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New Dying State (New Game Mechanic)

NMCKE
NMCKE Member Posts: 8,242
edited October 2018 in General Discussions
Yes, I want there to be multiple ways that you can enter dying state. Currently in the live build there is only one way to enter dying state which that is to take enough damage to fall on floor. That is it, there's no other way to enter dying state. However I came up with another idea to enter dying state, that being falling to your death. I see survivors jump from a 2 story building and walk away unharmed from such a long fall. So let's change that!

Dying State (Falling):
-Survivors will grab on to the ledge whenever they walk off at a high drop.
-Survivors will lose grip of the ledge in a 4 minute timer.
-Once the 4 minute timer expires, the survivor will fall and die once they hit the ground.
-The 4 minute timer is shared between both dying states.

Demonstration YouTube Video: Skip To 1:20
https://youtu.be/1_9IWcXI3Lg

Dying State (Bleeding out):
-When survivors are attacked whenever they are injured, they will fall to the floor.
-Survivors will bleed out in 4 minutes while on the floor.
-Once the 4 minute timer expires, the survivor will bleed out and die.
-The 4 minute timer is shared between both dying states.

What do you guys think about this new type of Dying State?
Post edited by NMCKE on
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Comments

  • Peanits
    Peanits Dev Posts: 7,555

    Interesting, but I feel like the first would be too much on some maps. If there were maps with three floor drops, maybe, but a lot of maps were designed with two story drops, so changing that retroactively would cause a lot of problems. Coal tower, for example, would basically just have one staircase leading upstairs and then a death window, should you choose to use it. Not to mention that you can easily take a fall from that height if you land on your feet.

    Though in that case, those three story drops would feel like beginner traps. There's no reason to try to take them, the killer can't force you to take them (you might as well just get hit), so the only time you'd see someone do it is when they don't know any better.

  • NMCKE
    NMCKE Member Posts: 8,242
    Peanits said:

    Interesting, but I feel like the first would be too much on some maps. If there were maps with three floor drops, maybe, but a lot of maps were designed with two story drops, so changing that retroactively would cause a lot of problems. Coal tower, for example, would basically just have one staircase leading upstairs and then a death window, should you choose to use it. Not to mention that you can easily take a fall from that height if you land on your feet.

    Though in that case, those three story drops would feel like beginner traps. There's no reason to try to take them, the killer can't force you to take them (you might as well just get hit), so the only time you'd see someone do it is when they don't know any better.

    Maybe I was a little too harsh when I said two floors. However, (knowing that you play Left 4 Dead) if you was to walk off a ledge that would kill you, then you should get the first dying state (Falling). Balanced Landing can made you immune to the first dying state (Falling) so you can take falls that would otherwise cause you to enter dying state. I just think that this mechanic would be unique and can add some funny moments to the game! Can you imagine the killer pulling you up and into his shoulder when accidentally walked off a ledge?
  • Peanits
    Peanits Dev Posts: 7,555

    @Nickenzie said:
    Peanits said:

    Interesting, but I feel like the first would be too much on some maps. If there were maps with three floor drops, maybe, but a lot of maps were designed with two story drops, so changing that retroactively would cause a lot of problems. Coal tower, for example, would basically just have one staircase leading upstairs and then a death window, should you choose to use it. Not to mention that you can easily take a fall from that height if you land on your feet.

    Though in that case, those three story drops would feel like beginner traps. There's no reason to try to take them, the killer can't force you to take them (you might as well just get hit), so the only time you'd see someone do it is when they don't know any better.

    Maybe I was a little too harsh when I said two floors. However, (knowing that you play Left 4 Dead) if you was to walk off a ledge that would kill you, then you should get the first dying state (Falling). Balanced Landing can made you immune to the first dying state (Falling) so you can take falls that would otherwise cause you to enter dying state. I just think that this mechanic would be unique and can add some funny moments to the game! Can you imagine the killer pulling you up and into his shoulder when accidentally walked off a ledge?

    I do think it would be neat, and I would like to see some more instances where another survivor needs to come rescue you. I'm just not sure how that could work in-game, since no killer can force you off the edge, so it would primarily be a mistake for new players to make before they learn that they can't drop from that high.

  • NMCKE
    NMCKE Member Posts: 8,242
    Peanits said:

    @Nickenzie said:
    Peanits said:

    Interesting, but I feel like the first would be too much on some maps. If there were maps with three floor drops, maybe, but a lot of maps were designed with two story drops, so changing that retroactively would cause a lot of problems. Coal tower, for example, would basically just have one staircase leading upstairs and then a death window, should you choose to use it. Not to mention that you can easily take a fall from that height if you land on your feet.

    Though in that case, those three story drops would feel like beginner traps. There's no reason to try to take them, the killer can't force you to take them (you might as well just get hit), so the only time you'd see someone do it is when they don't know any better.

    Maybe I was a little too harsh when I said two floors. However, (knowing that you play Left 4 Dead) if you was to walk off a ledge that would kill you, then you should get the first dying state (Falling). Balanced Landing can made you immune to the first dying state (Falling) so you can take falls that would otherwise cause you to enter dying state. I just think that this mechanic would be unique and can add some funny moments to the game! Can you imagine the killer pulling you up and into his shoulder when accidentally walked off a ledge?

    I do think it would be neat, and I would like to see some more instances where another survivor needs to come rescue you. I'm just not sure how that could work in-game, since no killer can force you off the edge, so it would primarily be a mistake for new players to make before they learn that they can't drop from that high.

    I could imagine a survivor getting hit and couldn't control their burst of speed which sends them to a ledge. Maybe they SB or DH to a ledge on accident? I just don't know but it really bothers me when a survivor jump off a huge fall and walks away from the fall like a champ.
  • xmenfanatic
    xmenfanatic Member Posts: 816

    I could see the survivor dropping one health state, or more likely getting a negative status effect when they jump from a second story, but going directly into dying state wouldn’t be very fun.

    I do like the idea of another think putting people into the dying state, but I’m not a fan of a second story jump doing it right away.

  • NMCKE
    NMCKE Member Posts: 8,242
    edited October 2018
    Duplicate :p
  • NMCKE
    NMCKE Member Posts: 8,242

    I could see the survivor dropping one health state, or more likely getting a negative status effect when they jump from a second story, but going directly into dying state wouldn’t be very fun.

    I do like the idea of another think putting people into the dying state, but I’m not a fan of a second story jump doing it right away.

    Maybe when you enter dying state (Failling), you can pull yourself up unlike left 4 dead? Maybe it can be like a 4% where you can attempt to pull yourself up without the aid of teammates but failing would drain your grip timer faster?
  • Dreamnomad
    Dreamnomad Member Posts: 3,965

    Why is this needed? I think the only way a survivor should be hurt or killed is through the actions of the killer. The killer shouldn't just be able to scoop up survivors off the ground if they trip and fall. This is about the equivalent of a survivor saying a random generator should start out at 50% completion.

  • Visionmaker
    Visionmaker Member Posts: 2,051
    edited October 2018

    I don't really think it's needed, since drop downs are already easy to punish. It's weird to have no fall damage, but game mechanics shouldn't be made to be realistic.

    It would give more of a reason to use BL, but I think it'll just end up being unnecessarily frustrating on a lot of maps.

  • NMCKE
    NMCKE Member Posts: 8,242

    Why is this needed? I think the only way a survivor should be hurt or killed is through the actions of the killer. The killer shouldn't just be able to scoop up survivors off the ground if they trip and fall. This is about the equivalent of a survivor saying a random generator should start out at 50% completion.

    I never said it was needed, it's just an idea that I had in mind. Chill.
  • DarkWo1f997
    DarkWo1f997 Member Posts: 1,532
    @Peanits I’ve had one here too that flew under the radar. It’s extensively thought out to prevent balance issues. 

    https://forum.deadbydaylight.com/en/discussion/16907/the-change-to-balance-all-levels-of-play-dying-state-2-0#latest
  • HellDescent
    HellDescent Member Posts: 4,883

    Just leave it as it is. Every time they add something a ton of bugs start poping up.

  • Boss
    Boss Member Posts: 13,617

    This seems like a road to eventually implementing fall damage for Survivors.
    Balanced Landing being a Perk to negate it.

  • NMCKE
    NMCKE Member Posts: 8,242
    Boss said:

    This seems like a road to eventually implementing fall damage for Survivors.
    Balanced Landing being a Perk to negate it.

    I don't want fall damage (but It's a good idea tho) because a survivor can randomly walk of the ledge and enter dying state if you was injured.

    I want a new unique dying state. If you look in the video, you can see that there are two ways that you can enter dying state! When you are walking off a lethal ledge, your character will grab on to the ledge and a teammate will need to pull you up or fall to your death. And the one that we currently have, take enough damage and you'll fall on the ground.
  • xmenfanatic
    xmenfanatic Member Posts: 816

    What if you could hang off of a ledge for a good four minutes that doesn’t reduce your dying meter, and this new meter restarts every time you start to hang off a ledge.

    It gives you the ability to pull yourself up at a 100% chance every time, but if a killer grabs you while the survivor is hanging, you automatically go onto their shoulder like when you’re found in a locker or grabbed off of a gen.

    Maybe the visual effect of the killer “grabbing” you could be forcing you to drop and you land on the ground in the dying state.

    BUT if you let go, you don’t go into dying state, you instead drop to inured if full health, or if already injured you acquire a negative status effect to reflect further injury, like mangled or broken.

    It gives survivors a new way to hide, and killers a new way to grab their victims. Survivors can choose to let go, and doing so will give them a chance to escape but they will be easier to track.

    I really like this idea but I feel it needs to be tweaked.

  • NMCKE
    NMCKE Member Posts: 8,242

    What if you could hang off of a ledge for a good four minutes that doesn’t reduce your dying meter, and this new meter restarts every time you start to hang off a ledge.

    It gives you the ability to pull yourself up at a 100% chance every time, but if a killer grabs you while the survivor is hanging, you automatically go onto their shoulder like when you’re found in a locker or grabbed off of a gen.

    Maybe the visual effect of the killer “grabbing” you could be forcing you to drop and you land on the ground in the dying state.

    BUT if you let go, you don’t go into dying state, you instead drop to inured if full health, or if already injured you acquire a negative status effect to reflect further injury, like mangled or broken.

    It gives survivors a new way to hide, and killers a new way to grab their victims. Survivors can choose to let go, and doing so will give them a chance to escape but they will be easier to track.

    I really like this idea but I feel it needs to be tweaked.

    See, it can be tweaked for hiding purposes! But since hanging off a ledge is technically dying state, wouldn't the killer see that someone randomly entered dying state and start to check all of the ledges?
  • xmenfanatic
    xmenfanatic Member Posts: 816

    I wouldn’t make hanging off of the ledge put you in a dying state. I’d make the ledge an interactive part of the map that could be used for hiding but that would also make you vulnerable to the killer.

    If you are at the healthy status when hiding on a ledge:
    Letting go of the ledge will drop you and you’ll be fine
    If the killer forces you to fall, you go into the injured state

    If you are at the injured status when hiding on a ledge:
    Letting go will cause broken or mangled status, making you easier to track
    If the killer forces you to fall, you go into the dying state.

    If you RUN off of the ledge In the healthy status:
    You go from healthy to injured status

    If you run off of the ledge while injured:
    You acquire mangled or broken status effect.

  • brokedownpalace
    brokedownpalace Member Posts: 8,823
    Nah.
  • NMCKE
    NMCKE Member Posts: 8,242
    Nah.
    That sure does tell me a lot on why you disagree. Seriously, why do you disagree or tell me something that you would do to it that makes this a better idea?
  • Global
    Global Member Posts: 770

    Will Balanced Landing negate this?

  • NMCKE
    NMCKE Member Posts: 8,242
    Global said:

    Will Balanced Landing negate this?

    Yes, the perk can be reworked to negotiate this.
  • Global
    Global Member Posts: 770

    @Nickenzie said:
    Global said:

    Will Balanced Landing negate this?

    Yes, the perk can be reworked to negotiate this.

    Yea, I like that giving balanced landing a better advantage that other who dont run wont have during a chase. This could be cool.