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Survivor BP while in chase.
Just read another forum post and I think they are right. I just wanted to discuss my solution in another thread.
So whats the Story:
If the killer is on you all game and cant get you but refuses to go find a weaker player, you as suvivor will have no points in the Gen cathegory at the end of the game. And I really get why people (especially good loopers) get annoyed by this.
Its also no secret that A decent killer gets usually more BP then a survivor at the same skill range.
So my solution would be a BP event that pops up every 30 seconds in a chase without getting a Hit. Something like "bought time" + 500 BP in gen cathegory.
You may argue that you didnt do anything for the gens, but thats Wrong.
You allowed your Team (remember its a team game) to do the gens for free. And this Gen progress, while done by others was possible because of you.
Also only good survivors would get it because of the 30 second restriction for the event. Usually you wouldnt see the event that often because many survivors cant last 30 seconds without a hit, but for those special cases that run the killer for 5 minutes and only get low BP scores because they couldnt touch a genit would be a deserved help IMO.
So what do you guys think?
Comments
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I think this is a great idea. Survivors need more ways to earn points and this concept, 500 Objective points per 30s of chase, sounds very good.
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I don't like this idea.
One of the reasons the point categories are separate is because they want to encourage every player in the game to experience every aspect of the game. If you promote points for categories that differ from the actions you're performing (objective points in a chase), you risk segmenting the player-base further into defined roles of gen jockey, looper, etc, than they already kind of are. This could also potentially promote and cater more to the players who love to taunt killers, and basically be rewarding and encourasing what we know as toxic behaviour.
Instead, I'd love to see more reward systems put in place to discourage tunneling and camping and encouraging altruistic play-styles. One example of this would be removing the bonus bloodpoint portion of "We're Going to Live Forever" and "BBQ 'n' Chili" and making them base kit.
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Survivor BP generation is also strong if you take the type to work with someone else, and can easily surpass the killers BP generation. Everyone just tends to avoid these interactions and therefore repeatedly deny themselves decent BP gains.
Examples of some of my recent games that try to mix in more co-operative point play:
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I think that´s a good idea but it may need some adjustments. You should be able to run most Killers at least one minute (unless Spirit) so considering that and the fact that they split up the BP gain to encourage engaging in many different activities in a match, it should be toned down to something like 50-100 BP for every 30-45 seconds hitless chase.
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