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Mode idea: Deathmatch (Everyone keeps playing until one side wins.)
Short version of the idea:
No sacrifices on hook, repeated hooking results in repeat of struggle phase, killer wins upon reaching a certain number of hook-points, elongated stay on hook without rescue results in more hook-points, generators reset themselfs after some time after completion, survivors win upon reaching a certain number of completed generators.
My reasoning behind this mode:
One thing that always botherd me in this game was one important aspect of the gameplay.
While the killer remains an active participant of the game until the end, no matter the outcome, survivors can have their game end in the middle of the running trial. While that isn't a big issue in most matches, sometimes a survivor can potentially end up getting thrown out of the game within minutes, not getting a chance to participate in the gameplay loop all that much.
My solution:
Every player participates in the game until the very end.
It obviously requires a completely different system than the current one, so I suggest a Deathmatch-stile system, still using the 4v1 matchup.
Any values/quantities/times shown are examples and can obviously be modified to create the best experience for everyone.
The killer gains points when hooking survivors and having said survivors remain on the hook for a minute at a time, similar to the hook-states.
A survivor that gets hooked for the first time gets the chance to self-unhook as usual, allowing for relevant perks to take effect. Any subsequent hooking functions the same as the struggle-phase.
A survivor does NOT get sacrificed upon getting hooked a third time or reaching the time-limit during the struggle-phase, but it instead repeats and rewards the killer another point.
The killer wins upon reaching a certain number of hook-states, maybe 20 or 5 hooks per survivor on average.
The killer can mori a person that has been hooked at least twice if possible (via perk or add-on), gaining one point towards their goal. The survivor is then teleported to a random location on the map, healthy.
If the killer reaches a point at which all survivors are hooked at the same time, all survivors get unhooked and the killer gains an extra 4 points (after gaining the one point for the last survivor hooked).
The survivors gain points for each completed generator. The map only contains 5 generators in total at a medium distance to each other (reducing the number of places the killer has to defend while keeping enough in the map for the pressure to spread)
A completed generator resets itself after a minute, removing any effects it experienced (progress-limit reductions via brand new parts, regression count, etc).
The survivors win upon completing a certain number of generators, maybe 12 generators or 3 generators per survivor on average.
Downed survivors can heal themself from the dying state to the healthy state if left on the ground for 60 seconds, discouraging slugging in this mode.
General thoughts:
Overall, this should fix the problem of having some players not really participate in the game for long.
Tunneling is not an issue, as the survivor will remain part of the trial and if the killer is only focusing on one survivor while another rescues them every time, the other two can work on generators unbothered.
Three genning is potentially viable as a means to slow down the progress while not able to prevent it entirely.
Crowd control is obviously favoured when it comes to the selection of the killers, but the playerbase will likely find ways to achieve their goals with everyone of them.
Due to Moris still being a cool thing and core part of some builds via perks and add-ons, it trades one or more quick kills for a point with the killed survivor to continue the trial healthy at an unknown location.
Situationally, a killer might have to choose between killing or hooking the survivor.
If you have any further ideas that can enhance either sides experience with this mode, let me know and I might give my thoughts on it.