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Concept: Survivor fatigue states, Feedback appreciated.
And no it's not as bad as it sounds. It's more-so to give the killer information and punish survivors who are too hasty.
State 1: Occurs after 5 seconds of running. Your breathing is slightly louder after you stop running for the next 10 seconds.
State 2: after running for 15 seconds your fatigue reaches stage 2. Your breathing is moderately louder for the next 20 seconds, and your scratch marks stay on the ground an additional second.
State 3: after running for 30 seconds you reach max fatigue state. Your breathing is extremely loud for the next 30 seconds, and your scratch marks remain on the ground an additional 2 seconds.
Fatigue goes down whenever you are walking, 1.5x as quickly when crouched, and 2x as quickly when in a locker. Fatigue is reset after being downed. While working on a generator fatigue goes down at only 33% speed.
The fatigue state de-buff will reapply every second you are running, and will apply the de-buff according to the state you are in. When you stop running, the de-buff will tick down until gone.
Certain perks can affect fatigue state on both killer and survivor side.
It's a simple but interesting concept I thought of, and I would appreciate constructive feedback on it.
( I thought about also tossing in slower repair speed per state, but that sounded like too much on top of everything else.)
Comments
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That actually sounds like a pretty cool idea.
People might actually hear the breathing in this game.
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Talking about Strider, I saw a video analysis of a guy who cleared up the audio and filtered out all background noise, and the effect was there, but rather miniscule. Really, this is a perk from another time when you might hide in a bush and the killer is standing there, carefully assessing and scanning the environment, instead of hasting from gen to gen.
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