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DBD Endless (game mode idea) Revisited
ENDLESS DBD
This game mode is designed around the current games premises, with a little bit of a twist thrown in to elongate game time to maximize people who want to have a longer DBD experience and maximize blood point potential. As well as streamlining play experience across different game types. The base features shared across killer and survivor are:
- You will never face the same killer twice in a row.
- It is not ranked (but the emblem system is used for another purpose).
- All Blood point categories are uncapped.
- Map Offerings cannot be used.
- When a game is normally completed, a short loading screen (similar to the results screen will play) will transition into survivors walking into the next trial via an exit gate that closes behind them. (Killer loads in as normal). Survivors are randomly paired with another survivor at one of the two exit gates.
- Eventually, the Killer will kill everyone.
- Depending on your average emblem performance, you will receive (essentially a loot box) an entity essence. The higher quality the essence, the better the rewards inside. Possible rewards could be offerings to distribute at your will, bonus blood points, add-ons, items, (rarely) iridescent shards, and very rarely auric cells. Maybe even something more creative like a challenge claim token. In the archives, if a challenge is giving you trouble and you want to get to the next node. Claim the token on the node you want to instantly complete the challenge.
- Maps will not be repeated and are randomized.
SURIVOR
Survivors objective is unchanged, finish gens, rescue allies, escape the killers grasp and the trial. However, there are a few new features to assist the survivor in a longer game mode.
- Survivors have 5 hook states instead of 3
- Whatever condition survivors were in at the time of escape is the condition they will be in starting the next trial. (Downed, injured)
- Hook states DO NOT PASSIVELY REGRESS while Killer is within 24 meters of hook
- If a survivor is left on hook at the end of a trial they will suffer two hook states and be respawned at 1 of the two exit gates during the following trial in the injured state.
- Items that leave the trial are returned to your survivors stash
- After each trial, a chest with four random items (with and without add-ons) in it is revealed to the survivors surviving the trial. The survivor with the highest emblem score gets first pick at the items or can pass. Survivors only have 15 seconds to sort out who gets what item, any items left in the chest will be permanently discarded. IF the emblem score is tied, blood points will be used to determine picking order.
- 2 survivors will randomly be chosen to start at an exit gate together. This way everyone can chose whether or not they want to heal or get started with the trial.
- Once you are dead, that is it. You can spectate if you wish. You claim your Entity essence and cue up for next match.
- Survivors can always fully recover from the downed state, but it takes 30% longer.
- All one time use perks (DS, Deliverance, etc.) are reset at the beginning of each trial
- All Stacking perks have their stacks cut in half between trials. (Auto-didact, Sole Survivor, Stake out, etc.)
- Perks that charge up (Mettle of man, Diversion, etc.) retain the current value between trials Rounded to the nearest quarter and always rounds up
- There is no "struggle" phase while on a hook.
Note: The Following was added as of 03/15/2021
- Survivors will gain a new tier of items "Despair Tier". In the Killer's Entity Perks section, I will go into more detail about these new items. Finishing a trial while one of these items is in your possession will evolve it into a new Item rarity called "Life Tier". These Life Tier Items possess all of the qualities of the highest quality Items for each type, with the exception that these items have one additional Add-on slot.
- If a survivor is still in the trial after endgame collapse finishes, if the survivor has at least 2 health states remaining, they will fall through a corrupt portal, they will spawn into the next trial broken and will lose one health state. This happening will prevent the hatch from automatically opening on its own and will require a key to open. -end edited section-
KILLER
Eventually, you will kill everyone, however killer in this mode works slightly differently. In order to encourage more chase gameplay and less camping during this mode (because que times would certainly be long if the hype doesn't add to the player base). It would suck to be a survivor and get face camped in this mode like the normal game mode.
- Killer will never spawn by an exit gate.
- Before the game mode starts, you MUST select 3 killers. There will be 3 killer slots, each with a number beside it 1-3. This will determine the rotation order of your killers between trials.
- Gameplay is normal from there, however if the killer steps within 24 meters of a hooked survivor, a lock symbol will appear over the hooked survivors icon showing you that their passive hook progression has been halted.
- Between trials, the Killer that just finished steps into the entity's realm, where the Entity it will offer the killer a random selection of 10 add-ons. If somehow the survivors make it to a round where this killer will be used again, these will be your add-ons for the next round. If not, the add-ons will be put into that killers inventory for later use in future trials.
- If you kill all the survivors without having to recycle killers, you will receive an exclusive add-on for each killer that participated in the trials (or didn't have to participate).
- You can Mori survivors, but only after every survivor left in the match is downed/hooked simultaneously. (This would be tough to do early considering that all survivors can get themselves up.
- If you close the hatch, it is destroyed and removed from the trial and all remaining survivors will be revealed for 8 seconds. However, the exit gates will automatically open once end game collapse reaches 25% remaining.
NOTE: The Following was added as of 03/15/2021
- When a killer enters the 24 meter area of a hooked survivor, any survivors within 24 meters of the hooked survivor are revealed with killer instinct.
- At the end of every trial the Killer will enter the Entities realm, being granted an Entity Perk. Entity perks are incredibly powerful, and give the killer a massive boost for the next trial. A total of 3 Entity perks can be achieved throughout the duration of the trials, allowing the killer to have up to 4 regular perks, and 3 entity perks. The perks are chosen at random and the killer gets to pick between 2, however for every 4 hooks they achieve in the previous trial they will be given 1 extra option to select from. Here are some examples of entity perks:
- Cloaked Totems: Makes all hex totems on the map appear dull and adds 2 totems to the map and adds the property of one random hex totem (that isn't already being used).
- Shrine of Pain: With every completed generator, the Shrine of Pain becomes active, when the killer drinks the shrine of pains water, Entity claws spawn out of the ground and attack every survivor. Survivors repairing generators are immediately given a red skill check with a great skill check spot. Hitting the great skill check repairs the generator as normal, hitting the red portion of the skill check injures the survivor (cannot down). Missing the skill check injures the survivor, and regresses the generator by 25%. Survivors doing anything else will see a ring appear around their feet, after 7 seconds the ring will be completed and an entity claw will spawn to attack injuring the survivor. If the survivor is in a locker, it will miss. Survivors who are currently injured will receive the deep wound status effect if successfully attacked.
- Relics of Despair: If the survivor enters the trial with no items, nothing happens. If the survivor does enter the trial with an item, the item they were holding is sent to their inventory retaining its add-ons. Their item is replaced with a Despair tier Item of the same kind they were holding. So long as this item is in the possession of the survivor, killers instinct will be applied on the survivor (without the heart beat sound effect just the visual). There are two ways the survivor can remove the effect. One is while using the despair item, the other is to drop the item, however dropping the item puts the survivor into the broken state.
- Locker port- Every 100 Seconds, a killer can enter any locker, allowing them to teleport to marked lockers on the map. (Marked Lockers tend to be about 100 meters apart, mimicking distance between gens). If a survivor is in a locker, the survivor is pulled out instead of teleporting.
- Load up- After the first gen is completed, a entity worm will spawn in the basement. Upon arriving in the basement, the killer will have access to their perk inventory and be able to make a new secondary custom perk load out. Once they have locked in their selection, they will be able to switch between these perk loadouts by pressing "Q" (does not allow you to switch add-ons). Allowing you to get a feel for the game and create an perk build custom to your situation. Switching has a 60 second cooldown, and switching to your second load out changes the color of your read stain to a Yellow stain.
- How You Like it!?- Every time a killer hits their obsession they get a stack of this perk, they have the ability to throw down a pallet and subsequently break it. Hitting a survivor with a pallet puts them in the dying state.
- Leaving So Soon?- Pressing the activate key on an exit gate closes the exit gate, requiring it to be re-opened. Survivors behind the exit gate are injured and broken (can be downed) and forced out of the trial. Brings endgame collapse timer to half, exit gates do not reopen at 25%. When they reappear in the next trial they will be in the broken state for 60 seconds.
- I Am the Power Role- Every time the killer is stunned, they get a stack of this perk. If the killers obsession stuns them, they get two stacks (because ds changes the obsession to whoever stunned the killer, the killer gets 2 stacks). The next time a kick animation would be done, the killer instead breaks the pallet by walking through it, survivors standing in front of the pallet scream and have their aura revealed for 8 seconds. (The speed which this animation takes is about the same as vaulting a window with bamboozle) -end edited section-
This is what I got for a new game mode, it needs to have some ideas fleshed out in more detail, but in good time I guess. Feel free to add your own ideas to the concept or even make up your own game mode. All in good fun. Also if you have any ideas for a Entity Perk, feel free to post them as well.
PS. If they ever were gonna make a DBD 2, this could be a game mode in that too.
Special thanks to @ilovedbd123 for his or her contributions to this idea.🤙
Comments
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Yes
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I kinda liked it until you dropped conditions that makes killer so much harder while they already are very hard.
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+1
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Wow, very well thought out. I like this idea.
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it just sounds like an easy mode that is fun for survivors but that is boring and harder for killer.
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So, the point is that the game mode is endless. You dont actually have to camp and slug because you will eventually kill everyone. The point of slugging then is just slowing the game down a bit. The point of camping and slugging is to make sure you get kills, but you are garunteed the kills because the game mode is Endless. I mean, if you kill 1 survivor in the first trial, only 3 are left to work on gens in the next.
I said once all remaining survivors are hooked or slugged you can mori them. That could mean 2 survivors left, one hooked and one slugged, you get to mori the slug. I mean Rancor is in the game. You could almost garuntee a kill if u wanted to before the second trial that way. I wasnt touching perks with moris.
Its an unranked game mode, but it would use mmr or rank to help match make where it can. So slugging doesnt actually have to be viable because you will kill everyone. However, I'm open to the built on unbreakable being tweaked some or a different way to discourage excessive slugging but it would be really boring to get four man slugged and being pushed out of a game you likely waited a good que time to get into.
The idea of not letting survivors sub out perks is to make the next round easier on killer because they will know the survivors perks when the survivors will not know theirs. Maybe they could get a bonus perk after escaping each trial instead of switching them out, up to a max of 3? That survivors teachables only perhaps?
Good criticisms, keep em coming.
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I don't even know if DS would even need to be a perk just because tunneling would already be so discouraged and with the changes coming to OO a lot of the abusable survivor perks by swf depip squads would not be that big a deal. Its not 3 matches, its endless. I can get matches beyond 3 could be tiresome. I guess I see this mode as more casually oriented to experience more of what dbd offers in a shorter more rewarding experience. While camping would be discouraged, it wouldn't be impossible. It would have to create opportunity for killer like it already does. What if it worked so if you step within 24 meters of a hook (unless survivor is using distortion) survivors within the radius are visible? That way you know when its worth it? or you have more information to make a counter attack?
In the OP, I wrote specific conditions for for certain perks to make them more useful more or less, but it can be tweaked. Give it another look. It's under survivor.
Also, you don't have to play your main killer first. You could save it as your 3rd string.
There could be other creative buffs applied to killer that work in this game mode exclusively. For example, maybe killers could also get an additional perk they own, or even one Endless exclusive perk for each round they are in the game. The longer the game goes, the stronger killer gets and faster. I might try to think of what some would look like. Suggestions wanted
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I like this idea to be honest
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Believe me, I get where you are coming from. This isnt about regular DBD, its about a different game mode that does not create intentionally frustrating play. The killer has to be limited in this longer game mode because only the killer can force you to stop playing the game. If I want a version of DBD with camping works I dont want someone getting one hooked face camped by a Bubba who is trying to make someones time miserable. People are always gonna be able to create a new frustrating way to play and survivors certainly have their own way. Pausing hook progression isnt even an incredibly massive mechanic. It only effects killers who want to proxy or camp hooks. If you leave the hook, you dont have any problem. And if you do camp, you now have a tool to help you make a play on a survivor. Who is trying to sneak a save. Killers camp because they are not confident in their chase abilities or how to stop an unhook, the aura reading gives them a tool to be more confident. I mean if you tried to camp someone, but while you did it all other survivors just slam out gens, you now have a way of telling how ineffective that strategy is and you can use that info to go make better decisions. Honestly, if this was a perk that locked hook progression but revealed nearby survivors, I think tons of killers would run it cause they prefer having a new chase opportunity as opposed to securing hook states.
Its a casual game mode that is aimed at giving people a strong taste of DBD, and I would rather that taste isn't the most frustrating sides of the base game has to offer. Ds into locker locker, gen rushing, tbag, sabo squads, and clicky flashlights are all really obnoxious, but with the exception of gen rushing all the frustrating parts there are in your own head. In this game mode survivor's DS recharges each trial you as the killer know exactly who used DS on you. Thats information the survivor is not offered in kind. But killer's frustrating attitudes make end another persons game. You will eventually kill everyone, so relax. You dont get a crazy reward for killing everyone really fast, but its an extra nudge to encourage killers to do the best they can. Bit if you dont really care about that, just have fun throwing a beatdown on survivors at your own pace, because you really are not punished for it.
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Make the argument then. Just saying its as old as time and doesn't hold up is not an argument, especially when we are talking about a different game mode. Personally, I would get rid of survivors ability to use lockers to hide their aura, because I'm all about encouraging more fun chases. I don't honestly give a sht about gen speed and what counts as winning to killers. To me if you have some solid strong chases and have fun in a (again) casual game mode. Then that's all I was going for.
You keep talking about pressure for Killers to secure and what not, but like... so what? The game isn't designed around making pressure in this context, its an experiential mode for dbd. I'm not saying this is to replace what dbd is. Its a game mode where the killer can play at their own pace without having to worry too much about pressuring gens if they find it tedious. Focus on chases and have fun. You can still pressure gens normally, and you have extra tools in your tool belt, but I hear ya, so why not more tools for that belt? I was thinking about maybe between matches the Killer gets an exclusive Rift perk that is super strong and you can get up to 3, one between each match. Some ideas I had (names pending) would be:
- Cloaked totems - Makes all hex totems on the map appear dull and adds 2 totems to the map and adds the property of one random hex totem (that isn't already being used).
- Injury shrine- This shrine charges up with every generator completed. Attacking the shrine attacks all survivors simultaneously (cannot put in downed state)
- Paper Cut- Every survivors, items are swapped with a Black rarity map that constantly reveals your presence to the killer while you hold it in your hand. The map has unlimited charges, and the only thing it can do is hide your aura presence from the killer. If you drop the map, you are broken. If the survivor escapes with the map then it transforms into a red map and is added to that survivors inventory.
- Phantom hooks- The killer can spawn a hook on any downed survivor which skips pick up animation and causes a hook state. For every two gens completed and exit gate opened, they get a stack of phantom hook they can use on a survivor. This Hook will automatically drop the survivor hooked after 60 seconds. Survivors cannot rescue survivors from this hook.
Those are some to start with, can come up with more.
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Sorry i didn't see the other two... give me a bit to read it
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This idea seems very fun I like it but the 24 meter hook rule seems out of place here...
It would allow the killer to take the game hostage and ,knowing some of the players in this community, they will.
I absolutely love the rest great work man!
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@ilovedbd123 Ok, I'm not trying to necessarily make a game mode that is balanced or even necessarily practice for the normal game. Just an alternate one with cool flash new stuff in it to drive ppl to trying it out.
Ds into lockers, I mean... I think ds should be changed generally. I like it as an anti tunnel, but I don't like that if you down somebody else hook them, and then down the guy with ds, he/she could still have it up. I would get rid of the ds timer altogether and make it deactivate upon 1 of the 3 conditions:
- The survivor touches a generator or a totem
- Another survivor with DS is unhooked (never 2 active at the same time)
- Another survivor is downed
I know this doesn't address the situation where one survivor is left in the match with ds and if so what they gonna do. I don't think ds into lockers is healthy, I would make a feature on killer where they can bind a locker they watch someone go into. Like with "e" or some other key, and it locks them in the locker for like 30 seconds, but you don't check the locker if you do this.
The rest of your stuff mostly talks about how difficult it is to be killer in the base game so its will be difficult in this game mode. Like you said, I'm open to finding creative ways to make the killer feel like a true power role so they don't feel the need to play in generally unfun and tedious ways for themselves and survivor. I'm a rank 2 survivor and rank 7 killer this past season, and I prefer killer. I just can't be bothered to want to play gen goalie and just want to test my chasing prowess. That's why when I want the chasing aspect of the game to feel like unchanged from the base game, but make the pressure game simpler. So I don't want to design Rift Perks (the super perks I mentioned last post). To make pressure much less tedious. I certainly don't want the game to be absurdly easy for survivor, but I want them to feel some success in the easier part of this mode. If they don't feel like they can succeed in even a small way, they dc or just give and tbag hooks and thats no fun and against the spirit of the game.
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I'm gonna edit op in a bit. @ilovedbd123 whose criticisms have helped shape my thinking on this inspired some ideas I want to add to enhance the best killer experience. I wanted to discourage the worst iterations of killer and survivor that are all too common. On the killer side its hard slugging and camping, tunneling to me is annoying but not the worst thing ever. I know there are sadistic people who go out of their way to find creative ways to be extremely toxic, but I'm trying to target the things that make people say "I'm gonna do something else." On survivor the most toxic thing they can do is salty dc, but the entitled sense of power survivors feel in general is a problem in the base game. I'm trying to make it so that even though this is a longer game mode. I want killers to not feel too pressured to have to create map pressure and I want even the worst survivors to be able to feel like they can manage to escape at least the first round. If you want, I can @ you in the edit if you want to check the progress. I will only do that with your permission, otherwise just check in sometime tomorrow, I should have it reworked by then.
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So feel me out on the Rift perks we already have. The design behind these perks is to apply pressure in a way that streamlines the killer's ability to get into the next chase without having to feel as much stress. So the hardest the game so the difficulty curve looks something like this:
It's pretty simple for survivor at the start so you can get some rewards for participation in the first round, and the longer you last the more skill it shows. They feel like they have earned the right to brag, and maybe there could be exclusive swag they could acquire by getting a really high round completion count and benchmark.
For killer its hard at the start, but the bonus perks they get as well as the natural chipping away they will do to survivors over time makes the game easier they progress through trials. I'm not hearing a whole lot about not being able to replay killers twice in a row. Do you think that if we make some absurdly strong powers that it makes up for this position? I mean at this point we might as well get creative as possible with the Rift perks. If you have any ideas to contribute as rift perks feel free to add or you can simply tweak mine with your thoughts. Here are a couple extra I thought of:
Load up: After the first gen is completed, a entity worm will spawn in the basement. Upon arriving in the basement, the killer will have access to their perk inventory and be able to make a new secondary custom perk load out. Once they have locked in their selection, they will be able to switch between these perk loadouts by pressing "Q" (does not allow you to switch add-ons). Allowing you to get a feel for the game and create an perk build custom to your situation. Switching has a 60 second cooldown, and switching to your second load out changes the color of your read stain to a Yellow stain.
Let's See How You Like It: Every time a killer hits their obsession they get a stack of this perk, they have the ability to throw down a pallet and subsequently break it. Hitting a survivor with a pallet puts them in the dying state.
I will address your thoughts on the other perks in a while, but I'm gonna break and eat something.
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