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Endgame Suggestions and MERCY option.
After the trial has surpassed 20 minutes, the exit gates open, survivors get the exposed status and players cannot gain further bloodpoints so the game ends in a draw. The killer has the option to give MERCY in the menu options and no players gain bloodpoints every player minimum safety pips (they pip if emblems have been reached), and the exit gates open if the survivors dont escape after 1 minute all survivors auras are revealed and exposed (including lockers).
This would solve 3 problems:
1: Games being held hostage by hatch standoffs or 3 gen camps since there would be no point if the game drags on that long.
2: Killers not having to dc if they get 3 survivors and a disconnect and want to play the game fairly.
3: If killers are facing a toxic swf and want the game to end without dcing.
I could foresee this being used to troll on the killer end to some extent but they would just make the game into a kyf with exposed and aura, but it would just be a time waster or a way they could practice if the survivors are up for it. I think this would really lower toxicity in the game since killers could be merciful to survivors if they don't want to farm or kill them unfairly and survivors would avoid being overly toxic so their match doesn't end in a "pointless" draw.
Comments
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This would cause one giant problem:
Severely punishing all players for simply having a game last a little too long. Especially killers that have a slow start.
3 Gen camp is not being held hostage, survivors shouldn't have let the situation happen and the worst case scenario for the survivor is dying. They are not being held hostage, the killer is using a tactic to win.
Getting 3 survivors against you doesn't force the killer to dc.
Getting a swf doesn't mean that the killer is incapable of hitting or hooking people. Killer has lots of tools such as bloodlust to eventually catch survivors. Limited pallets and item durability means that a vital resources to avoid getting caught by the killer is limited. The longer the game goes on the less survivors have to deal with the killer.
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@Terratoast said:
This would cause one giant problem:Severely punishing all players for simply having a game last a little too long. Especially killers that have a slow start.
3 Gen camp is not being held hostage, survivors shouldn't have let the situation happen and the worst case scenario for the survivor is dying. They are not being held hostage, the killer is using a tactic to win.
Getting 3 survivors against you doesn't force the killer to dc.
Getting a swf doesn't mean that the killer is incapable of hitting or hooking people. Killer has lots of tools such as bloodlust to eventually catch survivors. Limited pallets and item durability means that a vital resources to avoid getting caught by the killer is limited. The longer the game goes on the less survivors have to deal with the killer.
I've had games last up to 30-40 minutes both on killer(it happens less with whispers) and survivor side because of 2 guys and 3 gens and no one wanting to die, attempt a gen, or leave a locker. I'd rather just have the game end at that point since it is a stalemate than have it drag on that long, but I don't feel like I should just intentionally die and give the killer another 1k bp just because my teammate is super immersed and I don't feel like the other player "deserved" the hatch.
At high ranks, killers like the challenge that survivors can bring and feel unsatisfied playing against 3v1s and will actually dc just to find a full lobby (watch Trutalent, Monto, Hybrid Panda) especially after patches DCs are way too common and a killer might consider it an option if they don't want to depip.
With swf especially with people intentionally dcing to stay at low ranks they go out of their way to bully killers still learning the game. Granted the MERCY option, is just an option. You can endure it and get your bp and maybe rank up. If I get gen rushed in less than 5 minutes I don't want the survivors hiding around and holding the game hostage for another 10 minutes which does happen. Essentially this just removes all power a toxic swf has against the killer which is a community problem.
EDIT: Most games have a time limit, or a way of forcing an end, dbd actually has a problem with this since there is no endgame besides the hatch, but even the hatch leads to another stalemate/standoff if both killer and survivor reach it.
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Good mentioning of "The end-game problem."
Bad/Cheap solution.0 -
@AlwaysInAGoodShape said:
Good mentioning of "The end-game problem."
Bad/Cheap solution.What would you suggest? Currently there is nothing in place to stop survivors from holding the game hostage and a timer and concede option would fix both.
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When survivors try to play a sneaky late-game, things can get really tense and thus exciting for the survivors.
Sadly, for the killers this hide-and-seek is incredibly boring as they are searching and have barely a clue to where they are.The problem is the lack of stimuli on the killer's side.
In order to make this hide-and-seek more interesting, they should receive a "Clue" to where the survivor might be when not having entered a chase in 120 seconds.
They will gain a doctor-skill-check-like notification showing the proximity of all the survivors alive. This way they don't feel like they are hopeless, knowing that they will eventually get clues increasing the intensity of the situation.The killer should also have to manually control the timer you proposed.
That timer should notify the survivors, knowing the killer will "close the game" and thus winning if they fail to respond.
Here's an example:
When the killer hits the exit gate handle it will slowly be destroyed and makes a GLOBAL NOICE when being hit.
If it is hit enough times, the exit gates (if open) will close and all the generators turn off, unable to be turned on. The game ends in favour of the killer.
The time that it takes the killer to destroy the power should always be longer than it would take the survivor to do the objective, but if the survivors refuse to do so, they'll lose.Something along those lines.
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@AlwaysInAGoodShape
It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game.
https://www.youtube.com/watch?v=_MvbUqOVJic0 -
It's very tense;
https://www.youtube.com/watch?v=s7vG49IiNQ8Also, why would you do a hatch standoff? Finish the Gens and leave.
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@AlwaysInAGoodShape said:
It's very tense;>
Also, why would you do a hatch standoff? Finish the Gens and leave.
That was a pile of mistakes bro both on Nea and Pig, what rank is this? First mistake is not finding ruin asap. Console players are not as strong on pc for greater skillchecks. Those have to be the most immersed perks I can even imagine with a P3 claudette. That pig tunneled the hell out of those two and nea was just unhooking, claudette should've gotten the gens done and hatch escaped at the 5 minute mark instead of dragging the game out for 20 minutes.
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The killer already races against the clock, I don't really like the idea of having a second race.
The real problem with end-game is a hatch stand-off or SWF trash teabagging at the exit gates, to which I have two solutions.
- After so much time, the hatch should automatically close. That way it becomes a race for the hatch, survivors are just as likely to find the hatch before it opens as the killer is. The Entity would be giving the last survivor that whiff of hope before snatching it away, just to give it that final climax.
- After so much time, between 2 to 5 minutes; survivors should be revealed and a blood warden should activate, there are more situations where the survivor is in control of the end game than when the killer is.
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akbays35 said:
@AlwaysInAGoodShape
It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game.
But
The two man hatch still is correct.
But i pretty much dissagree on the three gen holding the game hostage0 -
@Dokta_Carter said:
akbays35 said:It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game.
The Claudette in that match was at fault. That Claud did NOTHING using this as an example is a bit wrong. If the killers in a chase, Do the gens dont be the Claud in this video.
But
The two man hatch still is correct.But i pretty much dissagree on the three gen holding the game hostage
Ever play against a never skips leg day clown build (pop/overcharge/brutal strength/bamboozle) on Springwood? Just camps the school throws bottles in a 30m radius and kicks gens all day
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@Dokta_Carter said:
akbays35 said:It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game.
The Claudette in that match was at fault. That Claud did NOTHING using this as an example is a bit wrong. If the killers in a chase, Do the gens dont be the Claud in this video.
But
The two man hatch still is correct.But i pretty much dissagree on the three gen holding the game hostage
Ever play against a never skips leg day clown build (pop/overcharge/brutal strength/bamboozle) on Springwood? Just camps the school throws bottles in a 30m radius and kicks gens all day
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@Dokta_Carter said:
akbays35 said:It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game.
The Claudette in that match was at fault. That Claud did NOTHING using this as an example is a bit wrong. If the killers in a chase, Do the gens dont be the Claud in this video.
But
The two man hatch still is correct.But i pretty much dissagree on the three gen holding the game hostage
Ever play against a never skips leg day clown build (pop/overcharge/brutal strength/bamboozle) on Springwood? Just camps the school throws bottles in a 30m radius and kicks gens all day
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akbays35 said:
@Dokta_Carter said:
akbays35 said:It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game.
The Claudette in that match was at fault. That Claud did NOTHING using this as an example is a bit wrong. If the killers in a chase, Do the gens dont be the Claud in this video.
But
The two man hatch still is correct.But i pretty much dissagree on the three gen holding the game hostage
Ever play against a never skips leg day clown build (pop/overcharge/brutal strength/bamboozle) on Springwood? Just camps the school throws bottles in a 30m radius and kicks gens all day
A 3gen tactic being secured is on you. Uou put yourself into that situation0 -
@The_Trapper said:
The killer already races against the clock, I don't really like the idea of having a second race.The real problem with end-game is a hatch stand-off or SWF trash teabagging at the exit gates, to which I have two solutions.
- After so much time, the hatch should automatically close. That way it becomes a race for the hatch, survivors are just as likely to find the hatch before it opens as the killer is. The Entity would be giving the last survivor that whiff of hope before snatching it away, just to give it that final climax.
- After so much time, between 2 to 5 minutes; survivors should be revealed and a blood warden should activate, there are more situations where the survivor is in control of the end game than when the killer is.
I like that idea.
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I don't know what that MER-CY thing is. Is it something you eat?
I like Luc_ius idea better0 -
“The Endgame solution” Definetly needs to be discussed, though I don’t agree with the 20 minute past mark; as it rewards survivors for looping (which wastes lots of time, if the killer isnt’ very good {but most are}), which as a survivior; I’d like some alternatives for escaping. The exit gates wouldn’t just be magically powered, as the benefits those who hide in lockers and ignore objectives in order to win the game.
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@Dokta_Carter said:
akbays35 said:@Dokta_Carter said:
akbays35 said:
@AlwaysInAGoodShape It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game. The Claudette in that match was at fault. That Claud did NOTHING using this as an example is a bit wrong. If the killers in a chase, Do the gens dont be the Claud in this video.
But
The two man hatch still is correct.
But i pretty much dissagree on the three gen holding the game hostage
Ever play against a never skips leg day clown build (pop/overcharge/brutal strength/bamboozle) on Springwood? Just camps the school throws bottles in a 30m radius and kicks gens all day
As someone said.
A 3gen tactic being secured is on you. Uou put yourself into that situationlook man I'm a solo survivor, if the clown camps the schoolhouse and my teammates do all the gens away from the area there's really not much else I can do I can't do any of the gens because he's throwing bottles everywhere and just running in a circle. It's like blaming a survivor for noed when we have to do all the totems and generators.
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@Watery said:
“The Endgame solution” Definetly needs to be discussed, though I don’t agree with the 20 minute past mark; as it rewards survivors for looping (which wastes lots of time, if the killer isnt’ very good {but most are}), which as a survivior; I’d like some alternatives for escaping. The exit gates wouldn’t just be magically powered, as the benefits those who hide in lockers and ignore objectives in order to win the game.But that's my point, there comes down to a point where survivors run out of tools to hide and escape and they can't do the objective so they just hold the game hostage or give up. If the killer doesn't want to chase a survivor for 20 minutes they should have the option to just end the game on even terms since it's at a stalemate. Do you know how many games I've had some guy just hid in the map for 5-10 extra minutes while both exit gates are done and the other survivors died/left? I've literally gone afk to go to the bathroom and eat and the game is still on and that survivor is just dicking around.
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@akbays35 said:
@Watery said:
“The Endgame solution” Definetly needs to be discussed, though I don’t agree with the 20 minute past mark; as it rewards survivors for looping (which wastes lots of time, if the killer isnt’ very good {but most are}), which as a survivior; I’d like some alternatives for escaping. The exit gates wouldn’t just be magically powered, as the benefits those who hide in lockers and ignore objectives in order to win the game.But that's my point, there comes down to a point where survivors run out of tools to hide and escape and they can't do the objective so they just hold the game hostage or give up. If the killer doesn't want to chase a survivor for 20 minutes they should have the option to just end the game on even terms since it's at a stalemate. Do you know how many games I've had some guy just hid in the map for 5-10 extra minutes while both exit gates are done and the other survivors died/left? I've literally gone afk to go to the bathroom and eat and the game is still on and that survivor is just dicking around.
This rewards stealth and immersion. If it takes you twenty minutes to catch a survivor, you should work on your killer skills. If the other one has gone AFK; crows would appear over the locker.
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akbays35 said:
@Dokta_Carter said:
akbays35 said:@Dokta_Carter said:
akbays35 said:
@AlwaysInAGoodShape It's not tense, it's boring bro. The 2 man hatch standoff is the most boring and skill less aspect of this game. The Claudette in that match was at fault. That Claud did NOTHING using this as an example is a bit wrong. If the killers in a chase, Do the gens dont be the Claud in this video.
But
The two man hatch still is correct.
But i pretty much dissagree on the three gen holding the game hostage
Ever play against a never skips leg day clown build (pop/overcharge/brutal strength/bamboozle) on Springwood? Just camps the school throws bottles in a 30m radius and kicks gens all day
As someone said.
A 3gen tactic being secured is on you. Uou put yourself into that situationlook man I'm a solo survivor, if the clown camps the schoolhouse and my teammates do all the gens away from the area there's really not much else I can do I can't do any of the gens because he's throwing bottles everywhere and just running in a circle. It's like blaming a survivor for noed when we have to do all the totems and generators.
If i am not looking for them in a match i stumble across them and cleanse them just in case
And again, even if your solo, its the survivor side as a whole(not just you but the others as well) thats why if i see two or three pop on one side i start working on one of the opposite side of the map..
Ive only fallen into a three gen strat less then five times.0