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Hook Phases + More! (Long)
Introduction
Hello, my name is Nickenzie and I'll be talking about a new mechanic for the hook phases and how dying state should work in my opinion. This post may be long and will have math to prove my point, so get readyBalance: Hook
Basically the main thing I'd like to suggest a change to is about the hook mechanics. Specifically how both the summoning phase and the struggle phase should work.ATTEMPT ESCAPE:
When in the summoning phase, you have a option to attempt to unhook yourself without aid from teammates with a base chance of 4%.
The only problem is how unnecessary and unrealistic this action looks like, basically you try to escape for a short amount of time then you'll stop if you didn't kobe, then repeat. In a real life situation, you'd keep trying to escape instead of taking brief pauses between every failed attempt. How can we fix this? Every second your HOLDING the attempt escape action, you'll have a 1% chance to kobe and every second your HOLDING the attempt escape action, your sacrifice timer will be decreased by 5 seconds. So from start to finish, you'll have 12 seconds before you enter the struggle phase of sacrifice and the developers would have to make a repeating escape animation for the new system.
Let's do the basic math, note that I'm not using probability math because I want you to get the general understanding, let's start! The summoning phase is 60 seconds long, 60/5=12 seconds of HOLDING the attempt escape action. Every second= 1% kobe chance so therefore 12 seconds= 12% kobe chance. The old kobe system gives you a 4% chance for every attempt with a maximum of 3 attempts (without any perks). 4%*3=12%, so the old system also gives you a 12% chance with all 3 attempts to kobe. Now any luck offerings and perks for the NEW HOOK SYSTEM will have to be scaled down by 75%, more math, YAY! Let's use Up The Ante (tier 3) as a example, with 3 tokens you'll have a 9% luck increase to all RNG actions. 9%=0.09, 1-0.75=0.25, 0.09*0.25=0.0225, and 0.0225=2.25% luck increase to the RNG for the NEW HOOK SYSTEM. 1%+2.25%=3.25% chance to kobe every second with Up The Ante (tier 3), 3 tokens. This prevents getting a overwhelming 10% chance to kobe for every second which would make Up The Ante meta with the NEW HOOK SYSTEM, talking about OP, *coff coff* Decisive Strike. I'm quickly going to do more math to show that Up The Ante with the OLD HOOK SYSTEM vs. NEW HOOK SYSTEM to show that your still getting the same % chance to kobe. NEW HOOK SYSTEM: 3.25%*12=39% chance to kobe if you hold the attempt escape action for the total 12 seconds. OLD HOOK SYSTEM: 4%+9%=13%, 13%*3=39% chance to kobe with all 3 attempts.
SLIPPERY MEAT with the NEW HOOK SYSTEM:
When slippery meat is at tier 3, with the OLD HOOK SYSTEM you'll get 6 attempts instead of 3. This perk DOUBLES the amount of escape attempts you'd normally get, so with this knowledge... Slippery meat for the NEW HOOK SYSTEM would give you 24 seconds because slippery meat (tier 3) DOUBLES the amount of attempts you'd get normally. 60/24=2.5, 60/2.5=24 seconds so therefore every second your HOLDING the attempt escape action, your sacrifice timer will be decreased by 2.5 seconds instead of 5 seconds while still getting a 1% to kobe every second. Okay now I'm done with the math section, sorry
SUMMONING PHASE:
I feel like the summoning phase needs something to add tension to it, basically your just hoping that someone will save you and that's all, BORING. Now what if you didn't know if someone would save you? How about this, when you are in the summoning phase of sacrifice, you'll be in the center of a black bubble that only YOU can see, not any other survivor or killer. The circumference wall will be thin and the bubble will be 72m in radius, I know that's a 144m diameter which is a very big black bubble. Now the bubble's radius will decrease as you progress through the summoning phase of sacrifice. 72m to 0m radius in 55 seconds, if your camera ends up going outside of the black bubble (which eventually it will), you'll only see the hook that you are on and your survivor, everything else is pure darkness. Any auras outside of the black bubble will not be revealed to you so you basically have no clue if someone is coming to save you when you have progressed enough in the summoning phase. The black bubble will disappear when you are unhooked however the black bubble will stay if you progress to the struggle phase.
HUD UPGRADE:
When in the the summoning phase of sacrifice, underneath the attempt escape bar, you'll see a long red bar that says “summoning phase” above it. Think of this as a larger version of the red bar that was underneath your hook icon. This will allow you to carefully track your hook progress when you communicate with your survivors (will explain more in-depth what I mean by saying “communicate with your survivors”)
STRUGGLE PHASE:
When in the struggle phase, you'll immediately lose your aura reading ability and will be engulfed in pure darkness (as mentioned above) because your camera is outside of the black bubble. Instead of repeatedly mashing the struggle button, you'll receive 1 skill check every 10 seconds and the skill check will look exactly like the Snap Out Of It skill checks but with the skill check being in the center of your screen. These skill checks won't be affected by madness, increased/reduced success zones, Huntress Lullaby, and etc. Missing any of the skill checks will trigger your sacrifice.
HUD UPGRADE:
When in the the struggle phase of sacrifice, exactly where the attempt escape bar would be at, you'll see a long red bar that says “struggle phase” above it. Think of this as a larger version of the red bar that was underneath your hook icon as mentioned before. Again, this will allow you to carefully track your hook progress when you communicate with your survivors.
HOOK HUD REMOVAL:
The mini sacrifice bar underneath your hook icon and your teammates icon will be removed to make communication more important than ever.DYING STATE:
When your in dying state, your bleed out timer is 240 seconds or 4 minutes. Overall, when you think about it, your just holding one button or two buttons (if you have tenacity). It's just boring when your doing nothing for that long, however I wanted to add a new mechanic, something that DbD needs. For the NEW DYING STATE MECHANIC to work, the bleed out timer will need to be increased to 360 seconds or 6 minutes. Every time after the first time you enter dying state, you'll immediately lose 60 seconds of your bleed out timer. If your dying state bleed out timer is at 60 seconds or less and you get healed out of dying state or unhooked. Your screen will look exactly like the Borrowed Time screen which will indicate that the next time that you enter dying state, you'll immediately die. However if you do end up dying this way, the killer will receive 3/4 the normal amount of credit for his devout emblem and malicious emblem. Now to prevent the killer from losing his points like if a survivor had 61 seconds in their dying state bleed out timer and the killer downs that survivor, the survivor would bleed out the moment that survivor enters dying state which grants no points to his devout emblem and malicious emblem. To fix this issue, every time a survivor enters dying state, their bleed out timer will not decrease in the first 5 seconds which allows the killer time to pick up the survivor
HUD UPGRADE:
When in dying state, you'll see a long red bar underneath your recovery bar which will display your bleed out progress. This red bar will have text above it saying “Dying” and this will help you with keeping track of your bleed out timer as well as communicate it with your other survivors. Think of this as a larger version of the mini bleed out bar underneath your dying state icon.
DYING STATE HUD REMOVAL:
The mini bleed out bar underneath your dying state icon and your teammates icon will be removed to make communication more important than ever.
COMMUNICATION:
This is for the developers, basically add communication to solo groups of survivors! This will make balancing more easy because you don't have to question yourself, will this change buff SWF but not solo group survivors or vice versa. Since technically every survivor now has communication, these solo groups will be exactly as powerful as SWF which will make balancing more solid and consistent! This idea of communication was originally from @Jack11803