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A possible way to balance healing: Broken status effect

Orion
Orion Member Posts: 21,675
edited October 2018 in Feedback and Suggestions

I've been thinking about this a while. Finite healing is a bad idea, because it makes the healing action itself a risk for the Survivors in the long run. Each heal could be their last, which is not something you want.

Giving them the Broken status effect for a short duration every time they were injured, however, could be more balanced. It'd only start after the second time they were injured, and it would increase every time they dropped from the Healthy state. Something like 15 seconds with a 10-second increment could do the trick, but it'd have to be tested extensively.

The idea behind the initial 15 seconds is that it's about as long as it should take to lose a Killer after breaking LoS. If you can't, you'll go down anyway, so it won't matter. However, as you keep getting hit more and more, each injury becomes riskier. In other words, this would make getting hit a risk, as opposed to finite healing, which would make healing a risk.

Here's an equation for how this would work, for those of you who would like to run simulations based on injury data you may have that I don't:
t = (n-1)(15+10*n)
Where "t" is the time you're Broken and "n" is the number of times you've been hit. Obviously, n starts at 1.

I'm gonna list some of the advantages of this suggestion below, as I see them:

  • Doesn't nerf healing. Healing would still take the same amount of time and would still be unlimited.
  • Getting hit repeatedly becomes a risk in the long run, as opposed to a mild inconvenience for a few seconds.
  • Indirectly buffs Thanatophobia.
  • Makes "catch and release" the more efficient form of gameplay. This is often considered the "fun" kind of gameplay.
Post edited by Orion on

Comments

  • Orion
    Orion Member Posts: 21,675

    3 upvotes and nobody complaining that this is OP or whatever? I can hardly believe it.