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What if The Entity took a more active role in the trials?
So I was reading in another thread and people were talking about the new player experience, and how it doesn't explain things well and someone suggested pop ups or ques to help out new players and that got me thinking.
What if they implemented a sort of "multiplier" that the Killer's needed to build up during the trial, by satisfying The Entity? Such as, each hit, hook, and whatever increases The Entities favor on The Killer, granting a multiplier to their BPs, and "unfavorable" actions lower The Entities favor. Things such as camping the hook, or tunneling down unhooked players are all against The Entities favor, because those tactics aren't creating enough despair from The Survivors for The Entity to feed on.
The Entity understands that the rise of hope entails the failing of hope, so everytime the Survivors escape a chase, or manage to heal another Survivor, the amount of hope in the trial increases, thereby supplying more despair for The Entity to feed on.
This could be achieved by prompting The Killer that they are either pleasing The Entity or not.
Such as, as soon as you down a Survivor you get a prompt, or an order, from The Entity "HOOK THEM!" and The Killer can either follow the order and be rewarded with favor, or disregard it and lose out on that bonus. When a Survivor unhooks, it becomes paramount for The Killer to chase and down the unhooker. You can even inform the Survivor they are literally being targeted by The Entity at this time, letting them know if they manage to escape The Killer within the next few moments, they will be rewarded for their escape, because that will raise the amount of hope in the trial to be extinguished, thereby increasing the amount of despair The Entity can feed on.
You can even create more tailored dailys for Killer's, such as utilize Hex perks in a trial or Scourge Hooks or something. Afterall, variety is the spice of life lol.
This could incentivize favorable play and deincentivize unfavorable play, while still allowing full agency to the player. The actual, in-game lore is why The Killer's BP amount is getting hurt, because you are literally pissing off the thing paying them out.
Imagine a game in which The Killer is literally juicing out The Survivors for their full potential, and The Entity is just swimming in the despair it loves so much. The entire mood of the trial could change, in which The Fog which molded the trial is literally humming in delight, or one in which The Entity itself is so angry at The Killer its basically ready to put them on the hook itself.
Comments
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yes please
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oh hell ya, spice up the game a bit
im all in for this
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That's a good idea and all but i can't help hearing the entity in a shao khan voice yelling "finish him!" When the killer downs a survivor on dead hook to then yell "You suck!" When the killer decides to slug instead
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Lore and Bloodpoints should not literally ever take precedence over gameplay. This would punish strategic play and literally expect the killer to make stupid decisions.
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Yes
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So it’s a bad idea.
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If those stupid decisions got me more bp then I'd be all over them.
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i am not seeing the active role by the entity
just some prompts to encourage or discourage certain actions.
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What suggestions would you like to see implemented?
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Getting nagged all game to play poorly sounds like the most obnoxious stuff ever.
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i had an idea for an entity intervention as part of ghostface's kit not really on a big scale like you suggest so i don't really have suggestions for that.
i was just hoping the entity could actually take part in the trial without bothering the players to play a certain way.
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