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A rather simple idea I had for incentivising chases/unhooking.

This is essentially just me spit balling ideas which hopefully much more experienced people can add onto.


How about have survivor synergy perks (prove thyself as example) get weaker the more you hook a survivor (debuff) incentivising the killer to go for multiple chases. Survivor meanwhile, regain their power when they're unhooked (back to normal speeds) that way it encourages hooks and unhooking.

Wanted to keep it simple and to the point.

Comments

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    But why not just turn those perks off entirely by tunneling the survivor?

    Also there’s something that rubs me the wrong way with diminishing Perk effectiveness for failure with the Perk itself not being designed for it (EG: that new Vitrorio Perk)

  • Liam282
    Liam282 Member Posts: 219
    edited December 2022

    A very good point! You could have the debuff happen once per survivor (4 max) to prevent the tunnelling aspect essentially like old BBQ.

    You do raise a fair point with perks not being designed for this though. I think in my mind, (might be completely wrong!) Dbd is about the enjoyment of chases, along with choices to save or do the objective/go for that hook or regress the generator for killer. I know survivors want more to do with a more interesting objective mechanic, I really think keeping the chase foundation as strong as possible first will be a much better step forward.

    Regarding the incentivising the hooks/chases, I'm going to think more about that today and post more ideas as I rather think of the flaws of my idea (like ya stated, cheers!) and look at ways we could really make a fun thing to actually win OR lose in a chase but not feel down in yourself as you know you got rewarded by trying.

    (I know none of this will ever make it into the game but hey, if it helps a dev browsing one day maybe it'll kickstart ideas for them <3 )

  • AssortedSorting
    AssortedSorting Member Posts: 1,348

    I don't think chases are the end-all be-all (the thrill of avoiding a chase in the first place is exciting, so long as not all Survivors do so, then it gets boring for the Killer), but what you touch upon next, choice, is indeed important. Player agency.

    At the moment tunneling reduces player agency on the survivors part, given that once a Survivor is sacrificed, they are done with a match.

    And the Killer has some reduced agency given that the most effective method for maintaining pressure on Survivors is to get one of them out as quickly as possible.