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Should DC's trigger on-hook perks?
See title for question.
Well, if they're downed, at least. I guess that would be a caveat.
Comments
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Yes, that would prevent them from cucking my Barbecue and Chili. Never again will I suffer with 3 stacks.
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I agree with disconnects counting as hooks.
They should just do it to get rid of any possible "Tactical Disconnect" left in the game as being able to deny a game winning pop can be the difference between a 1k and a 3-4k.
I'd like to give solo queue survivors a teammate DC effect(Such as 25% total BP) but every time I think up of one I realize how much greifing it would encourage.
Edited for clarity.
Post edited by Warcrafter4 on2 -
Not sure how much you can get rid of someone literally shutting the game off, though. The person just pinging out of existence isn't helpful, but since the game is so reliant on the client to tell stuff like "where are you" and "what are you doing", they'd pretty much have to rewrite the whole thing to just... leave someone standing around.
Or dump all the processing on the Killer end or something, and imagine how consoles would take that.
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I was unclear with my comment and I am sorry.
I was agreeing with you about DCs counting as hooks to get rid of "tactical" Disconnects as with my pop example you'd still get pop to activate despite the survivor disconnecting.
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It depends on how the DC procs the perks. Does it proc right the second they DC cause that could cause some strange interactions like with BBQ from where would the point of reference for the 32 meters be? The killers current location when the survivor DC'd or from where the survivor was when they DC'd. My preferred way that I think would be the most balanced would be the husk idea where when someone DC's it leaves the player model and to which the killer can simply down and carry to the hook which would then proc any related hook perks.
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But would the husk remain so that I could face camp it, is the real question that needs addressing.
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Ah, yeah, I get it now.
People disconnecting to deny Pop (or BBQ stacks, which is just petty, or DH opportunities, or...) is... mmm.
Nearest hook to Survivor, maybe?
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Of course, gotta give those Bubbas a meat punching bag.
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Well that could get weird too, what if the nearest hook is over 32 meters away and now the nurse can see the aura of someone they are currently in chase with. It's certainly not an impossible thing to happen with hook spawns the way they are on certain maps. The survivors already just lost a teammate they don't need more negatives put on them as well.
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If the nearest hook is over 32m away, then your spawns are buggered and we have bigger issues.
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It happens a lot more then you think, plus it wouldn't have to be 32m to be impactful, it could only be 16 or 20 and that's a simple nurse blink away, hell blight can already reach people at the other side of the map and hit them before BBQ wears off.
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I'm not surprised that it happens, I'm saying that "nearest hook is basically out of wiggle range or at the border" is not a great map spawn and we have a bigger issue there.
The body just standing around might be a cleaner solution but that leads back to the "so much of everything is clientside" problem that the game basically needs a rewrite to fix.
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There are ever comp gamers who in end game decide to DC rather then get hooked, just to prevent a chance if there is blood warden in the trial.
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It shouldnt count. Since it creates a huge disadvantage to survivors having to play with only 3 people, why should the killer get benefits for it?
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Because lots of the DCs are by people who would have died anyway. That is, there are players who will DC to deny the Killer something that they would have otherwise gotten.
The only time this would give the Killer a benefit they wouldn't have gotten is: A) someone DC's immediately because they don't like the map/Killer, or B) a genuine disconnect. But B seems unspeakably rare in comparison to ragequit, and most players seem to avoid A until they, themselves, are actually downed.
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Well I don't disagree that map spawns currently aren't in the best state to put it lightly but I'll be honest I don't know what you mean with your second point.
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Because they would've gotten it anyways if the person didn't ragequit?
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Because you can straight up deny a killer of an entire perk, BBQ will never get its 4th stack for example and most on hook perks can result in nothing due to this (Its outdated, but Otz has a clip where the obsession left the same time he hooked her for old Dead Man's Switch, which in theory meant he had an empty perk slot for the whole game)
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All you loose on BBQ is a little extra bloodpoints, which killers get much more anyway, so that perk is not really an argument.
What i am saying is, as much as the killer may loose on some perks, survivors lose just as much, if not more, and if the DC would count as a hook, it may just aswel give the killer quite an advantage when its 1 vs 3.
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The problem is sometimes survivors just d/c when they didn't get down and just triggering a killer's on hook perk over it seems a little much. And creating a system that judges whether or not you would have gotten a hook is not something I really think the devs should spend time on over other things.
The only thing is that d/cs don't often count as kills for challenges and that really needs to be changed.
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what a sick sad world so choked in survivor selfishness.
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Thats a fair point, however atleast you should get the bloodpoints that you wouldve get for the full kill and also the bbq stack only for the BP.
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I’ve had the exact thought many times.
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No, but I do think a DC should immediately cause the player character in question to be immediately come under the control of BOT AI.
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No but actually yes.
I think when a survivor DC's they should become a bot like on mobile. Or they become a "husk" (A bot trapped in dying state with no AI) which was planned at one point by the devs.
DBD is the only game I know of where ragequitting can actually provide a tangible gameplay benefit that affects the outcome of a match.
Technically, if you are "min-maxing" (to the point where you're not even playing for fun anymore) the meta strat is to disconnect right before the killer hooks you on third hook to prevent perk activations. It's stupid and it shouldn't be a thing. (And I'd argue it falls into exploit-abuse territory, as the player is using an out-of-game mechanic (disconnecting) for a competitive advantage. (Countering perk activations such as blood warden, Pop, BBQ, Dying Light, opening the hatch, etc.))
Don't forget challenges/achievements like 4k basement sacrifice, tombstoning all 4 survivors as Myers, etc. I'd argue more than half of the difficulty of them isn't doing the actual requirement (although they can still be hard) but survivors disconnecting out of spite just to deny the challenge/acheivement.
In R6 Siege one of the characters can interrogate downed enemies to reveal enemy teammate locations, and people kept disconnecting when downed by her to deny the ability. (Only to re-connect next round.)
Ubisoft later added a system where DCing keeps your character in the match for about 20 seconds or so, so this strat no longer works.
BHVR needs to add something similar. I know DC's are at least auto-penalized with a temp-ban from matchmaking but I feel more should be done to minimize the effect a DC can have on the outcome of the match. Because currently, for some people, the matchmaking timeout was worth preventing you from getting an achievement, as petty as it sounds.
I also wouldn't be opposed to the "husk" being moriable basekit. Like, even if you don't have a mori you can mori them instead of hooking them. Would cut down on those childish "haha I DC'd so you didn't mori me get rekt baby killerino" players.
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DCs counting as hooks isn’t a bad idea, it would at least remove the incentive to disconnect simply to be petty and prevent the killer from benefitting from the hook.
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BBQ - absolutely.
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DCs cannot count as hooks in any way other than the regular BPs a killer would miss.
For example, let's say a teammate's internet drops out randomly - they aren't being chased, they aren't even injured. Why does the killer suddenly get a BBQ stack, a PGTW proc, aura reading, etc? This would be way too broken.
The ONLY way it'd be feasible is if they game could somehow differentiate between DCs just before hooks, vs random DCs. But if the system could do that, there wouldn't be penalties for anyone other than rage quitters.
It's just not practical, nor fair really. DCing is a problem for sure, but the remaining players just have to eat that match and go on after.
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Stop sweating and let people have fun, so they might not DC so often against you.
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Nah. And I mainly say this because there have been many times I've been disconnected due to an internet or power outage issue and i was just either running around or working on a gen. Why should the killer receive Pop, BBQ, or anything like that because my internet died and I wasn't even interacting with them?
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If the survivor is downed/being carried. Yes, absolutely. Seems like it should be easy enough for the game to check that, if the survivor is down, count it as a hook (since the killer was 99.99% likely to get the hook regardless) if the survivor is injured, or completely healthy, it shouldn't count as a hook.
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Then everyone just DCs before being downed. Which merely moves the problem a few seconds earlier.
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Maybe, but I don't think by that large a number. There has to be some balance between making sure the killer isn't robbed and not wrecking the survivor team because someone got booted due to internet/platform issues when they weren't going down.
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Just make the character stand still for 30 seconds so the killer have time to hook them.
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Just make it immediately count as 1 hook's worth for perks, and all 3 for emblems/BP/etc.
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