The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

End game objectives

After coming up with an idea in another discussion I'd like to talk about optional end game objectives.


My idea is a new set if perks that would work something like the last event we had with the lanterns. These perks could be either double sided for both killer and survivor or a status effect on the survivor/s. If a killer decides to apply one of these perks to their build a “lantern”  would spawn randomly in the map, but can be stolen by a survivor. If stolen some kind if visual affect is applied to them. The perk can only be gotten back if the survivor is hooked. Survivors can only hold one “lantern” at a time, and can not get rid of it unless hooked. The perks would be stronger than normal perks but weaker than hex.


Some ideas for perks could be: A perk that's like a personal ruin that only affects the survivor with the lantern. A double sided speed buff that if still hanging give the killer X% speed buff and if stolen gives the survivor x% speed buff. A double sided action speed perk that works similar to the one above. Another could be something like haunted grounds that when taken applies exposed to all survivor for 20 seconds but can be prompted every time a survivor grabs it. I know that the devs could come up with better perk ideas but these are just examples. Also the perk hex thrill of the hunt could work with these to let the killer know when or if one of the “lanterns” are stolen.


The reason survivors would want to take these “lanterns” and killers guard them would be either a set amount of blood points or a % added to their totals at the end of the game. I know that if killers are facing against really good survivors they could just either survive all game with them or just grab them at the end of the game on their way to the exit. But in theory if the killer could guard it while on their normal route guarding the gens it could work. Either the killer forcing the survivors out of the game and the killer getting a large chunk of points post game or the survivor risking it all for a chunk themselves. Also in my opinion it could also combat campers because if a killer finally gets that survivor that was running them around all game they are faced with an option either camp and lose the perk and all the blood points that goes with it, or go guard the perk. It would be completely optional. The killer doesn't have to run the perk and the survivors don't have to go for it if they don't want to conseeding all the extra points to the killer. Either way in my eyes it's a win win. Games can last longer if the killer does their job and survivors risk it or the survivors just leave giving points to the killer. And if the killer waxes the floor with the survivors the killer still get the points anyways. So why not run it as the optional fourth perk?


I'm open for constructive criticism and feedback. Also do anyone else have any ideas on end game objectives, or optional objectives in general leave them below.

If you like or agree an up vote would be very appreciated

Comments

  • HatCreature
    HatCreature Member Posts: 3,298

    I tried commenting on this earlier but forum wigged out and couldn't find this post. Long story short, I would love this idea, much better than totems that get derstroyed.

    So the Lanterns have to be powerful, I think the Survivor should get points just like from the vent for taking and holding onto it but I think the Survivor should have some sort of negative efect on them for having iut. It's a risk reward thing like the One Ring from LOTR, it helps out your team to take it but it's risky kind of thing.

  • theanimal41
    theanimal41 Member Posts: 32

    Yeah idk what happened earlier either. So I made a new one. I would say certain perks would have negative affects on servicers and others have the buffs for both so if the killer takes one that only puts strong negative affects on the survivor why hunt them down but if it's one that give the killer a huge buff when he has it and the survivor gets a dumbed down version on the same buff would make killers want to hunt them down to get it back. And depending on what buff it is the killer would have to out think the survivors to get it back. (Example nurse that has a "lantern" that makes their base movement speed 115 but if it gets taken now the survivor gets 105 movement speed. You lose the perk you have to hunt them down to get it back.) Let's say the stronger the perk the more the survivor glows making them more visible and easier to track. And depending how strong it is even make it a aura revealed at all times type of thing.


  • theanimal41
    theanimal41 Member Posts: 32

    I'm thinking of multiple lantern perks working like when you first join a game and see a spirit and right after you see a hex totem but don't know if there is ruin or not you hold off on cleansing untill you know what your dealing with. Let's say you see x killer and they aren't moving that fast so you don't know what lantern they have so you hold off till the end game to grab it. But next killer is moving really fast and has two lanterns now you really want to take it. one will take the speed and applies a dumbed down version to you. the other ######### you over. Depending in the killer it would be some what easy to take it back like trapper or Billy.

  • theanimal41
    theanimal41 Member Posts: 32

    But I do get what your saying depending on the buff it could make certain servivors op

  • HatCreature
    HatCreature Member Posts: 3,298

    It sounds interesting, if done wrong it could just be a distraction for the Killer where they chase that Survivor all match for their lantern back and get screwed. Like Dying Light where you're chasing the Obsession the entire game and ######### yourself.

  • theanimal41
    theanimal41 Member Posts: 32

    The new perks would have to be taken in the same way learn how to work around it just like dying light