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Revert the instant death on struggle nonsense
When I heard about this in the PTB I was pretty sure I'd hate it if it made it to live, and now that it has it's absolutely goddamn ridiculous. I despise it as both Killer and Survivor and it needs gone. As Survivor I lose out on struggle BP because of this nonsense. That's around 800 points I SHOULD be getting, but don't now. Survivors already have worse BP generation, it's absolutely stupid to remove some. And as Killer I also lose out on BP going around breaking #########/closing hatch, using my power, etc.
The struggle phase isn't THAT long, there's no good reason for this stupid ass change.
Comments
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"I lose out on Struggle BP"
Mate, Struggle BP gives you only 800 BP max. I'm pretty sure it's worth your time to just get over it and get to the next game. Same with breaking stuff and closing the hatch. They barely give you anything.
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Their counter argument was "well the last survivor gets nothing if they're hooked". Kind of ignores the fact that survivor BP gains are abysmal in general which if that wasn't the case people would say nothing.
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Everything barely gives you anything. It all adds up together. And if you've got WGLF/BBQ stacks, Escape Cakes/Survivor Puddings, and/or BPSes or BP events going on that "only 800" gets multiplied pretty fast. A pudding and a 4 stack makes it 2,400. There's enough grind without adding more.
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Always thought it was silly that the last Survivor is auto killed, too. No chance to escape, no BP. It sucks when you have an active Deliverance but can't use it because everyone else was a potato.
The change they SHOULD have made was to allow the last Survivor escape attempts (if first hook), then after getting to stage 2 go ahead with the auto sacrifice but award them 800 survival BP for being the last Survivor standing.
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"800 BP max" - yeah.. throw in four stacks of WGLF, and bonus point offerings, and 800 goes a long way. That is the equivalent of 3/4ths of a generator - not to mention in the category that is the most difficult for survivors to score in.
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Okay, but what about the (just guessing here but I'm sure it's true) 90% of players who don't run WGLF?
They'll just be wasting their time.
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Killer has challenges to close the hatch. I can see alot more slugging to get that done now. Before killer could hang last two survivors and go find the hatch to close when first one runs out of time, now they'll slug to close the hatch before hanging that last survivor.
As far as BP for survivor, it is pretty cruddy to take away 800 BP like that. The excuse of last survivor doesn't get it is lame, they should get it as last survivor bonus. People beg for double BP weekends, ofcourse they wouldn't be happy about BP opportunities being taken away.
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They can just not push struggle? Like, is it REALLY that difficult to NOT push a button?
And that still ignores situations where it's a double BP weekend, or offerings are in play, which happens very often.
Yeah, getting to the hatch to close it for challenges is going to be significantly harder. And then Survivor's will come in complaining about being slugged while Killer hunts for hatch.
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While the thought was quaint, in implementation, it's a feelsbad moment for the survivors affected, especially for those in it just for the horror experience.
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imagine complaining about something so minor that has no actual impact on the gameplay. You'll live bud
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Well I get you want your blood points I don't feel like sitting down for 60 seconds watching you struggle
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Extending the grind doesn't impact gameplay? 🤔
Ok, cool, how about they cut BP generation by 100 then? Max per game BP is now 3,200, and it's fine because it's so minor it has no actual impact on the gameplay.
So don't? Go break pallets, close the hatch, use your power I that generate BP like some do.
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That's perfectly fine but if I want to move on to my next match and don't care about breaking pallets or closing hatch it is very irritating to have the watch you.
Especially if I'm a killer who can very easily max out bloodpoints meaning breaking pallets using my power and closing hatch is literally nothing other than annoying busy work as it doesn't give me anything
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Oh, boo hoo, you have to wait a few extra seconds to get to your next game. It's not big of a deal. And Killer lobbies are instant anyway.
I can not fathom how this is in anyway an inconvenience. And, again, just because YOU are impatient doesn't mean the rest of us are. Don't want to wait for the struggle phase? DC.
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Actually I am pretty sure.most.people dont care about the measly 800 points
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If it's so minor, why not just leave it in the game? It wasn't hurting anybody, an extra last chance for a survivor to gain some BP.
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No thanks, the time it takes for them to die on hook is time I could be using getting into the next match and get even more bloodpoints. The game is over, if the survivors wanted more bloodpoints they should have played better, and if the killer wants more bloodpoints, then just slug for 30-40 seconds and then hang them. I consider that a waste of time and even in the best most optimal time of playing, during events. I would consider it so tiny that it wasn't worth it. Back when you got like 6x bloodpoints, getting 4600 (800x6) bloodpoints more when you were getting 60-120k easily, is just not worth the extra 60 seconds of waiting. No thx. Besides they are most likely removing the struggle fase as it exists now, and going for a skill check mode instead.
I would just say that they should just give some more survival points for time spent on a hook (not emblem points, but bloodpoints) to encourage not suiciding, considering survival is by far the most difficult one to fill up. Either that or take away bloodpoints for attempting (and failing) escapes, and then possibly return them if they manage to escape by themselves. Attempting to escape is something that should only be attempted as a last ditch effort and not something to do because you wanna kobe. And then make luck worth anything beyond memes.
As for the bloodpoint categories. I would say objective is fine, boldness is fine (for the most part),if you dont get chased you can just remove totems, altruism is okish just kind of difficult and survival is honestly insane to try and max out. I mean one of the categories requires you to be the obssession to get any points. So yeah im all for adding 1 or 2 minor ways of giving survival points, either increasing the amount from wriggling, or giving some for recovering on the ground. Maybe giving points based on how long you have been in the dying state, if you get healed out of it and into the injured state. Or giving points based on how long inbetween hooks, like "Ok you went 5 minutes before getting hooked here is 500 points" or something similar, nothing major just a minor incentive to play smarter.
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