We have temporarily disabled The Houndmaster (Bone Chill Event queue) and Baermar Uraz's Ugly Sweater Cosmetic (all queues) due to issues affecting gameplay.

Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
The Dead by Daylight team would like your feedback in a Player Satisfaction survey.

We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.

Access the survey HERE!

Struggling on the second stage of the hook should not be voluntary

The Struggle Phase is not a bad idea: It conveys the panic and stress of the hooked survivor's situation to the player without being too forced or annoying. As the hooked survivor, I'm not even really bothered by it. However, there is one huge issue with it:

It gives people a way to ragequit without being punished. Sure, you could say the same about the first hook stage. However, attempting to escape, while mostly being used to commit suicide, can also work out and therefore has situations in which it is perfectly justified to do. The same can not be said for not struggling: Refusing to struggle ALWAYS hurts the other survivors and usually hurts the killer as well. I think that the entity animation and the Survival points should stay but struggling shouldn't be something that survivors actively have to do. This wouldn't make a big difference balance-wise (other than the fact that new players wouldn't certainly die once they reach the second hook stage for the first time) but it would make ragequitting just a little bit less hurtful for the rest of the survivors' odds of survival and the killer's blood point gain.

Comments

  • GoshJosh
    GoshJosh Member Posts: 4,992

    "ALWAYS hurts the other survivor" - giving hatch to another remaining survivor?

  • JnnsMu
    JnnsMu Member Posts: 249

    You're right, I didn't think of that. That would also mean that it would be a bit more of a balance change than I thought. However, since I'm personally not a fan of the hatch, especially when survivors have the power to open it and since the strategy you mentioned works best in SWF which are already really strong, I wouldn't really mind. That's obviously just my opinion however.

  • Debridged
    Debridged Member Posts: 30

    I 100% agree

  • Lazerboy88
    Lazerboy88 Member Posts: 518

    it wont matter, they will just let the killer down them and hook them again, you can not stop a ragequit player from ragequitting if they want to, they will simply just not play the game, its pointless to just draw it out by forcing them to struggle

  • Dolls
    Dolls Member Posts: 395
    edited April 2020

    I like the struggle phase, personally..its the only actually horror aspect of the game for me.

    Mashing the button.."ah..will my mates get to me in time??!!...nope they'd rather ue around" lol

  • AnnoyedAtTheGame
    AnnoyedAtTheGame Member Posts: 539

    Everything that I write here is theoretical and I'm never talking about Dead By Daylight in general.


    The struggle phase is not to be used as a rage quit method even though sometimes it's.

    If the killer is camping you then you struggle to give your team more time on the generators and force the killer to waste time stood next to you.

    2 survivors left. I've seen the 2nd survivor die on it to let the other person escape through the hatch in 5 seconds.


    The struggle phase has lots of different uses. It all depends on how you want to use it.

  • JnnsMu
    JnnsMu Member Posts: 249

    I think you're underestimating what my proposition would do. Of course people that currently just let go of Space would get right back to intentionally losing as soon as they get unhooked but it does matter. The killer might not know that the survivor has given up and might still patrol that hook which would buy more time for the other survivors and reduce the trolling survivor's impact on them. Additionally, survivors could still earn Altruism points by unhooking and killers could earn more Sacrifice points by hooking them again (I have had a lot of killer games in which I was literally unable to reach 8000 Sacrifice points no matter how well I played simply because one or more survivors DCed or skipped hook stages).

    So, yes, the real problem lies elsewhere (people simply shouldn't give up) but my proposition is far less pointless than you might think.