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
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!
An Evil Thought (Or Maybe Not)
I recently had an idea for a new game mechanic that would pay homage to a classic slasher movie trope that survivors will deeply enjoy.
If a chase lasts for 8 seconds or longer, the survivor must perform a random skill check.
Failing the skill check will result in the survivor tripping and falling to the ground.
Once on the ground, the survivor will have to execute a QTE (for example, holding R1) to quickly get to their feet and resume running.
If the survivor fails to get up before the killer catches up, the killer can mori the survivor.
Comments
-
Maybe no Generators....just a last man standing type of game mode? Could help with people trying to learn how to loop and win chases without the added complexity of other objectives.
0 -
If gens went a bit faster to compensate, I wouldn't mind.
0 -
Hmmm
Not every 8 seconds tho right?
0 -
Hmmm...okay, how about a 3 second Sprint Burst for successfully getting to your feet before the killer catches up?
0 -
I like the idea in principle, but it wouldn't be fair for survivors in the current state of the game. They would have to make some significant adjustments to compensate this.
1 -
I would make it like this: If a survivor has been in a chase for (base) 10 sek. It trigger a porsibul fall chanse on 75% (Minus 5% for each fix gen) Does not work on the obsesion. Perk and ad ons that play with this mechanic shall be ad on a short will after the mechanic come out
1 -
It would kick in at a random moment between 8 seconds and a predetermined cap. So for example, let's say we set the cap at 20 seconds. The skill check would trigger randomly sometime between 8 and 20 seconds, and you get chased by the killer 3 separate times during a single match. Theoretically, your first chase could last for 14 seconds without a skill check, your second chase could last for 12 seconds with a skill check triggering at 9 seconds, and your third chase could last for 18 seconds, with the skill check triggering at 15 seconds. Once a skill check is triggered, the timer is reset. So let's revisit that third chase. The skill check triggers at 15 seconds. If you are still in a chase after 23 seconds (8 seconds later) another skill check may occur.
I hope that makes some sort of sense. I am NOT a game developer, so I'm just pulling a lot of this out of my ass. The idea is to break up long chases that travel across the map. I had a few matches last night where a survivor took me on a grand tour of the map, and while I salute their ability to stay tantalizingly just out of reach for such a long time, it definitely started to get boring, lol.
1 -
What sort of adjustments do you think would be needed?
0 -
No more skill checks. We don't need to add more skill checks into the game.
Also, on console we already have enough performance issues and this just seems like yet another to add into the mix. If something that's a trigger for performance issues happens while I'm being carried I can't hit any wiggle skill checks for several seconds because the game is so poorly optimized. It's bad enough when being carried to a hook, it'd be even more frustrating when it happens in a chase.
0 -
I should also mention that these rough time estimates and RNG details would apply to a healthy survivor in a chase. There would be no trip mechanic applied to an injured survivor, even though realistically, an injured person would be more likely to fall.
0 -
Why not injured?
0 -
Ideally, it wouldn't be a precise skill check, like a gen check or a wiggle check. More like a second hook check; you could still miss it if you aren't careful, but it's a bigger target, so your odds of success would be pretty decent. Obviously, adverse game conditions would have to be addressed. What console are you on?
0 -
I can't speak to the specific idea in the original post, but generally speaking I could maybe see a killer whose special ability includes inflicting mid-chase skill checks as a distraction. π
1 -
Fun idea. But it would ######### up new players more than anything else and they already have a rough time. Maybe have it happen if the chase goes on for over 30 secs or if the killer gets pallet stunned in the chase.
Post edited by HoodedWildKard on1 -
Injured survivors already suffer from reduced speed; add a trip mechanic, and you run the risk of ending a chase far too quickly, especially if mori conditions are met (I'd stick to the standard 2-hook requirement).
1 -
In that case you could make a need too have playede X hours on surviver before mechanic is active or in full effekt
0 -
The numbers are just broad approximations for the purpose of explaining the mechanic itself. Like I said, I'm not a game dev, I don't know what the ideal parameters would be.
0 -
That would be an interesting take on it. It just randomly popped into my head how many times we've seen this scenario in slasher films: a victim fleeing from the killer, only to stupidly trip and get mercilessly slaughtered. π Honestly, I thought I'd be hip-deep in outrage from entitled survivors furious that I would dare suggest something that would make their roles more challenging. I'm genuinely surprised at the relatively positive response thus far.
2 -
That's a possibility, but truthfully, I would think experienced players would be more likely to struggle with an added mechanic. New players would simply learn it as a basic gameplay mechanic.
1 -
Not a fan... I already struggle concentrating on where I have to go not to faceplant into a tree. I feel if I manage to catch the skillcheck, I'll probably be injured/downed from running in a straight line against Huntress or from accidentally running into a wall and being slowed.
So yeah, I feel like this would be too strong, at least to average survivors who struggle to learn how to loop. The QTE might also be unwelcome for people with poor coordination. I already see so many survivors missing the Overcharge skillcheck, I have no reason to think they'd be any better at a short QTE. So to be mori'd for it... Yeah, games would be very short in lower/mid mmr brackets. :/
I appreciate the creativity and the willingness to make the game more interesting though ! :D
0 -
Yup just suggesting them to refine it. Definitely like the idea.
0