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Survivors good at occupying killers should be Rewarded
Hi everyone. I am here to propose an idea that I feel can help with emblems and blood points as a survivor post match.
Survivors who escape chases with killers earn points towards their chaser/evader emblem (it's one of these, I forget which). However the way survivors even earn towards this emblem is by engaging in multiple chases with killers and escaping those chases.
What about survivors who are in long chases with killers but the chase never ends, and the survivor is eventually downed? The result is that those same survivors do not get any points towards that emblem. In fact, they lose points as a result of losing the overall chase.
My idea is that survivors should be awarded points towards the emblem as well as blood points periodically during a chase every XX seconds. This could be every 30 seconds, 45 seconds, 60 seconds, etc. The point is that it would serve to reward survivors who are skilled enough to keep the killer occupied for a long time while his/her teammates work on generators.
I feel that survivors who run killers for XX periods of time should not be penalized just because the killer was on their back (2 inches behind them) the entire chase. The point is that the runner was able to keep the killer occupied for time and they should be rewarded for that even if they don't necesarrily win/escape the chase.
Additionally, I know that chases will sometimes end after a certain distance between the killer and survivor even if the killer is still in pursuit of said survivor. This brings me to introduce another idea for survivors after a chase: I call it a post-chase window.
The idea for this post-chase window is maybe for 10 or 15 seconds, if a survivor re-enters chase with the killer then their previous time bonuses can continue.
The reasoning behind this post-chase window is so that a survivor who runs a killer for say 25 seconds, but the chase cuts off because he made distance, still has an opportunity to get points towards the evader emblem and bloodpoints for running a killer for XX time during a chase if a chase resumes. Chases often do resume since the killers often are still chasing a survivor.
If anyone has any tweaks for my idea, don't hesitate to add in constructive criticism.
My idea for this stems from multiple matches of running killers for long periods of time but ending up on the bottom of the scoreboard in terms of bloodpoints and receiving poor evader emblems because of lost chases, regardless of the time the killer spent chasing me. If a change like this implemented, then good runners can actually get rewarded more often for contributing to the team even if they don't get to touch a generator as a result of being chased.
Running a killer is as valid of a role as working on generators. A team without good runners is like a team of turtles vs a cheetah who is going to pick them all off easily one-by-one.
😁
Comments
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Can I get an opinion, anyone? Before this post plunges into the abyss known as Page 2.
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Survivors who occupy killers well already are rewarded.
- Passive Gen Emblem Points
- Evader Points
- Bold points if they're using the right items/obstacles
- But the most important reward - they tilt the killer and increase their teams chances of winning
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Their evader points can easily be lost though if they go down in a chase regardless of how long the killer chased them for.
Also, I was not aware passive generator emblem points were are a thing. Care to elaborate? I know for a fact that survivors running killers do not get points to their lightbringer (generator emblem). As a result, survivors who can keep killers occupied for very long periods end up getting penalized for not touching generators, although they were doing an equally important job of distracting the killer so that his/her teammates could work on generators.
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And also increase their chance of being camped and dying.
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Just increase the evader category's bloodpoint cap and we've got a party.
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Agreed, currently it seems to be more beneficial to deliberately lose a chase so you can pick up altruism/objective points once you're unhooked. If you do pretty much all the work (bar holding m1 on a gen) and keep the killer occupied the entire game, you are worse off.
Perhaps in chase survivors should also be awarded for actions carried out by other survivors whilst they are in a chase; for example, if your team mate manages to unhook somebody and heal them up whilst you are being chased and keeping the killer occupied, you should be rewarded for the altruism too.
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Taken from a wiki:
Your goal is to gain as many points as possible for this Emblem:
- 0 points: starting value
- 0-100 points: completing Generator Repairs (1 point per contributed percent)
- Co-op repairing a Generator does not award bonus points; points for Generator Repairs are split across all contributing Survivors
- 0-33.333 points: being chased while other Survivors repair a Generator (the maximum gain is multiplied by the Repair percentage progress, ranging from values 0-1)
- 5 points: awarded to all Survivors when a Generator is completed
- 15 points: awarded to all Survivors when opening an Exit Gate
- 20 points: cleansing a Dull Totem
- 5 points: cleansing a Dull Totem mid-chase
- 50 points: cleansing a Hex Totem
- 10 points: cleansing a Hex Totem mid-chase
As you can see, if a person is truly occupying the killer, not only are they boosting the hell out of their own score if they're doing it effectively, they're elevating their team.
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I agree entirely with your reply. The killer's objective is to keep chases as short as possible. If they manage to end a chase quick, they should be rewarded for it and receive BP.
Contrarily, survivors want to prolong chases as much as possible to keep the killer unfocused on other survivors and generators. So, they should be rewarded for being in long chases.
I think it works out both ways.
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I never knew that about gen repairs, thank you. Would be good to see that extended to healing etc.
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So does this mean that a survivor being chased can earn up to 33.33 points on the generator emblem while being chased? I guess this is good to know. I had no idea.
Most of the time though I haven't seen much of a difference, whether if I'm playing myself or watching a content creator run and loop a killer for extended periods of time. On the end game screen you often don't see anything great on the generator emblem. Maybe silver.
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You say survivors "good" at occupying killers time but the problem is you don't have to be good to occupy the killers time. A trip around Badham school vs Trickster for example (or a lot of killers) can occupy a lot of the killers time with zero skill required.
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Even I'm not 100% on just how many points can be earned, I'd have to test in a custom game.
Here's my point though: It's painfully easy to hit rank 1 survivor. It's not based on skill. Simply playing immersed, using the information you're presented with and making decisions that lend itself to getting 'ticks' in the checkboxes behavior wants will pip you up. Yes, some games you will be tunneled. On those games you will depip if you do not get good enough to make the killer sweat.
A survivor who makes the killer sweat the entire game may not necessarily pip, but he does have plenty of opportunities to get the points he needs to pip. It's just up to him to play well enough at that point.
There are survivors who will literally drop every pallet and then killer shack loop multiple times because they're just that familiar with the map. They're probably also bringing BT so they can sprinkle some Altruism on the map when the opportunity presents itself. Iri Evader + 1 Unhook + Passive Lightbringer = if a survivor is truly getting up in a killers face and making him miserable he will increase the score of his entire team, including himself.
It isn't as efficient as immersed gen jockeying, and it shouldn't be.
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