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Adjusting the scoring during the worst part of the game

Hooks are a necessary evil and camping the first hook is becoming a winning strategy for some killers.

Case in point, me versus a devotion 25 killer: https://youtu.be/F9qZVX_tpiU

The above game, as noted in-game, is becoming a proven strategy to win previously unwinnable games, but I suspect only the most frustrated killers will adopt this worst-case way to play. I'm with Behaviour - this strategy shouldn't be banned, just do gens right? Yes, keep this in the game, period. For the person being face camped or struck on hook, it's just one of those bad games that occur. These games can me mitigated though, through scoring incentives and disincentives which I hope Behaviour will adopt as described below.

I'm pleased with the new struggle on hook being a skill check but this ordeal needs to optimized. The skill check on hook should get progressively more difficult as it does already, and not interacting with two skill checks on hook should kill you as they do now. However, the skill checks on hook should be regular success/great checks exactly as they are while repairing a generator. Hitting a great skill check on hook should give the struggling survivor an additional one second of time while hitting a regular skill check does nothing. Both should be scoring events. A killers proximity to the hook should increase the size of the skill checks, similar to the Survivor perk This Is Not Happening.

The above game is one of the most toxic ways to play DBD, and I don't believe it should be eliminated. I do believe the scoring during these encounters needs to be changed drastically. Killers acting out in this manner have perhaps found a coping mechanism and quite possibly an outlet, to prevent hurting people in real life. Allowing this toxic behavior in-game can be made to suck less for those poor souls on hook. Below is my suggestion to mitigate the most toxic of gameplay.

Hook proximity should drain killer points from the CHASER Emblem, which represents the Killer's ability to find and chase Survivors. This scoring event for the Killer should be able to go into the negative by a great deal, affecting the Killers overall point totals. Those lost points should go directly to the Survivor on hook and into the UNBROKEN Emblem, which represents your ability to survive. The Survivor on hook, being camped, IS struggling to survive in this worst case scenario.

Continuously striking a Survivor on hook should drain points from The DEVOUT Emblem, which represents the Killer's ability to sacrifice and kill Survivors. The loose idea here is the Killer isn't allowing the Entity to do its work of taking the Survivor into its possession. Again, this scoring event for the Killer should be able to go into the negative by a great deal, affecting the killers overall point totals. Being hit while on hook should be a scoring event for the Survivor such as how Boldness or Distraction points are scored.

Barbecue & Chilli as a Teachable Perk, needs to be adjusted. In its current form, Killers are rewarded for a single chase and the one hook killing all Survivors. This is pronounced in games similar to the one above. To perfect the good perk BBQ is, it should be made to accrue eight stacks of tokens instead of the regular four. The first four stacks should build up the Aura reading by 1.5 seconds each, so after the fourth hook, the Killer has 6 seconds of Aura reading. After the forth hook, then the stackable point bonuses should accrue. So in order to get the stackable bonus to all Bloodpoint gains of 100%, the Killer would need eight hooks. These hooks should be actually throwing the Survivor on hook, and not hook stages. This way, the Killer won't receive three stacks while camping the first hook until that Survivor in sacrificed.

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I appreciate your feedback and interacting with this post. It makes the chances of Behaviour seeing this modest suggestion possible. -Geezer


Postscript - The Executioner's cages should perform the same way hooks do in all aspects

Comments

  • FrenziedRoach
    FrenziedRoach Member Posts: 2,600

    Your paragraph that starts with "the above games is one of the most toxic ways to play dbd" comes off as passive aggressive and removing it would have no impact on your central theme. You put the reader who engages in this on the defensive by assuming things about their psychology and it has no place in a civil discussion.

    Overall, most of your ideas are pointless for the following reasons

    1) Chase emblem is already punished by staying in proximity of the hook while not in a chase. And I don't favor rewarding points to people who are camped. HOWEVER.... I am in favor of rewarding people who die on the hook but hit their skill checks and DONT DISCONNECT regardless of the proximity of the killer.

    2) 8 tokens on BBQ would make it a must have perk and this is not something anybody wants.

    3) Continuous striking of the survivor rewarding points just seems like a bad way for farming players to make extra points without actually fixing anything. You can strike people repeatedly for up to 2 minutes before you die. (Assuming first hook). This can be abused. If you are going to award points to the survivor for getting hit on the hook, you'll need to reward the killer points for people abusing their crouch keys. Co'mon man....

  • StAKmod
    StAKmod Member Posts: 4

    I get your concern and I think the best way to avoid this would be giving out can dies rather than punishing them.

    For killers:

    First I have to address that you clearly doesn't play killer that much, that is OK because everyone should be allowed to have fun even if they don't care about the other side at all, it is the Dev's duty to do this which they have clearly failed.

    1. Camping should be discouraged in such a way that BBQ's blood points gain are granted to everyone's base kit(and you are wrong about BBQ, because it only gains stacks at EACH survivor's first hook), that way hooking another person is much better than camping the first guy caught.
    2. Camping when the door is open should be allowed, as this will be the killer's last chance of securing kills, but camping at 5 gens is just bad. In order to adjust this, I think the best way would be to make hook progress speed change with respect to gens remaining(50% at 5 gens, 175% when all gens are done), this will punish camping at the start gravely and deal with genrush from survivors' side(this will likely be abused by survivors as they can make every gen 99, so it is just a raw idea for now).
    3. Although you didn't mention it, tunneling is also considered bad at survivor's side, yet it is practically impossible to avoid tunnel, I just had a game where the Claudette on her deathhook just keeps running into me, after letting her go 2 times I decided not to please her at my own risk and killed her. I think the best way to avoid tunnel would be some encouragement on survivor's side, for example survivors get more BP after the match for each escape(this would force the people to watch the match after they die tho, so maybe not very realistic).

    On a unrelated side not, I believe that even though it is not likely, BP penalties introduced should not be all on killers' side, if camping and hitting survivors on hook will decrease the BP killer gained, Tbagging and Flashlight clicking hsould also have a penalty on survivor's side. You may not believe it, but being flashlight clicked feels just as bad as being facecamped.

    For survivors,

    1. Some kind of in-game ping systems should be introduced. SWFs already have much more advanced ways to communicate, but it is just painful for soloQ survs to tell their teammates if the killer is camping. With this and the hook speed adjustment I mentioned above, a killer who camps at 5 gens will never get his 2nd kill.
    2. As mentioned above, something that encouraging survivors to unhook with killer present will also disencourage camping(for instance, a perk which let you once per game, unhook a person while immue to grab), but I think any mechanics like this will be easily abused by survivors(I said this because they did try to stop camping by punishihng killers before, and it was abused so bad they had to remove it).
    3. With boon totems coming, maybe add some totems that have diminishing return of power, that way killers will have to cleanse them at early games.


    Overall my opinion is that camping is only a problem at early games, and survivors are not entirely helpless against campers, they have BT, they can literally come in as a group of 3 and unhook in killer's face, they have the option to just do gens(sucks for the guy camped). But also if a Bubba camps, it is likely there's nothing you can do, because of his power design. But is he op? No, he is not even a stronger killer, he is terrible at looping, and lacks the ability to cover large areas in a short time.

    So yeah, this game has some unpleasant design for both sides, and I do believe not either side is overpowered in a sense that the other side is unplayable. But probably nobody likes to do NOED vs genrush every game(survivors genrush because they don't want to camped/tunneled, and killers use NOED because of the genrush). Thus please, try not to think simply punishing one toxic behavior will save the whole enviroment, it will not.

  • Barbarossa2020
    Barbarossa2020 Member Posts: 1,369

    "Killers acting out in this manner have perhaps found a coping mechanism and quite possibly an outlet, to prevent hurting people in real life."

    Why would you put that in?

    It's very subjective and opinionated and detracts from your argument. Some people think swfs, b/m anfd stomping newbies are fun. Why if a killer finds camping fun does it mean they are going to shoot up a school or strangle someones cat. But when a Surv is having fun it's harmless.

  • cburton311
    cburton311 Member Posts: 410

    I feel like most of these over think the problem....just award a 5 or 10% speed buff to completing generators for everyone not on hook. This encourages survivors to perform the one task that will help the situation and punishes the killer by shortening the duration of the game. Win Win