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Item-throw mechanic concept

bilaueta
bilaueta Member Posts: 341
edited April 2021 in General Discussions

Ok, so I have this crazy idea to spice up the gameplay a bit. 

What if survivors could throw and pass items at each other while on the run, instead of having to stop and place it on the ground. It would sort-of be like rushing through a window vs slow-vaulting, as the throwing action has some risk to it.

The way that this mechanic would work is as follows.

Claudette is being chased by the killer. She is holding a flashlight, and she is on the run. Now imagine there's a Dwight nearby, and Claudette wants to give the flashlight to him for x reasons, but she's still in a chase, so she can't stop to place it down without being hit. 

So my idea is that, when running and holding an item, there's a prompt to "Prepare a pass" or something along those lines. When the prompts is pressed and hold, Claudette cannot use her item until she lets go again. She enters an animation where her right hand (The item-holding one) leans back like you would do when you're about to throw something (The killer can visually be made aware of this action too thanks to the animation).

When preparing to throw an item, all survivors within a very limited range (About 5 meters, or a base shock attack range) that are not holding an item and are WITHIN DIRECT LINE OF SIGHT become available for a pass (They have a red mark over their heads, similar to how Hag is highlighted to which trap she is teleporting to). If no survivor is available or the survivor holding an item turns their camera away from any available survivors, then the item cannot be thrown. 

From Dwight's perspective, he recieves a notification that Claudette is preparing to pass an item to him (This notification could be a sound queue from the other survivor, like "Hey!" or smt, or it could just be another existing noise notification).

Now's the fun part. 

While Claudette is holding the throw button, if she presses the normal "Use item button" while having Dwight highlighted, she throws the item at him and suffers from no slow-down penalty. The killer can clearly see the pass happening, as there is an animation too.

Dwight, as soon as the pass occurs, has his camera automatically turned towards Claudette, similar to Hag's trap, although not so suddenly (Think of it as you turning your head when being thrown something). As the item travels towards him, Dwight receives a skillcheck. 

This is a special skillcheck, however, as the success area will visually alter depending on Dwight's next actions. If Dwight stays still and does not move his camera, the success area will have the size of about a normal snap out of it skillcheck. But certain actions can make the success area be reduced actively as you get the skillcheck. These are:

-Getting too far away: If Dwight gets farther than 5 meters from Claudette as the throw happens, every meter counts as 5%

-Moving: Walking reduces the success zone by 10%. Running reduces it by 25%.

-Turning the camera: If Dwight manually turns his camera away from the "Locked" position, the reduction is of 10%

(All of these can be stacked. A Dwight that runs away from Claudette while turning his camera somewhere else can have a base 35% reduction, plus a little bit depending on the distance travelled). 

If the skillcheck is succeeded, Dwight catches a nice flashlight in the air with no penalty and is able to use it to click his way to victory.

But, if the skillcheck is failed, or if an obstacle that is taller than Dwight's head gets in the way, the item will fall to the ground and lose 5% of its stacks. (The item lands in front of Dwight or near the obstacle respectively).

Whew, that was a mouthful. I'm aware that many aspects would need a lot of narrowing down and more fine coding, but I'm just here suggesting a raw idea.

What do you have to say of this gimmick? Think this could be useful for some clutch situations? Or you think that it would be hilarious to just run around and throw items at each other during a chase? 

Thanks for reading :)