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An idea to fix survivor deaths

wydyadoit
wydyadoit Member Posts: 1,145
edited April 2023 in Feedback and Suggestions

instead of the current injury and health loop:

healthy>injured>dying>hook1>hook2>death


What if dbd moved away from a varied state system and instead into a blood loss meter. It would still use the animations of the currently implemented system and some of the health states, but instead have a consistent health bar.

Example:

healthy(not bleeding)>injured (slightly less bleeding)>dying(bleeding)>hook(slightly more bleeding)

and all of this would be tied to a health bar essentially. Players can try to unhook themselves infinitely at the risk of losing a chunk of blood (no more hook camping). Players get the ability to always pick themselves back up (no more permanently down slugging). Players have to heal or die (no more resilience/no mither wounded cheater builds and healing becomes a valid objective).

medkits could be used to regain health and recover from injury. Mending would be used for any injury state without a medkit, but wouldn’t refill health.

at zero health on the hook a player is sacrificed to the entity. At zero health on the ground the killer can mori for free.


edit

healing perks currently have only 1 real objective differentiated by self and other modifiers to a progression bar. By utilizing this change there would be a clear difference to the goal of various perks. Self care would allow self mending. Botany knowledge could allow healing while not using a medkit. Reassurance could be used on all bleeding players. No mither could make it so you lose blood at a slower rate or not at all while injured. Unbreakable could prevent blood loss while on the ground dying.

the variances would be more meaningful. Legion’s ability would be more annoying, but also more powerful. Anti-heal builds would be valid strategies that could oppose max gen slowdown builds. Etc.


edit 2

broken causes bleeding that can’t be treated by normal means for a duration. Mangled slows mending. Exposed works as normal - except now it’s scarier. Hemorrhage causes faster blood loss and increases blood trail size/frequency. Missing skill checks could be utilized with other status effects to cause additional blood loss and mend progression loss. Deep wound need to be mended, but are affected by mend speeds not healing speeds and still cause healthy>injured on hit and injured>down after a duration of not being mended.

probably other stuff i missed.


edit3

there could be a status effect called stanch that prevents blood loss, but doesn’t affect blood pools. Or vise versa.

adrenaline could cause you to bleed less or not at all instead of mending your health state.

reaching zero health, but not being mori’d will allow you to stand up with the help of a teammate, but not on your own. Unbreakable could allow you to keep standing up. Or something.

edit4

circle of healing could be an AoE stanch rather than a heal or mend buff.

Blood rush could just be an injure yourself for sprint burst perk that uses your health bar rather than using your health state and doesn’t exhaust you so that it can be used in exhaustion perk combos.

dead hard activates automatically to prevent the first health state loss, but you still lose health for the hit.

Empathy reveals bleeding and wounded allies with yellow and red outlines

inner healing - hiding in a locker after cleansing a totem regenerates health

Renewal auto heals

resurgence auto meds

Slippery meat improves hook escape %

solidarity converts mending to healing

soul guard gives endurance to completed mending states.

Post edited by wydyadoit on

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