win. If it doesn’t reset upon being hooked, you wouldn’t even have to attempt to do this, as by their third time being downed, they’ll probably only have a few moments left on the bleedout timer. Pretty much a guaranteed chase for the killer on the later chases. This is the main reason I don’t agree with this proposal since it gives killer a free chase win with minimal effort, when you have killers that are designed to end chases early already like the Clown and Nurse.1 -
powerbats said:
The only issues I see are is tunneling is already an issue, well then you'll just tunnel them even more. Then you get even more gen rushes because the killer is going to focus that person down no matter what.
You'll get more 4 flashlight or medekit lobbies etc, more go to a loop spot and heal and then run off to next spot etc.Don't like those isnta heal well be ready for them non stop now since the person will just loop you forever.
. . .
It's like the hatch removal, do you really want to have to spend an entire match looking for that person who's going to just hide forever till you leave?
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@DarkWo1f997 said:
Bleeding survivors need to be losing health on their blood meter (the dying state timer) while injured. This obviously doesn’t apply to no mither, but it would stop survivors from playing so recklessly.Its frustrating how much a killer has to do to get a survivor to actually start dying. Here let me list it for you.
-Strike once
-Break Pallets
-Mind game the looper
-Strike again
-Pick him up- Get Decisively Striken
- hit him again
- pick him up
- smack the survivor body block conga line complete with music
- he escapes
- chase and down him once more by repeating the looping steps.
- finally get the hook.
Oh and don’t forget to patrol those generators and defend your totems.
ONE DOWN, THREE TO GO ON THE SAME GUY! TWELVE IN TOTAL!! DOUBLE THUMBS UP, YO!!!
Heres what the survivor has to do
- Hit a skill check
- mash a button or wriggle a thumbstick
Wow that’s some grade “A+” BS right there ain’t it boys?
What if one strike was enough to buy you time and actually make the survivor try to outrun you and not loop the whole game? You know, because they’re dying slowly after that first hit?
- First aid aid kits restore the bar 25%
- self care does nothing but stop the bleeding and restore you to healthy state
- percentage of meter lost while in dying state is permanent.
- Killer rewarded for bleedout kills on targets in injured state only. NO SLUGGING YOU WUBBA-GUPPIES.
Fixed dead by daylight.
Keeping the percentage of health lost in dying state is a great idea honestly.
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DexyIV said:DarkWo1f997 said:DexyIV said:It seems like it would never really get put to use. Most chases don’t last more than a minute unless the loop is really that long, and if they get away, they’ll just heal themselves with self care because they’d be forced to take that. Unless you made it outrageously short in duration, there’s no way you could use it to your advantage, and would promote more insta heal medkits to be used. That’s the last thing I want when I play killer lol
If so...then I don’t see why it applies to the situation you described. They’ll run away instead of looping, you said. But it’s really hard to lose the killer without looping them. There aren’t many stealth options since there are a lot of ways to counter survivor stealth. Doctor, Bitter Murmur, Rancor, Nurse’s Calling, the list goes on. Survivors have to rely on looping because the stealth options are terrible, and if you take looping away, survivors will have nothing to do to play around killers. Additionally, the first thing people do after losing the killer when they got hit is to heal anyway and take them away from their team, which is exactly what your change is encouraging. The only thing this will do is prevent fun builds that don’t include self-care and make it a mandatory perk.
That being said, I simply think this mechanic will be abused. Get one hit off someone, pressure them for a bit while patrolling a couple gens and make them take as long as possible to heal while their timer ticks down. Whack again if need be. Then, when it’s only got a few moments left until they’ll get down, just chase them. Free chase win. If it doesn’t reset upon being hooked, you wouldn’t even have to attempt to do this, as by their third time being downed, they’ll probably only have a few moments left on the bleedout timer. Pretty much a guaranteed chase for the killer on the later chases. This is the main reason I don’t agree with this proposal since it gives killer a free chase win with minimal effort, when you have killers that are designed to end chases early already like the Clown and Nurse.
The real version is being prioritized regardless of better and easier prey for the killer. It’s usually a vendetta. Tunneling is mostly done to survivors that a killer remembers being trash talker by. We deliver our own form of street justice tbh.0 -
DarkWo1f997 said:The incentive to tunnel is heavily decreased when you don’t have to continue chasing them beyond the injured state to put them in a possible fatal situation. I stop my chases if I need to keep patrolling. The only way to kill is to hook, hits mean nothing and that needs to change. The reason some killers tunnel is because whoever needs the least amount of hooks to kill is their priority. Meaning their first target is their first kill. This is only because wacking them isn’t rewarded. It has no impact on the match at all and it blows. One hit, break away. There are ways to incentivize this and to be honest, chasing a survivor already feels like a waste of time. If I can’t catch them in 30 seconds, I lose interest. I’m sure a lot more killers out there feel this way. Everyone has a different definition of Tunneling.
The real version is being prioritized regardless of better and easier prey for the killer. It’s usually a vendetta. Tunneling is mostly done to survivors that a killer remembers being trash talker by. We deliver our own form of street justice tbh.
That being said, I don’t see why you shouldn’t have to continue chasing an injured survivor. Playing just to tick people down into an inevitable death timer sounds way more unfun for them than tunneling. I like the playstyle of whacking someone and playing for a nice 3-gen setup, but this would just be ridiculous. It would be so unbelievably easy to close the game in your favor by just whacking survivors as they get too close in order to tick 10 seconds off of that timer.
Not to mention that low ranks don’t typically have self care. There is a perk grind aspect to this. It just can’t work in the way that you’re hoping it will. It would be really hard to get it into a position where it would be rewarding and not abusable or overly oppressive at the same time.1 -
DexyIV said:DarkWo1f997 said:The incentive to tunnel is heavily decreased when you don’t have to continue chasing them beyond the injured state to put them in a possible fatal situation. I stop my chases if I need to keep patrolling. The only way to kill is to hook, hits mean nothing and that needs to change. The reason some killers tunnel is because whoever needs the least amount of hooks to kill is their priority. Meaning their first target is their first kill. This is only because wacking them isn’t rewarded. It has no impact on the match at all and it blows. One hit, break away. There are ways to incentivize this and to be honest, chasing a survivor already feels like a waste of time. If I can’t catch them in 30 seconds, I lose interest. I’m sure a lot more killers out there feel this way. Everyone has a different definition of Tunneling.
The real version is being prioritized regardless of better and easier prey for the killer. It’s usually a vendetta. Tunneling is mostly done to survivors that a killer remembers being trash talker by. We deliver our own form of street justice tbh.
That being said, I don’t see why you shouldn’t have to continue chasing an injured survivor. Playing just to tick people down into an inevitable death timer sounds way more unfun for them than tunneling. I like the playstyle of whacking someone and playing for a nice 3-gen setup, but this would just be ridiculous. It would be so unbelievably easy to close the game in your favor by just whacking survivors as they get too close in order to tick 10 seconds off of that timer.
Not to mention that low ranks don’t typically have self care. There is a perk grind aspect to this. It just can’t work in the way that you’re hoping it will. It would be really hard to get it into a position where it would be rewarding and not abusable or overly oppressive at the same time.1 -
@DarkWo1f997 said:
It’s a stealth game. They aren’t supposed to be caught in the first place. More danger means you’ll be less likely to run around and be ok with being chased. Nope. Not anymore. You hide, and you avoid being caught.
Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth.
Then you get the killer that just happens to run into your area of the map say a Billy or Nurse so make up your mind, do you want a hide and seek game or not?
If you want an actual stealth game then you can't complain about dark maps with lots of places to hide, you have to get rid of all aura reading perks like what bbq gives you. You've got to get rid of Whispers and other tracking perks etc.
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@DarkWo1f997 said:
DexyIV said:
DarkWo1f997 said:Tunneling is a perfectly fine strategy. Survivors get salty over it, but there is plenty of ######### killers get salty over too. Probably best to adjust your mindset a bit to properly deal with it.
That being said, I don’t see why you shouldn’t have to continue chasing an injured survivor. Playing just to tick people down into an inevitable death timer sounds way more unfun for them than tunneling. I like the playstyle of whacking someone and playing for a nice 3-gen setup, but this would just be ridiculous. It would be so unbelievably easy to close the game in your favor by just whacking survivors as they get too close in order to tick 10 seconds off of that timer.
Not to mention that low ranks don’t typically have self care. There is a perk grind aspect to this. It just can’t work in the way that you’re hoping it will. It would be really hard to get it into a position where it would be rewarding and not abusable or overly oppressive at the same time.
It’s a stealth game. They aren’t supposed to be caught in the first place. More danger means you’ll be less likely to run around and be ok with being chased. Nope. Not anymore. You hide, and you avoid being caught.
But it's not. It was designed to be a stealthy "avoid killer, if found, try to juke and lose their trail", but it is not even close to being that way anymore. Too many tracker abilities and perks with absolutely no counter to them whatsoever. Generator noise is a necessary thing and gives survivors away early for killers to find. If you think this game is a stealth game, I don't think we have anything to talk about here. I wish it was a stealth game. I've tried to play it as one. But once a killer finds you, it's very difficult to get them off of you. That's why pallet looping has become the most prominent strategy for survivors. I don't even want to do it because it isn't fun, I'd much rather juke killers out and hide. But it doesn't work the majority of the time.
@powerbats said:
. . .Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth. . .
. . .If you want an actual stealth game then you can't complain about dark maps with lots of places to hide, you have to get rid of all aura reading perks like what bbq gives you. You've got to get rid of Whispers and other tracking perks etc.0 -
@DarkWo1f997 said:
It’s a stealth game. They aren’t supposed to be caught in the first place. More danger means you’ll be less likely to run around and be ok with being chased. Nope. Not anymore. You hide, and you avoid being caught.It's not a stealth game. If you think it is, there's not much we can discuss here because we have no common ground. Stealth is not an option for survivors. Too many tracking perks and abilities with no counter to most of them. Maybe if they added perk counters to some of these or remove them, the game could be stealth based again. But you can't say it's stealth based when killers have an overwhelmingly large amount of access to tracking. If you are balancing this around the idea that survivors will play more stealthy, you're wrong. There's a reason why pallet looping became a thing instead of stealth.
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@powerbats said:
@DarkWo1f997 said:
It’s a stealth game. They aren’t supposed to be caught in the first place. More danger means you’ll be less likely to run around and be ok with being chased. Nope. Not anymore. You hide, and you avoid being caught.
Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth.
Then you get the killer that just happens to run into your area of the map say a Billy or Nurse so make up your mind, do you want a hide and seek game or not?
If you want an actual stealth game then you can't complain about dark maps with lots of places to hide, you have to get rid of all aura reading perks like what bbq gives you. You've got to get rid of Whispers and other tracking perks etc.
I've said it time and time again, I'm pretty sure a lot of killer mains just want survivors to be forced to run in a straight line to get away from killers. No pallets, no access to stealth, etc. I wasn't being literal, but with just a few days on this forum, I'm starting to think it may actually be true XD
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@powerbats said:
Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth.
When SFTS and Whispers defeat your stealth, that's a YOU problem.
SFTS is a terrible perk to begin with, because it has several counter and is borderline useless even IF it works.
And Whispers is only a timesaver for the killer, not to waste time searching empty areas.
Those perks are between bad and mediocre.0 -
On my first few rounds I figured I was bleeding out and It put pressure on me. After figuring out that was not the case, I was pretty bummed cause I liked the idea of that.
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This idea is extremely stupid. It’ll literally mandate self care. If you don’t have it, “guess I’ll die”. Seriously, you just killed every survivor who goes “well you don’t need self care, if you’re good you can live without it.” And every noon who doesn’t have it unlocked. This idea doesn’t help, and would just cause people to bleed to death in stupid spots, and not help chases.
The idea is horrible on ALL fronts
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@Wolf74 said:
@powerbats said:
Yet in the other thread you just complained about the new map being more stealthy because it's so dark and there's less pallets and windows etc. Besides which killer run Whispers and or Spies which defeats said stealth.
When SFTS and Whispers defeat your stealth, that's a YOU problem.
SFTS is a terrible perk to begin with, because it has several counter and is borderline useless even IF it works.
And Whispers is only a timesaver for the killer, not to waste time searching empty areas.
Those perks are between bad and mediocre.Yet rank 1 killers use Whispers whenever they see anyone in dark outfits so that'd mean it's not trash. They seem to find people with it just fine perhaps because they know where to look.
But if you think both perks are trash put a poll up for killers to respond to and ask the top killer streamers like Marth88 their thoughts as well.
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There are rarely any matches that I've played that the killer has had to hook survivors 12 times. That is so unrealistic. This is coming from a Rank 1 solo console player so I can't speak for SWF or PC. When PC players push for major changes to be made, they are implemented on consoles too. The whole thing about just mashing a button to do a skill check might work on PC but on console the needle for skill checks is incredibly unreliable, same for DS. Out of about 50+ games I've played so far since reset, I've had maybe 15 games where someone runs DS. It's not reliable on console.
Other people are right, this is not really a stealth game. There are too many triggers that indicate to killers where the survivors are and things like BBQ will literally show a killer where a survivor is. If you remove looping from the game, how the hell will a survivor last a chase against a killer? Rank 1-5 killers on console already face camp like crazy so when you get downed, you're more than likely already dead. Add to that the fact that you won't be able to loop and I guarantee you that you will lose a huge portion of console players. Console killers also tunnel like crazy, what incentive would a killer have to leave a survivor alone to help themselves up when you could just knock them down and be done with it?
You are under the assumption that killers want a fair game and will leave a survivor to heal themselves while they go patrol but that will never be the case. Don't say Git Gud, just be honest. This would be a terrible idea to implement.
P.S.
Typed this on my phone so there will be errors.1 -
I have just one question.
Why can survivors run unlimited?I dont get it.
"Oh, i got a knife in my back?
No problem I just get little sprint boost and then i run for 5 hours.
And i can stun the killer, because i can throw wood on him.
He is 2 m high, but who cares?"Plz slow survivors down when they are injured.
And dont give them a tons of informations.
You cant hide 1totemperk, because they had tons of informations.1 -
Are you talking about realism in a game with ghosts, witches that can teleport, a dude that goes invisible at will, and more? We, as killers and survivors, are in the Entity's world. Realism has nothing to do with it at that point. I wouldn't mind having survivors run slower when injured though.1