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Why are instant kills after 1 hook/pink keys still a thing?

smartemarte
smartemarte Member Posts: 254
edited March 2020 in General Discussions

are you trying to put people off playing/trying to make people rage quit ?


there is literally nothing positive to say about these items. You can queue for a survivor game for 10+ minutes and be instant killed by some idiot with a silly item that shouldn't be in the game. Where is the skill/enjoyment in that ??


same for playing well as a killer just for 2 or 3 of the survivors to instantly escape because they were lucky enough to stumble across the hatch


i'd love to know the developers thoughts to adding these to the game as it baffles me. It encourages nothing but toxic game play and negative experiences with the game.


If i see a hunter with a instant down axe I just let them hook me and kill myself because there is 0 fun as a survivor against this and again its just frustrating after you've been stuck in a queue for 10+ minutes (not including the failed to connect error codes)


Don't get me started on dedicated server lag as well ....

Comments

  • Freudentrauma
    Freudentrauma Member Posts: 1,054

    There are so many stuff still a thing. And the answer is simple. The devs can't adress everything at the same time while delivering content. Of course stuff is still playing out, because we kinda got used to live with it. And as long as it works, it works...

  • smartemarte
    smartemarte Member Posts: 254

    Patch note: items removed to instant kill/Hatch escape to remove toxic gameplay


    not exactly rocket science is it ? it would take 5 minutes to disable the code for the items.

  • smartemarte
    smartemarte Member Posts: 254

    what the hell can you break by disabling two items ?? you'd have to be awful at code to manage to do that

  • YaiPa
    YaiPa Member Posts: 1,929

    both are achievement related. I don't think you can change achievements, and even if you could, they won't do it anyways, like bill's one it basically impossible nowadays (except farming or braindead killer, but that's more like luck rather than skill), or nurse's one requiring a pink add-on.

  • Lexilogo
    Lexilogo Member Posts: 587

    No, it might break other stuff. If you remove the reference for "key" from your game, all the stuff in your game that references "key" will now cause serious errors or crashes because the game now has no idea what "key" is supposed to be and yet the code's telling it to get a reference to "key".

    Anyway, such a discussion isn't really the point. Disabling moris/keys would be a pretty simple endeavour from a work POV, but what about all the people who invested BP into them, use them, ecetera? There's a LOT of new design considerations.

    There's a reason why a game designer's solution to something is almost never "delet it!!!" and such an action is essentially the nuclear option for a feature deemed completely unworkable.


    The simple reason why these addons exist is for match variance. The idea is that URs are, well, ultra rare, but give a significant advantage and make you feel more powerful than usual for a match.

    The question is how much is too much, and what's tolerable for both sides. How do you make Ebony Moris feel like a powertrip for the Killer without making the Survivor feel like the match was pointless? How do you make Keys feel like a clutch escape and special without the Killer feeling cheated?


    Regardless of what you think the answer is, it's a discussion that goes deeper than "just remove them lol" and simplifying it to that will accomplish nothing except get people to rightfully ignore what you're saying.

  • Eradik
    Eradik Member Posts: 63

    I don't think they should be removed, but what if they made it where you can't hoard them? I don't use mori's or keys unless I have a challenge, so some killers/survivors have 10+. Across everyone, that's a lot. What if you made the UR cap at one and you can't pick up another one?

    Then again, maybe that would make people use them more often. Who knows.

  • Joelwino
    Joelwino Member Posts: 550

    What if thy were temporarily disabled until they got reworked? Like how event offerings get disabled but not deleted when the event ends? Or like how the moon offerings are technically still in the game but unusable?

  • QuickStiQz
    QuickStiQz Member Posts: 194

    I think someone (not gonna say names) just got mori’d

  • Lexilogo
    Lexilogo Member Posts: 587

    To start, I have to clarify that OP made no distinction between the two and was just saying "remove them".

    Disabling them would be relatively more reasonable but still opens up many issues of community backlash, certain Achievements becoming impossible, ecetera.

    Regardless of what you think of Moris and Keys, I don't think you can argue they are so incredibly gamebreaking that temporarily disabling them all until a rework comes is particularly reasonable either, as that's also quite an extreme reaction.


    It also comes with a major seperate issue: When are you gonna find a good way to rework them? Disabling items that are a pretty core mechanic of the game, with no clear timeframe as to when they'll become avaliable again and you having no idea when your team is going to come up with a rework that'll get them into an acceptable state is a bad idea.

    It'd make more sense to keep them as is, and when one does find a way to rework them, just implement that with no disabling period inbetween.