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Let survivors quickly bleed out when there is no play to be made

I'm referring to a specific scenario where it's a 2v1 and the killer is slugging for a 4k. There's often zero conceivable reason to attempt to revive the slugged player, as this often guarantees a 4k. It's rare to finish a single gen in a 2v1, let alone multiple gens. What's the point in picking the player up if you're the last player standing and you're trying to escape?

The correct play is for the two survivors to separate and let someone play for hatch. But this takes way, way, way too long because the bleedout timer doesn't adjust relative to the number of survivors left in the trial. The options should never boil down to "concede defeat or have all 3 parties sit there and twiddle their thumbs for 4 minutes". I don't want to sit there on the ground, nor do I want to be on the other end of it waiting for my teammate to die so I can maybe get hatch. There's no reason to extend the game for that amount of time. Again, the solution to a mechanical problem can't be "well, player A just needs to concede defeat if they don't want to stand and do nothing for multiple minutes". That should never be the case in a PVP game.

Reduce the bleedout timer to 30 seconds-1 minute if two survivors remain in the trial. The killer still has a chance to get their 4k, and people can move on with their lives if someone really needs to slug for a 4k in a public match.

Comments

  • Jeoz
    Jeoz Member Posts: 31

    many killer mains are terrified of the hatch, and there are never happy with a 3 kill, i would said that hatch should open when they slug for 4k, with a couple of conditions, no survivors on hook, a last survivor standing, and the killer pass more than 30 seconds without chasing any survivor the hatch open, that way it only take 30 seconds for hatch, but only if the killer slug for 4k without knowing were the last survivor is, if they know and is slugging because their are chasing the last survivor standing, the hatch doesn't appear

  • edgarpoop
    edgarpoop Member Posts: 8,369

    Something like that could work. Has to be fair enough to still allow a possibility of a 4k but not extend the game for way too long

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    If there's only 2 survivors left then the one on the ground should just get a "Give Up" option after like 30 seconds or something. This way it fixes the issue but also doesn't force them to bleed out early in the rare situation that this happens in endgame and there's still a realistic chance of both survivors escaping.

  • Archol123
    Archol123 Member Posts: 4,634

    If they make it so hatch does not count for the adepts than sure I don't care but otherwise I don't think that would be fair...

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,907

    This is why adept requirement should be 3k instead of 4k imo. Gets rid of that problem

  • edgarpoop
    edgarpoop Member Posts: 8,369

    Agreed. Especially considering hatch doesn't count for MMR either. They already consider it a draw or null result on the backend.

  • I_CAME
    I_CAME Member Posts: 1,302
    edited November 2023

    Agreed. It shouldn't even be an option like some people suggest. The base bleedout time should just immediately speed up once there are only two survivors left. Many teammates would refuse to use a give up button just to spite their teammate for not picking them up. Even though doing so would result in both people dying. You already see the same thing when the 2nd to last person is hooked and refuses to give up out of spite.