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There will never be fun while the game still be based on kills

KblokoBR
KblokoBR Member Posts: 209
edited July 2023 in Feedback and Suggestions

We all agree that the hole purpose of the game is chase right? Hold M1 on gen is boring, but getting 5/6 chases in a game with different survivors and not killing anyone is frustating too. Instead of being rewarded for new chases, killers are injuried by that, resorting to the only way they get a reward, tunnel, take someone out and slow the game, making "unfun" the gameplay of the tunneled one too.

While bhvr coerce camp and tunnel and dont encourage other playstyle, there will be more complaint about tunneling, and gen rush, but the base kit stuff they add, are hanging too much to survivor side for now and poorly band-aid the situation.

Post edited by Rizzo on

Comments

  • KblokoBR
    KblokoBR Member Posts: 209

    Anyway there's chase, you enjoying it or not, kill is the result and a animation of a survivor dying.

  • KblokoBR
    KblokoBR Member Posts: 209
    edited July 2023

    Its not get away, is reward for it, but encourage new chases with rewards too, otherwise no one will take them

  • Pluto_1
    Pluto_1 Member Posts: 337

    Facecamping a survivor until they die is a quick and easy way for the killer to lose. Only plebs do this.

  • ChaosWam
    ChaosWam Member Posts: 1,845

    I used to think something similar.

    'If they incentivized chase and hooks, they'd balance it all better'

    But then I thought harder on it, and the entire premise of the game is the hunting down of survivors and escaping being hunted down. If you take it away or make it less of a focus, you'd be gutting more of this game's identity.

    I do think some steps need to be taken for balancing and I'd even argue for some adjustments for emblem scoring, but kills should still be the objective.

  • Xendritch
    Xendritch Member Posts: 1,842

    I kind of think killer should focus on killing. Otherwise it'd be called hooker and.... that's probably for a different genre of game.

  • nars
    nars Member Posts: 1,124

    How? Would kills just... not exist? What hooking a survivor 3 times gives everyone a permanent debuff to everything?

  • Sonzaishinai
    Sonzaishinai Member Posts: 7,976

    Going to blow your mind now.

    The game in itself isn't focussed only on kills.

    The only thing in this game that purelly and solely looks at kills is a hidden number which the community started freaking out about. Thinking they are only good at the game if invisible number is high.

    If you completely ignore that number you can't even see you can play however you want.

    And if you do go the chases route you generally will make more bloodpoints, more emblems and that funny number that isn't explained in game in anyway can do it's job and face you against people that you can pull that off against.

    It's not the game that is obsessed with kills, it's the community. Why change something that the community is so obsessively fixated on?

  • pseudechis
    pseudechis Member Posts: 3,904

    No the chase is but one aspect of the game.

    Focusing on one aspect is a recipe for not having fun because lets face it some games may be heavy on that aspect some may be light but all a legit games of DBD.

    Making every game solely about chases is also a recipe for blandness.

    Case in point, the number of players who moan about being chased all game or tunneled. If the chase was the whole purpose of the game and as such the best source of fun then, wouldn't players want to be tunneled and as such chased all game to avoid the less fun aspects? No guess it's not all about the chase eh.

  • DaddyMyers_Mori
    DaddyMyers_Mori Member Posts: 2,205

    If you want to chase and nothing else, then start playing 1v1.

    I wish they would make it public mode....

  • Evan_
    Evan_ Member Posts: 547

    What is this "reward" killers get for kills you speak of?

    The Emblem system rewards trials with many chases, hooks, unhooks and good use of power with more pb and faster Grade progression (that results in better montly payouts). You can barely climb out of silver with a great and long struggle if you just bleed out everyone with zero hooks. Feel free to try it (or study the scoring) if you doubt this.

    On the other hand, Matchmaking punishes killing efficiently by having the killer face more experienced and coordinated groups of survivors.

    It feels like this "kill reward" you speak of only exists in your head, while the actual game mechanics promote the exact opposite approach.

  • mizark3
    mizark3 Member Posts: 2,253

    I've always like the idea of a Star Fox 64 styled 'Mission Complete' vs 'MISSION ACCOMPLISHED'.

    If you get 8 hooks without killing a Survivor, you unlock basekit Moris. Killers who want to showcase greater skill can show 3/4 Mori kills on the end screen without the offering or perks to grant it. It is entirely optional, but softly encourages spreading the pressure. The Killer knows they could have just won normally, but they wanted the greater glory of Mori kills, so losses hit less harshly. These basekit Moris also grant an untyped BP bonus.

    Similarly I'd want an equivalent cleanse/boon 5 totem + open 3 chests thing for Survivors during endgame, and the Killer chest offering would instead add chests AND the chests required for the super victory, but the chests added only have 'junk'. 'Junk' is a brown rarity item that literally does nothing. Hoarder chests also have junk, and add to this super victory number of chests required. Basement can never have junk in it though. After Survivors complete the side objectives, maybe it unlocks a White Glyph for them basekit, which also grants an untyped BP bonus same as for Killer's side objective of basekit Moris.

    Both sides would have a 'super victory', and it would force them to stay longer in the (won) match and risk further Killer/Survivor interactions. Since we currently only worry about Kill/Escape, both sides have no incentive to NOT speedrun that. Hopefully this would keep people around except when they have dailies and the like to escape as a certain Survivor or get X Sacrifices as a certain Killer. I also like the idea of the Killer camping basement against 4 White Glyph attempters all at death hook, so does one of them let the Killer Mori them so the others can rush the White Glyph?

  • UndeddJester
    UndeddJester Member Posts: 3,522

    You might be here for chase... I'm here for murder 😈

  • Seraphor
    Seraphor Member Posts: 9,429

    I have fun, as both killer and survivor, so you're objectively wrong.

  • JawsIsTheNextKiller
    JawsIsTheNextKiller Member Posts: 3,367

    Chasing the right people is part of the strategy. If I get 8 hooks and no kills it's my own stupid fault.

  • Emeal
    Emeal Member Posts: 5,312

    If you think Im having fun as Survivors smash my head to pieces with Pallets or vault and tbag, I think you have a bad notion of fun.

  • Reinami
    Reinami Member Posts: 5,654

    Hooks aren't eliminated, but they count more toward a win and the game is balanced around it, additionally i'd change hook states a bit to deal with camping and tunneling. But basically.


    If you hook each survivor 1 time, and they all die on hook, i wouldn't count that as a win, that would be a loss.

    If you hook each survivor twice, and they all escape, that would be a win for killer.


    It makes more sense for lore reasons as well because the whole point is that the entity feeds on hope, not kills. So survivors escaping doesn't really "bother" the entity.


    To deal with this problem i'd make the first scenario of hooking each survivor once basically impossible by doing the following:


    • Remove the 4% mechanic, and rework/remove luck to do something else along with stuff like slippery meat. (Deliverance can stay as it is a 100% chance to unhook and not RNG based)
    • Survivors now share the 1st hook state. Meaning, if you hook a survivor, then hard tunnel them, then immediately hook them again, they just remove a 2nd hook state from the teams shared one, they don't go into second stage.
    • Second stage only starts when you remove the team's shared hook states
    • Survivors can now only be eliminated from the trial at minimum on the 6th hook.


    This will effectively eliminate camping and tunneling as viable strategies. Along with this, i would do a rebalance of the core game by either extending time on generators, adding a mandatory secondary objective, buffing the weak killers at an individual level, decreasing the power of loops, or some combination of that.


    This would mean, that killer would basically be forced to spread pressure, and get a ton of hooks, rather than trying to eliminate someone as fast as possible, and encourage the more fun aspect of the game, which is the chase interaction between the killer and the survivor.

  • KblokoBR
    KblokoBR Member Posts: 209
    edited July 2023

    What im talking about is not about nonsense chases and not killing, is just that bhvr encourage a different playstile for those who likes to take multiple chases instead of killing right away (tunneling from beginning), i dont like to tunnel, but i do to win and play the game, but i find more fun for me if i could take multiple quick chases randomly and the game rewarded me for that, instead of loosing 4 gens and killing no one.

    By rewarding is a more complex theme, maybe pain ress base kit 10%? aura, slowdown on repair, idk, that would be on bhvr to think and balance, the state the game now is that, or survivors trow and you win by that, or you insta tunnel someone, making boring and repetitive (for me) to do.