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Are Second Chance Perks & Nerfs - Removing the Horror aspect of Dead by Daylight?

I want to start this discussion of by first stating, this is a survivor horror game. This is the developers intent, and how they classify their game, to their respective audience. It is even the core mechanic of the game loop.


I love this game don’t get me wrong a but let’s call a spade, a spade here, it is unfortunate to see the horror elements fade and wane, as time has progressed with this game. (I have been playing for 4+ years).


Lets start by briefly comparing contemporary competitor in “Friday the 13th” the game.

How it feels when you encounter Jason? A feedback survey of the players said they felt the odds are tremendously stacked in Jason’s favour to kill you, and furthermore they felt THEY should be, in ANY horror franchise. Most players argued it is more than likely a death sentence to encounter him. BUT, this is exactly what they enjoy about the game, it is true to the concept of horror.


The we examine Dead by Daylight, I am not the minority in saying this, but EVERY killer feels like they have been neutered, soft and when encountered they feel more of a hindrance then an actual threat at times.


Each will have their own opinion on this. However, I believe this is due to a combination of under performing killers, with non-lethal powers and/or addons that just lack bite and punch!


This thread is about the second chance perks & killer nerds though so, here we go...


Lets begin with survivor perks that DIRECTLY give the survivors a second chance; soul guard, borrowed time, decisive strike, adrenaline, unbreakable and power struggle. (6x perks)


Then to supplement this there is ways to extend chases, might I add chases that the killer DID win but through the use of secondary second chance perks that DIRECTLY extend chases; dead hard or mettle of man...then the medkits with anti-hemorrhagic syringe 💉 or the stryptic agent (aka borrowed time in a bottle) 


My whole point here is, having this amount of second chance perks detracts much of the horror aspect of the game itself.


Almost every killer is designed in such a way that spoon feeds the survivors with pre-chase information - such as audio cues. Their isn’t even a true stealth killer in the game (say goodbye to jump scares that could of redeemed a small margin of the horror aspect of the game)

Coupled this with over powered survivors & all the developers nerfs to the killers that had fear factor potential.

Pig - RBT have no end game potential & have a minuscule kill rate. Her ambush attack <— is not an ambush attack, it gives an audio cue warning the survivors on charge up.

The Trapper - RNG on his bear traps, most cases you get free in 1-2 attempts. If your injured already, bear traps don’t punish this & put the survivor in the dying state. Lastly, the traps themselves are huge & easily spotted - almost this alone removes the fear of caution.

The Legion - pre-nerf had great fear potential, the deep wound status effect, was a real threat both in a chase and outside of a chase. Now it is completely nerfed, I don’t think anyone has ever went into the dying state as a direct result of the deep wound timer running down post nerf (present state).


I could go on & on about every killer and but I won’t the point has been made clearly.


Should second chance perks for BOTH killer (NOED) & survivors be removed from the game? or what is your opinion on adding the horror back to the franchise?

Comments

  • Yords
    Yords Member Posts: 5,781

    Maybe not removed entirely, just nerfed to a point where it's balanced.

  • QwQw
    QwQw Member Posts: 4,531

    I agree with you that second chance perks are very unhealthy for the game.

  • Yatol
    Yatol Member Posts: 1,960

    i don't think the horor aspect is removed due to perks, i think its more playing in comms that remove the horror aspect. Same reason horor games are less scary when you watch someone else play.

  • OtterBelief
    OtterBelief Member Posts: 6

    It is strange this phenomenon is only found in games, isn’t it? Let’s look at Dead Space 1 compared to Dead Space 3, the first game absolutely showcased the horror aspect, then compare it to the third instalment (that had A multiplayer campaign) - it certainly negates the theme of horror.


    However, in real life... horror/fear is contagious and is much more expressive in large groups of people. As in, one person can emanate and heighten the fear in the other individuals within the group. This is classic hysteria cause and effect. Games currently don’t capture that.


    The only way multiplayer horror games can have reproduce this, is to make player encounters with enemies (player killers) extremely unforgiving & punishing. In my opinion anyway.


    Maybe I am a hardcore horror fan, watch Black Mirror - Play Test. This is the future of gaming.

  • gibblywibblywoo
    gibblywibblywoo Member Posts: 3,772

    While I had an insane amount of fun with a full private lobby of friend sback when F13 was still kicking, the major problem with that game was that you could just get unlucky and die 2 minutes in and have upwards of 15 minutes sitting out.

    DBD isn't a horror game. It's horror themed. Outside of certain characters appearing there's very little actual classic horror game design at all.

  • Wirius
    Wirius Member Posts: 28

    I think second chance perks are a great way of allowing more agency to the survivors. Like any RPGish game, you get more powerful the more you play. Being able to make a mistake is good for the survivors as well. The only perk I think is too strong is DS. But that doesn't mean there isn't a good idea behind it if nerfed correctly. It also doesn't mean that second chance perks should be removed. Most of the second chance perks have some type of counter or strategy the killer can employ, so I think its just fine.

  • Freddy96
    Freddy96 Member Posts: 767

    The horror aspect of the game disappears as soon as someone reaches 50hrs into the game, being tunneled doesn't scare anyone it just annoys them.

  • Bwsted
    Bwsted Member Posts: 3,452

    This is a horror-themed cat-and-mouse game. The scare factor inevitably wanes after repeated exposure.

    When that's gone, the only thing to retain players is through engaging gameplay. It's not a matter of second chances. It's a matter of being able to take meaningul part in gameplay instead of being removed from the match at your first encounter with the opposition. F13 and Deathgarden are examples of why the model you propose doesn't work. Old moris had the same issues.