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Should being injured be high risk but high reward?

Terro
Terro Member Posts: 1,171
edited February 2021 in Feedback and Suggestions

Right now in dbd being uninjured is just plain better, while being injured makes you an easier to down and easier to find.


Just 0.5%-5% buffs to stuff. You could even make it only work outside of killer terror radius. Something about being injured giving more focus or adrenaline or the entity's power seeps into your wounds. Maybe even the closer to death hook you are the stronger things get.


At the very least make it harder to find injured survivors and easier to find uninjured survivors. Helps solve tunneling and helps early game for killers.

Comments

  • Terro
    Terro Member Posts: 1,171
  • Kebek
    Kebek Member Posts: 3,676

    So in other words getting passive rewards for beiing hit by the killer ?

    No, certainly not.

  • edgarpoop
    edgarpoop Member Posts: 8,221

    There's already a perk for that

  • _NIGHTMARE_
    _NIGHTMARE_ Member Posts: 727

    Resilience and This is Not Happening (though that last one is debatable) are perks that give you a bit of a bonus for being injured. I don't see why there should be added buffs on top of that to be honest...

  • JPA
    JPA Member Posts: 1,685

    No, it's not like Killer's are punished for doing their job poorly:

    • if you fail at chasing, gens will pop
    • if you fail at protecting gens, you lose
  • Yords
    Yords Member Posts: 5,781

    It already is. If you don't heal, you can focus on gens and even more so with resilience + spine chill. Good survivors don't heal unless they are vulnerable (death hook, against a spirit or oni).

  • FFirebrandd
    FFirebrandd Member Posts: 2,445

    If you want that 2nd paragraph, literally just run Resilience. That's exactly what it does.

    If you want that 3rd paragraph, you can easily run Iron Will and Lucky Break.

    But at base? No. Absolutely not. One of the least toxic ways to manage generator speeds as the Killer is to do things and play in such a way so that Survivors very much want to heal. Your changes would take that away and the game would be significantly worse for it. To make up for that, there'd probably be even more killer players Tunneling, Slugging, and situationally camping. Best case scenario is way way more killers run perks like Ruin, Pop, Oppression, and Surge.

  • JPA
    JPA Member Posts: 1,685

    In exchange for being injured, you have hopefully used up much of the Killer's time by holding their attention. You've already gained a reward for that hopefully, as the other teammates have progressed the game by working on generators or finding totems.

    It's already quite easy to run the Killer, with the various looping structures, pallets, and exhaustion perks. I don't think survivors should be rewarded even more when they finally get beaten in a chase by the Killer.

  • Beelzeboop
    Beelzeboop Member Posts: 1,306

    In my opinion,

    No, and the survivors should be penalized more as it is.

  • matthewg64
    matthewg64 Member Posts: 79

    1.Have you heard of no mither? Some people run killers permanently injured #########.

    2. dead hard is in the tool bag

    3.iron will + pro survivor = healthy survivor

    injured survivors don’t need ######### I can run people just fine injured. Sure I won’t make as ballsy of a play but being injured is what the killer deserves.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,140
    edited February 2021

    If you want to get buffs for being injured, there are perks for that.

    Being injured may be a flawed mechanic, sure, but buffing survivors is the wrong way to go.

    "No fair, I was injured and the killer chased me instead of the healthy one!" Well, pretty much the only result of a survivor being injured is that they are easier to find/chase, encouraging the killer to target them. C'mon, the survivor's not dripping blood and making extra noise so the killer won't chase them. The whole thing makes tunneling an injured survivor basically a requirement.

    Hooking and/or injuring should put a debuff on the survivor, that way they are less of a threat to the killer and the killer is better off going after someone else to spread out that debuff.

  • Kirkylad
    Kirkylad Member Posts: 1,927

    You have perks that have positive effects when a player is injured so it would defeat the point of them being in the game tbh.

    Plus survivors need an incentive to heal, if they want to make a build around being injured they can but to make that base would just make it more likely that survivors wouldn't try to heal which is part of the games mechanic and would make healing perks, medkits and getting healed by teammates redundant.

    being injured should be a risk because that makes survivors more likely to want to heal.

  • GrimReaperJr1232
    GrimReaperJr1232 Member Posts: 1,690

    No... like, no.

    It's already high reward. There's Resilience which directly makes you better at almost everything. Furthermore, time you're not healing is time you're on gens and putting more pressure on the killer. There's a reason good survivors rarely heal unless going for something like an unhook.

    Not to mention, it's a bit ridiculous. You harm someone and that somehow makes them *better*? Please, stop. Legion has been nerfed enough.

    If you're injured, that means a killer hit you. It's not something you should be rewarded for. Being healthy is better because it *should* be better.

  • The_Arr_Red
    The_Arr_Red Member Posts: 42

    *crying in plague*

  • MrDardon
    MrDardon Member Posts: 3,934

    We know how old Mettle of Man worked. Survivors got rewarded for getting hit.

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104

    no survivor already focus on gens rather than healing this would increase gen speed without a downside.

  • Unifall
    Unifall Member Posts: 747

    Sure you can use the resilience perk to give you those bonuses and if you want to be harder to find you have iron will. But should it be base kit no. Being injured should stay high risk.

  • savevatznick
    savevatznick Member Posts: 651

    The bonus to staying injured is that you aren't wasting 16 seconds of 2 survivor's time (that means 32 seconds) healing. 2 survivors on the same gen can do half of the gen in that time.