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Some Survivor blood point scoring events + WGLF buff
Getting blood points as Survivor is MUCH slower compared to getting blood points as Killer. From what I can tell, this is primarily due to a bottleneck where you cap out on Objective and Boldness very easily, but can't get many Benevolence or Survival points.
Thus I propose the following changes to blood point categories:
- Heal and Hook escape Survival points are granted on an ally healing/rescuing you
- When you die, gain Survival points depending on the total amount generator completion that has happened. Each gen is worth 800 BP and it caps out at 4000 points (thus escaping is always worth more by at least 1000 points). This among other things means not suiciding when being camped is rewarded though this score event.
- Escaping a chase gives points in Survival instead of boldness
- When escaping gain 500 benevolence points per Survivor that is injured, healthy or escaped. Downed or hooked Survivors do not give points. The idea is that you gain bonus points for escaping with other Survivors.
- Taking a protection hit on a Survivor pending a "safe unhook" will grant 500 points instead of 200 (aka: protection hits for Survivors within 10 seconds of them being unhooked)
Now for the part you are probably also waiting for! WGLF, the Survivors equivalent to BBQ in terms of grinding.
The issue with this perk is that by bringing it, you are actively handicapping yourself by only having 3 perks. Whereas with BBQ, the perk also has a strong effect onto itself.
Thus I propose WGLF forever has the following text:
- For each safe unhook or protection hit, gain a token up to a maximum of 2/3/4
- For each token:
- Gain 25% more blood points at the end of the trial. Capping at a maximum of 50%/75%/100%
- Survivors can see your aura within 8 meters. Capping at 16/24/32 meters
- Survivors heal you 10% faster. Capping at 20%/30%/40%
Now the perk has value as a perk beyond just grinding. Other Survivors can see you and heal you faster, an effect that synergizes well with a play-style that involves taking hits for others, making it also an indirect buff to perks like mettle of man.
Comments
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I do agree that there needs to be more survival score events but its really easy to max out altruism all you have to do is unhook and heal like 3 people bringing well make it helps it go faster and I like the aura reading of wglf but healing speed is not a good idea it could buff swf alot cause it would stack with botanty spine chill and resilence as well as medkits especially if it was 40% that basically makes the survivor healing you have well make it speed without needing to unhook first
maybe give it a dark sense affect on getting a safe hook rescue as just the direct passive to make it more akin to bbq instead
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Dark sense passive on unhook is already a perk, so it would be redundant, and also doesn't fit with the playstyle the perk is pushing for.
Also if people are running 3-4 healing perks just to stack them for super fast heals, then it BETTER be extremely fast. Also the way action speed is calculated means speed increases have diminishing returns anyways.
Plus, it's not like you are getting the effect for free. Getting 4 WGLF stacks frequently takes the entire first half of the game to accomplish.
Not to mention, being healed the normal way a bit faster isn't exactly the most toxic of SWF interactions, and the aura reading aspect means it's about as valuable for solo's as well.
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still it feels like too many abilities for 1 perk to have bbq only has 2 abilities the bloodpoints which you stack to and the aura reading which is passive also i said upon safe unhook not on unhook that means you could actually pair it with babysitter if you wanted a bit longer visual on the killer
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I agree with most of your score events. The one thing I am iffy about is chases giving Survival instead of Boldness. Chases are the only reliable source of Boldness, since totems can be cleansed by other Survivors and the Killer may not have a "Survivor interaction" power. Stuns also give Boldness, but they dont happen every game, and certainly not enough to offset the massive drop on Boldness gain. An individual score event just for escaping chases along with the current chase score event would be better.
Edit:
Objective might need to be tweaked a bit as well. The disparity from doing gens and being altruistic is massive. Same with gate opening and repairing (even though the latter being "more dangerous").
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This is what I am already suggesting (with the boldness thing).
Currently there are 2 different score events that happen at the end of a chase:
- Chased - Gain boldness points depending on the length of a chase (up to a max of 8000)
- Escaped - Gain 400 boldness points if and only if you successfully won the chase
Chased points are granted regardless of the outcome, but give more points from longer chases.
Thus chased points reward prolonging chases as much as possible, which is obviously something that could only be a boldness score event and I'm not suggesting otherwise.
However, escaped points are a flat bonus for ending a chase without being hit. This has nothing to do with how well you stalled the Killer, just if you were able to get out of there. While this does still work for boldness, a strong case for Survival could be made.
Also they recently added boldness score events for fast vaulting, which offsets losing the 400 escaping BP.
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This perk has 2 abilities and BBQ has 1. Blood point gain isn't an ability.
Anyways, the effects I've given WGLF here aren't particularly strong, which is why it's fine to have both. Whereas BBQ's effect is extremely powerful, and thus the perk doesn't need a 2nd effect.
In particular:
The aura reading is nice, however it's at best as valuable as bond and it needs to be stacked first. It has merit due to serving a slightly different function than other ally tracking perks, but still is weaker than them on it's own.
Having other Survivors heal you faster is just a more specialized version of Leader, which has the same effect but at 25%, however leader is conditionless and effects a bunch of other actions as well.
The perk only starts to be a genuinely good perk through quantity of effects rather than quality.
Same thing would need to apply even if I DID go through with the seeing the Killer thing. Even babysitter needed to put on additional effects and STILL isn't a very good perk.
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