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Add penalties for toxic behaviour
With the upcomming patch facecamping will be impossible (or at least not effective) as the survivor then can simply unhook himself.
This change is pretty good as many got pretty tired of invisible basement bubbas. There are a lot of perks and ways to prevent tunneling (borrowed time, dead hard, off the records | bodyblocking, stunning with flash bangs etc).
We can agree tunneling and camping is not cool and therefore actions have been taken to make it a lot harder to do.
So why stop there?
DBD always had a problem with toxic players like killers who hit hooked survivors or let them slug until they bleed out or survivors fast vaulting windows or lockers far away from the killer to annoy them, flash light clicking and tbagging.
So here are a few things you might want to add:
- Slugging: When a survivor is in dying state and not picked up the same bar that you would get on the hook (upcomming patch) appears. If the killer then keeps slugging you while he is nearby or right above you this bar fills and when filled you can pick yourself up and gain condition for 10 seconds. This will not apply to killers who are in chase or run by at more then 16 meters distance.
- Flash light clicking: If you click your flash light 3 times in less then 5 seconds the switch breaks. You manually have to repair it to use the flash light again (8 seconds action while crouching). If you do it again the battery will break leaving you with half of the time the flash light had left. Do it again and you loose the item.
- Fast vaulting: When you fast vault a window twice while not in chase and the killer is further away then 32 meters the window gets blocked for 16 seconds. If you vault a pallet under same conditions the entitus will break it. If you jump in and out of a locker more than 3 times the door of any locker you try to use will be blocked by the entitus (applies just to you). This effect applies for 45 seconds.
- Tbagging: if you the killer is close by and you look at him or he looks at you and you duck more then 2 times in 2,5 seconds or more then once in 1 second you get exposed when healthy, deep wound when injured, and broken when deep wounded. If you then duck again 2 times in less then 2,5 seconds anytime later in the game while you see the killer or the killer sees you, you loose a health state. If you do that a third time the entitus will put you on a hook (simular to endgame claw but you can be rescued). Do it a fourth time and the entitus will simply eat you right on spot.
I think since people dont want to listen (like facecampers) we kind of have to enforce them to not be toxic.
Comments
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It's interesting, but when you do that, a possibly harmful survivor will Tback-duck inside the gate and continue to shower the killer with lights.
The killer who screams at the slug will instead nod and keep spinning around.
It's a thorny issue, but your idea still needs some consideration.
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I like the idea, but it wouldn't work. Survivors derive enjoyment from harassing another player, if they have their harassment tools removed, they will whine and scream until BHVR gives in and puts it back. Some survivors still want old clicking back, which literally causes seizures... could you imagine if they removed t-bagging? There is no health excuse against that, and they'd scream about how their fun is being taken away.
Personally I like all these changes, maybe entity insta-kill at stg-3 t-bag.
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There is nothing wrong with killers slugging. The only issue is a lack of team altruism which results from players not the mechanic itself. It is a state which results from the individual survivor's mistake and failure to escape during a chase.
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They already gutted flashllight clicks i disagree on that it would make it unnecessarily complex but the idea for bleeding out sounds good
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You are kind of right. It is the result of a failed chased to be in dying state. The intention however is not to prevent slugging overall. But I don't see much difference between facecamping at a hook or being in close distance/right above a survivor in dying state for a long period of time. When picked up you don't gain condition (until a perks allows you to) so you can be put right back into dying state.
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It's not something you have in mind when you start the game imo. But when you see the same patterns over and over again you start to question, why people are allowed to live up to their bad behaviour.
I think we all faced enough toxic people in this community to say it's not a loss if they cry about not being able to be toxic anymore.
Ruining the fun for others is not part of the game concept yet some people only play this game to do exactly this. I don't mind putting restrictions on bad playstyle at all.
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