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Injured Suggestions
Since healing is becoming non-existent since adrenaline does a full heal and for most killers that are not nurse/spirit/billy to keep pressure. This suggestion came from the example of how Freddy's power degrades toward end-game.
So we have a few methods of applying this new injured effect. Now I don't know about you... If I were bleeding this severe I simply wouldn't be able to work at my finest merry ways. From my standpoint moving and vaulting/pallet drops are not actions. Healing, Saboing, Gen Repair, and opening doors are.
Method 1:
Survivor Degrades... I don't know about you but being hooked seems like it would be painful even after being pulled off.
- Survivor: No Hooks Not Injured: Nothing is applied.
- Survivor: No Hooks Injured: Slowdown of 1% to all actions.
- Survivor: 1 Hook: Not Injured: Slowdown of 3% to all actions.
- Survivor: 1 Hook: Injured: Slowdown of 4% to all actions.
- Survivor: 2 Hooks: Not Injured: Slowdown of 6% to all actions.
- Survivor 2 Hooks: Injured: Slowdown of 7% to all actions.
Now this doesn't seem very strong at first but this optimizes multiple hook plays. Keeping everyone injured and general balance. Essentially every hook is a slowdown of 3% while being injured is 1%. This slows down a bit of the rush and can possibly allow for an extra hook to be squeezed in somewhere.
MethOD 2:
Similar to bleeding out or the deep wounds status. If the survivor does not heal after a certain point they become broken and then fall to the dying state. They are not losing slight amounts of blood here. These are giant pools and should not have infinite blood supply. The longer you are injured during trial the shorter your hook phases and bleed out timer could be. Essentially could end up making downs insta deaths.
Comments
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Use Thanatophobia.
Killers asked for a Healing Nerf. They got it. Now nobody heals, because it takes too long.
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I mean, you're already punished for not healing (1 shot, being loud, leaving blood). I don't see why it needs to be punished even more. your next chase is guaranteed to be shorter if ur 1 shot instead of 2
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Exactly lmao it takes too long that’s why nobody heals. Who wouldn’t want to be at full health? Lmfao
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It's effect isn't worth being a perk. I didn't request a healing nerf. I simply think it was put in the wrong direction too far. I have seen old healing speeds and it was true it was not a value of trying to keep everyone injured trying to apply pressure to everyone. Because people were healed too fast to make a difference. However, it is still rather quick and the games simply can be rushed to make being injured not a problem. A perk should not be a neccessity to a game. It is suppose to be a slight buff not a gameplay changer.
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Without slugging a killer can still only manager one person. Not healing is essentially rushing the game from a different perspective. Similar to nurse it is ignoring game play mechanics. You should want to heal as a survivor due to worse penalty without being healed. I would love to see you losing mass amounts of blood and being fine for minutes. It simply is a side objective at this point. If you rush fast enough you get your free heal from adrenaline.
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as someone else said , this is killers fault for crying too much , we no longer heal , give them easier hooks and in return we now have 4 perk builds instead of 3 with sc being basically necesary back then and gen rush even faster , maybe they sould have valued the time we gave them with sc instead , and now look a the forums , "stop the genrush","do something about it" blah blah blah...
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So what are your suggestions @CoffengMin? Just because a change was made doesn't mean it was the right one.
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revert
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Then you have quick heals and injuring and trying to keep pressure is useless.
@CoffengMin again we need more than just a stat change it is a mechanic problem.
Even with the revert it shows gens are also an issue. The rush will happen now since it is known a killer can't keep pressure everywhere. How much of an issue wasn't noticed until healing was nerfed.
Post edited by Jdsgames on1 -
Love method 1. Seems like it would fix quite a few problems.
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Thank you, It simply shows number changes will not fix. If you buff gen speeds one mistake means survivor team lost. 3 Gens are super stronger then. Revert healing times as suggest will not fix the rush now that it is noticed. @Masantonio
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So what is your plan? @CoffengMin or did you just come here to add nothing positive?
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"Killer's" Don't represent a single unified voice.
Some people will say one thing and others will disagree. And if that thing goes through then those that weren't advocating for it will obviously speak up. And if they are someone like me who joined after the change then they might not even know things used to be different. I only know because I'm obsessive about reading patch notes.
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I was referring to killer types. Not killers? Also what are you getting at?
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Any other suggestions?
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If healing was decreased to 14 seconds (was 12 pre-nerf increased to 16, that is normal healing) people MIGHT heal more. This isn't a guarantee.
Also people started healing less because of the healing speed increase AND sloppy getting Mangled effect pernamently until you heal.
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1% is irrelevant. Even on the longest interaction in the game (generator repair, 80 seconds), it would only increase it by 0,808... seconds. 3%, 4%, 6%, and 7% are the same, with increases of 2,5 seconds, 3,3... seconds, 5 seconds, and 6 seconds, respectively.
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Concept numbers are just ideas. I was thinking if combined with thanataphobia it might be too strong.
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That's going to be a problem no matter what you do. Either the numbers are too low, as is the case with your concept, in which case the only benefit comes from combining this with Thanatophobia, or the numbers are too high and, combined with Thanatophobia, would render the game unplayable for survivors.
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The nerf to healing only showed us how broken gen times actually are. Reverting this change will not fix the actual problem of gen times. I am simply looking to add mechanics to gameplay that is an incentive of healing over staying injured. You can revert healing and they can still stay injured and rush it doesn't fix the problem.
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What if thanataphobia had gotten a nerf and this got a buff? Almost a base kit mechanic. Perks should not be balancing the game. Mechanics are made or implemented to balance perks should have only been for slight buffs. Otherwise we will be in the endless loop of a perk that counters a perk which counters the counter of a perk that is a buff to the perk that is countered by the perk that counters a perk.
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Then you might as well rework Thanatophobia into something different and put the numbers in as a base mechanic.
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I see your point mind rereading what I added above?
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.. What i wrote wasn't actually a revert.
Half of new perks say hello!
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It is a slight revert the fix cannot be a number change. If you make gen times too long survivor side is boring. If you make it too easy the game is boring. Think of the generator mechanic. Kicking a gen does practically nothing most of the time and can be easily tapped away. That isn't a good mechanic. Oh but here is a perk that bandaids that bad mechanic. This is not a solution that should have been in place to begin with.
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Thana got nerfed to hell for no reason. No thanks
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Hey atleast the kick exists. And apperantly that's the way they did and will do things. "bandaid fix" using a perk.
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So you want to punish survivors for playing risky because technically injured = 1 shot.
Survivors who heal are neither confident enough to loop without getting hit right away or are inexperienced and don't play around priorities during a match.
Why on earth would you incentivize playing safe vs playing risky?
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It wastes time.
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